True, but if my pawn moves there, then he can swap with the knight, allowing my dark bishop to incinerate their flank -Sjakk Mestari, Grandmaster pondering a battle
Adventures: Grandmasters usually travel to hone their activating talents and to gain power, though they also travel for all the reasons other classes travel (fame, wealth, glory, adventure).
Characteristics: A Grandmaster is a cunning opponent who fights by growing figurines to large sizes and using them in combat against his foes. Each figurine has a host of unique ablilites, and the Grandmaster may meld into one, augmenting its powers and making it a force to be reckoned with.
Alignment: Most Grandmasters tend towards Lawful Neutral, with their ordered minds and sense of superiority, but Grandmasters have been known to come from any alignment.
Religion: The most commonly worshiped gods among Grandmasters are Boccob and Wee-Jas, as Grandmasters often have a somewhat smug, yet distanced personality, and these characteristics are visible in these deities. However, Grandmasters have been known to worship almost any deity.
Races: A Grandmaster may come from any race, though more intelligent and more civilized races often produce the most famous. Elves often produce great Grandmasters due to their longevity, though even Dwarf and Orc Grandmasters are not unheard of.
Other Classes: The Grandmaster gets along well with other classes, especially wizards. Though they may come across as somewhat elitist, they are usually willing to work with others to enhance their capabilities.
Role: The Grandmaster works well with different groups depending on his focus. If he focuses on Pawns or Knights, he can provide assistance to other melee classes, while one focused on Bishops can provide magical support and one focused on Rooks can defend a caster-heavy party.
Adaptation: The Grandmaster can be incorporated into any medium to high magic setting. Magic Figurines are not uncommon, and the Grandmaster has simply mastered the art of creating and using them.
GAME RULE INFORMATION
Grandmaster's have the following game statistics.
Abilities: Int is very important to the Grandmaster to fuel his abilities, followed by dexterity and constitution to protect him (while not melded) in combat.
Alignment: Any
Hit Die: d6
Starting Age: As Wizard
Starting Gold: As Wizard
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th 1st +0 +0 +0 +2Pawns, Themed Set - - - - 2nd +1 +0 +0 +3Rooks, Intelligent Tactician - - - - 3rd +1 +1 +1 +3Knights - - - - 4th +2 +1 +1 +4Bishops, Spells 0 - - - 5th +2 +1 +1 +4Focused Master 0 - - - 6th +3 +2 +2 +5Intelligent Tactician 1 - - - 7th +3 +2 +2 +5Meld 1 - - - 8th +4 +2 +2 +6Quick Calling 1 0 - - 9th +4 +3 +3 +6Swap 1 0 - - 10th +5 +3 +3 +7Focused Master 1 1 - - 11th +5 +3 +3 +7Intelligent Tactician 1 1 0 - 12th +6/+1 +4 +4 +8Empowered Figurines 1 1 1 - 13th +6/+1 +4 +4 +8Quick Calling, Meld 1 1 1 - 14th +7/+2 +4 +4 +9Swap, Queen 2 1 1 0 15th +7/+2 +5 +5 +9Focused Master 2 1 1 1 16th +8/+3 +5 +5 +10Intelligent Tactician 2 2 1 1 17th +8/+3 +5 +5 +10Meld 2 2 2 1 18th +9/+4 +6 +6 +11Quick Calling 3 2 2 1 19th +9/+4 +6 +6 +11Checkmate 3 3 3 2 20th +10/+5 +6 +6 +12King-piece 3 3 3 3
Class Skills
The Grandmaster's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), Tumble (Dex), and UMD (Cha).
A Grandmaster specializing in white adds: Forgery (Dex), Gather Info (Cha), and Intimidate (Cha)
A Grandmaster specializing in black adds: Heal (Wis), Diplomacy (Cha),and Decipher Script (Int)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the following are class features of the Grandmaster.
Weapon and Armor Proficiencies: The Grandmaster is proficient in the use of all simple weapons and with light armor but not shields.
Themed Set (Ex): The Grandmaster carries a set of small carved figurines known as a "Set". These figurines are treated as figurines of wondrous power, with stats as noted below. At first level, the Grandmaster picks a side and a theme for his figurines. The "side" is either white or black, white being tied in to destruction, and black focusing on protection, though there is no alignment stigma for either. The theme may be anything from "fire" to "darkness" to "winter". This theme has no effect other than adding one point of damage (of a related energy type) to each figurine's attack per level the Grandmaster has in this class. (e.g. A 10th level Grandmaster with the "Winter" theme would add 10 cold damage to each attack his figurines deal). Force may not be selected as an energy type. Those Grandmasters on the white side gain a +2 to initiative, while those of the black side gain +2 to AC.
It takes a standard action (that doesnt provoke) to activate each figurine, the Grandmaster must have the figurines at hand to use their power. Each may remain activated for 10 minutes per Grandmaster level per day, after which the figurine becomes inert and may not be used for 24 hours. The Grandmaster may have a number of pieces out at any one time equal to 1/3 his HD (round up). If the Grandmaster loses his pieces then he cannot use his class abilities until he carves a new set. Each piece costs 50 gp for materials and takes 8 hours to carve, though more powerful grandmasters often own much more elaborate sets.
Lastly, a themed set allows a grandmaster to wield the pieces as if they were magic weapons. When holding a piece, a grandmaster may choose to elongate it into a specific magical weapon. Pawns become shortswords, bishops become quarterstaffs, Knights become spears (longspears or otherwise), Rooks become heavy metal shields, and the queen becomes a longbow. This requres a move action. Each weapon has an enhancement bonus equal to 1 with an additional +1 at 10th level, and is treated as the metal or substance that the piece itself is made of (wood is wood, cold iron is cold iron, adamentium is adamentium, etc.). When using a piece of his focused mastery, the pieces instead gain +1 every 5th level (so a 20th level pawnmaster could choose to use a +5 shortsword or a +2 quarterstaff). The weapon does half the normal theme damage (e.g. a 10th level grandmaster with the Thunder theme (sonic) would deal 5 bonus sonic damage per hit). The grandmaster is considered proficient when wielding a piece.
Basic Figurine Traits
Spoiler
A Figurine has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
A Figurine also has Hardness equal to 1/2 its HD.
A figurine with class levels may use the heroic stat array, and gains the bonus ability point for every 4 levels it has.
If an activated figurine is destroyed, the statuette of the figurine turns black and cannot be activated for an hour.
Pawns (Ex): The simplest and first of the pieces the grandmaster learns to activate, pawns are sneaky figurines that can serve as scouts and spies. The Grandmaster has 4 of these pieces, and at level 10 gains another 4.
Stats:
SpoilerA pawn acts as a Scout with 1/4 the Grandmaster's HD in levels (minimum 1). The Grandmaster may customize the pawn, but every pawn must be identical. The pawn starts with the gear standard for a NPC ranger of the appropriate level (see the DMG). The pawn also has the ability to move at twice its speed in the first round it is summoned.
Rooks (Ex): Strong defensive figurines, rooks can protect their masters and allies from harm in various ways. The Grandmaster has two of these pieces.
Stats:
SpoilerA rook acts as a Shield Warrior with 1/2 the Grandmaster's HD in levels (minimum 1). The Grandmaster may customize the rook, but every rook must be identical. The rook starts with the wealth standard for a NPC fighter of the appropriate level (see the DMG).
Knights (Ex): Inspiring beacons of courage and strength, Knights roam the battlefield with their huge maces and swords, inspiring allies everywhere. The Grandmaster has two of these pieces.
Stats:
SpoilerA Knight acts as a paladin with 1/2 the Grandmaster's HD in levels (minimum 1). The Grandmaster may customize the knight, but every knight must be identical. The knight starts with the gear standard for a NPC paladin of the appropriate level (see the DMG). The smite ability functions against creatures of an alignment opposite to the Grandmaster's.
Bishops (Ex): Powerful matched casters, the Grandmaster that focuses on these is to indeed be feared. The Grandmaster has two of these pieces.
Stats:
SpoilerA bishop acts as either a warmage or a healer, depending on the color chosen by the Grandmaster (white is warmage, black is healer.) with 1/2 the Grandmaster's HD in levels (minimum 1). The Grandmaster may customize the bishop, but every bishop must be identical. The bishop starts with the wealth standard for a NPC (wizard or cleric, respectively) of the appropriate level (see the DMG). The bishops may not take metamagic feats.
Spells:
Beginning at 4th level, a Grandmaster gains the ability to cast a small number of arcane spells, which are drawn from the Grandmaster spell list. A Grandmaster may cast spontaneously.
To prepare or cast a spell, a grandmaster must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Grandmaster's spell is 10 + the spell level + the Grandmaster's intelligence modifier.Like other spellcasters, a grandmaster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Grandmaster. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: The Grandmaster indicates that the grandmaster gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on her Intelligence score for that spell level.
A grandmaster prepares and casts spells the way a sorcerer. A grandmaster may prepare and cast any spell on the grandmaster spell list, provided that he can cast spells of that level.
Through 3rd level, a grandmaster has no caster level. At 4th level and higher, his caster level is half his grandmaster level.
Focused Master (Ex): Choose one type of figurine to focus on (bishops is a single focus) You gain bonuses to those figurines as listed below. These bonuses scale at particular levels (5, 10, 15).
Pawnmaster:
- At 5th level, the Pawnmaster's pawns learn to flank better. The flanking bonus of pawns is equal to the number of pawns flanking the target at any given time (minimum of +2)
- At 10th level, pawns have levels in the scout class equal to 1/2 the grandmaster's level.
- At 15th level, the pawnmaster develops the Sicilian defense. The grandmaster may now act as if permanently under the effects of Foresight, as the spell.
Rookmaster:
- At 5th level, the Rookmaster and his rooks become tougher. The rookmaster gains DR/adamentium equal to 1/2 his level, and rooks gain a deflection bonus equal to 1/4 their HD (this stacks with any prior bonuses). Rooks are treated as riverine, regardless of their actual composition.
- At 10th level, rooks increase their shield warrior levels to 3/4 the grandmaster's level. They also gain move-speed as a monk of their level.
- At 15th level, the Tarrasch rule comes into play. Whenever a rook is within a single move action of another piece, that piece gains the rook's deflection bonus. The Grandmaster's DR becomes hardness, thus stacking with his Iron Body ability.
Knightmaster:
- At 5th level, the Knightmaster's knights learn how to better smite their foes. They take no penalty for power attacking their enemies while smiting.
- At 10th level, Knights level to 3/4 the grandmaster's level.
- At 15th level, the Knights learn Capablanca's Theorem. The Grandmaster may summon the Queen an additional time per week. The Knights also learn to better move around the field. Their paladin mounts are treated as phantom steeds, though they may be ridden by anyone the knight wishes.
Bishopmaster:
- At 5th level, the Bishopmaster's bishops learn how to better use their key stat. They gain a bonus to their caster level equal to either their intelligence modifier or their charisma modifier, whichever they use as a casting stat.
- At 10th level, Bishops level to 3/4 the grandmaster's level.
- At 15th level, the Bishops learn to fianchetto. As a swift action, they may swap (as the Grandmaster abililty) with any other piece. They may do this a number of times per day equal to their key ability modifier.
Intelligent Tactician (Ex): The Grandmaster knows how to activate stronger figurines that are better trained. The Grandmaster adds his intelligence modifier to the figurines health for each hit dice they have. At 6th level, his intelligence modifier is added to the figurines' attack rolls. At 11th level, it is added to their AC and saves, and at 16th level it is added to their initiative (Note: the bonus to saves and to HP does not apply when the grandmaster is melded with that figurine, though it continues working for all other figurines).
Meld (Su):The grandmaster melds into a figurine for protection and strength. The Grandmaster must be adjacent to the figurine and take a move action to "enter" it. Treat the Grandmaster as using the psionic power fusion, except it has no cost and can be used as long as the figurine is usable. (The int bonus to saves and to HP does not apply when the grandmaster is melded with that figurine, though it continues working for all other figurines). At level 13 and 17 respectively, the intelligence bonus to HP and the Bonus to saves are factored in to the "gestalt".
Quick Calling (Ex): The Grandmaster knows how to call his figurines faster. At 8th level, he becomes able to call them as a move action (and thus able to activate two per round). At 13th, he learns to activate them as a swift action (allowing three to be activated in a round), and at 18th he learns to activate two with a single action (swift or move), allowing 6 to be activated in a single round.
Swap (Ex): The grandmaster can swap the places of any two figurines, or that of himself and a figurine as a standard action that does not provoke. At 14th level, he may swap places as a swift action. He may do this a number of times equal to twice his intelligence modifier per day.
Empowered Figurines:All figurines gain +2 class levels
Queen (Ex): The Grandmaster gains a powerful minion that acts as an emergency piece when he is in dire need. The Grandmaster may call upon the Queen 1/week as an immediate action. Every time over that that she is summoned, the Grandmaster takes 2 points of intelligence damage. This damage may only be healed through natural rest. The queen is not empowered via the "Empower Figurines" ability. The queen remains summoned (unless dismissed) for a maximum of one hour.
Stats:
Spoiler
The grandmaster may decide on a queen character. This character is treated as a character of a level equal to the Grandmaster's level -1. This character is customizable, but must meet with DM approval in terms of power and flavor.
Checkmate (Su): The grandmaster learns how to declare their opponent defeated. If his pieces threaten every square around an enemy, the grandmaster may declare checkmate. This is usable 3/day. The opponent must succeed on a fortitude save equal to the Grandmaster's level+Intelligence modifier+5 or instantly suffer the effects of a flesh to stone spell. This is a supernatural effect.
King-piece (Ex): Only achievable by the most powerful grandmasters, the grandmaster takes on the role of the King of Figurines. The grandmaster gains the continual benefits of the Iron Body spell, with the exception that they do not suffer from the spell failure chance. This is suppressible as a free action (not on your turn). In addition, the grandmaster may take the form of the King piece. The Grandmaster may take this form 1/day, and it lasts until the end of the encounter. While in this form, each of the grandmaster's active figurines gains an additional bonus to all rolls equal to the grandmaster's intelligence modifier, while opponents take an similar penalty. The grandmaster must be visible to the creatures taking the bonuses or penalties.
Grandmaster Spell List:
Spoiler
1st:Know Greatest Enemy, Lay of the Land, Phantom Threat,Mass Aid, Checkmate's Light, Warning Shout, Dawn, Omen of Peril, Rary's Telepathic Bond, Targeting Ray, Benign Transportation
2nd: Know Vulnerabilities, Knight's Move, Tactical Precision, Speak to Allies, Divine Protection, Quick March, Detect thoughts, Snake's Swiftness (mass), Dimension Step
3rd: Know Opponent, G'Elsewhere Chant, Speechlink, Resist Energy (mass), Anticipate Teleport, Allegro, Battle Hymn
4th: Resistance, Greater. Implacable Pursuer, Spell Vulnerablility, Hallucinatory Terrain, Freedom of Movement, Dimension Shuffle
Black Spells:
1st: Sleep
2nd: Tongues, Haste
3rd: Lesser Vigor (mass), Aid (mass)
4th: Decoy Image
White Spells:
1st: Disguise Self
2nd: Hold Person
3rd: Cone of Grief, Curse of Impending Blades (mass)
4th: Modify Memory
Construct ACF:
Spoiler
This ACF replaces the customizable characters of the base class with astral construct, which significantly cuts down on both book-keeping and stabilizes potential power level.
The following deviations from the base class are in place:
- Constructs gain specials when the grandmaster gains bonuses for his specialization.
- Constructs gain HD instead of class levels.
The following deviations from standard astral constructs are in place:
- Constructs gain feats at the rate of 1/3 HD, with a bonus feat at 1st, as standard characters.
- Constructs will gain Menu abilities as they gain HD. However, the abilities chosen within each type of piece maintain for all. For example, if +10 movespeed is chosen for one pawn, all pawns will also have that same Menu A ability. If they advance sufficiently in HD, they can choose a new ability from the appropriate menu, as detailed in the astral construct entry once they hit the appropriate minimum number of HD for a higher form.
Pieces Stats
Spoiler: Pawn
A basic piece that works best in large groups.
- 20 foot move speed.
- AC equals 10+grandmaster level+grandmaster intelligence modifier
- Saves equal the grandmaster's level.
- Attack bonus equals the grandmaster's level. A pawn's base damage equals the grandmaster's level.
Basic Special: A pawn's speed is doubled on the first turn it takes after being summoned. 1d6 sneak attack.
Advanced Special: A pawn can move 10 feet as a 5 foot step. 3d6 sneak attack and evasion.
Masterful special: A pawn that strikes the killing blow on an opponent can be promoted to a queen. 6d6 sneak attack and evasion.
Spoiler: Knight
A fast moving piece that provides bonuses to its teammates. Auras do not stack.
- 50 foot move speed.
- AC equals 10 + grandmaster level + grandmaster intelligence modifier
- Saves equal the grandmaster's level.
- Attack bonus equals the grandmaster's level. A knight's base damage equals double the grandmaster's level.
Basic Special: A knight emanates a 60 foot aura that grants a bonus to AC equal to the grandmaster's intelligence to all allies (except itself or other knights).
Advanced Special: The knight's aura also grants immunity to fear effects and damage reduction equal to the AC bonus. Charge deals 1.5 times damage.
Masterful special: The knight's aura also grants immunity to transfiguration effects and a bonus to saves equal to the AC bonus. Charge deals double damage.
Spoiler: Rook
A tough piece that protects its teammates.
- 30 foot move speed.
- AC equals 10 + grandmaster level + twice grandmaster intelligence modifier
- Saves equal the grandmaster's level.
- Attack bonus equals the grandmaster's level. A rook's base damage equals double the grandmaster's level.
Basic Special: A rook gains the ability to cast a shield self on a single individual. The rook also gains DR equal to half the grandmaster's level.
Advanced Special: The rook gains 10 foot reach. The rook also gains fast healing equal to half the grandmaster's level.
Masterful special: The rook's fast healing and DR equal the grandmaster's level. The rook's statuette can also function as a daern's instant fortress while the rook is inactive.
Spoiler: Bishop
A quick, spellcasting piece.
- 40 foot move speed.
- AC equals 10 + grandmaster level.
- Saves equal the grandmaster's level.
- Attack bonus equals 1/2 the grandmaster's level. A bishop's base damage equals half the grandmaster's level.
Basic Special: Bishops can cast spells from the warmage or healer lists (each bishop can cast spells from only one list). Each bishop can also cast from a single domain. The healer bishop's healing spells are treated as repair spells for the purpose of healing constructs. The bishop's spellcasting follows the bard's progression.
Advanced Special: Bishop spells are treated as heightened 2 levels.
Masterful Special: Bishop spells are treated as empowered.
Queen Construct:
SpoilerThe queen is treated as a construct with max hp and HD equal to the Grandmaster's +2. Each time that she is summoned, the grandmaster may decide on new abilities for her from the astral construct menu (2 from each menu)
Designer Notes:
SpoilerMid-High tier 3ish guy who uses "figurines of wondrous power" in a chess-like manner, and can meld into them to gain benefits. Can also focus on one kind of piece to gain extra benefits. Can choose to meld or cast spells in the back (Hint: Ring of Invisibility + This Guy => I hope you don't have a "rocks fall you die" DM)
Credits:
SpoilerSpecial thanks to Merchant, Jiruku, Noctis Vigil, Road_runner...heck, thanks to everyone! :smallbiggrin: You guys made it happen.
Changelog:
Spoiler
Added a domain of casting to the bishops Edit: Deleted a domain:smalltongue: Edit:maybe kept a domain...thoughts? :smallconfused:
Changed bishops from adept and witch to healer and warmage with bard casting
Added both a class level system and a psionic construct system. To stop debate:smalltongue:
Working on spell list now:smallsmile:
Added Checkmate
Changed King piece
Added Queen
Added empowered figurines
DONE! PEACH? :smallbiggrin:
3/9/12
Clarified Meld
5/17/12
Made statuettes not be destroyed, but rather rendered inert for an hour
added Dimension Step and Dimension Shuffle