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Samurai sheepdog book of many things vol 129

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Controller

Controller Spells

Controllers manipulate the field of Character
battle to their party’s advantage. They
Level
Suggested Spells
may do so by locking down a single
1
color spray, entangle, faerie fire, grease, sleep, thunderstomp
opponent or causing disarray in the ranks
2
binding earth, glitterdust, hold person, ice slick, steal size, stone call, web
of another group.
bestow curse, blindness/deafness, charm monster, deep slumber, greater
Unlike other character kits, the
3
thunderstomp,
nixie’s lure
controller’s choice of equipment isn’t
as important. The suggestion is to pick
black tentacles, explosion of rot, flame strike, phantasmal killer, shout,
a secondary kit from which to draw
4
symbol of slowing, wall of bone
equipment. A controller might also be a
hold monster, hungry earth, icy prison, insect plague, transmute mud to rock,
protector, heavily fortified against assault
5
transmute rock to mud


while he pesters his opponents. Or, he
antimagic field, cloak of dreams, mass binding earth, mass charm monster,
may be a bruiser, moving from one enemy
6
mass
hold person, sirocco
to the next, ensuring it won’t get away
7
fire storm, reverse gravity, scouring winds, sunbeam, symbol of stunning
before he finishes it off.
Ability Increases: If the controller is a
8
antipathy, earthquake, greater shout, sunburst
spellcaster, a spellcasting ability score is
9
implosion, mass hold monster, mass icy prison, polar midnight, weird
the best choice to increase, instead of
Dexterity.
Ice Slick
Spells: Suggested spells are at the lowest available level. Check
As grease, but any creature in the area when the spell is
the class spell list to confirm if a spell is available to a class at the
cast takes 1d6 points of cold damage + 1 point per caster level
same or another level.
(maximum +10) and falls prone; creatures that succeed at a
Pinning Rend: While you have an opponent pinned, when
Reflex save take half damage and don’t fall prone. Spell resistance
you succeed at a grapple combat maneuver check to deal an
applies to this initial effect.
opponent damage using an unarmed strike or a light or oneHungry Earth

handed weapon, that opponent also takes bleed damage equal
Casting Time 1 standard action
to your unarmed strike or weapon damage dice. Any creature
Components V, S
that is immune to critical hits is immune to the effects of this feat.
Vicious Stomp: Whenever an opponent falls prone adjacent to
Range medium (100 ft. + 10 ft./level)
you, that opponent provokes an attack of opportunity from you.
Area 20-foot-radius spread
This attack must be an unarmed strike.
Duration 1 round/level
Saving Throw none; Spell Resistance no

Controller Advancement

128

Character
Level
1
2
3
4
5
6
7
8
9
10
11

12
13
14
15
16
17
18
19
20

Feats
Combat Expertise

Improved Trip

Agile Maneuvers

Combat Reflexes

Improved Unarmed Strike

Vicious Stomp

Greater Trip

Improved Grapple

Greater Grapple

Pinning Rend



Ability
Increase*



Dexterity



Dexterity



Dexterity



Dexterity



Dexterity

Immediately, and at the beginning of each of your turns, every
creature touching the ground within the area of the spell is the
target of a grapple combat maneuver. Creatures that enter the
area of effect are also automatically attacked. The ground does
not provoke attacks of opportunity. The earth’s CMB is equal to

5 + your caster level for the purpose of this combat maneuver
check.
Attempt the combat maneuver check only once each round
and apply the result to all creatures in the area of effect.
Each time the ground succeeds at a combat maneuver check
to grapple a foe, it drags the creature farther down, eventually
forcing the creature below its surface. With the first successful
check, the target gains the grappled condition. Grappled
opponents can’t move without first breaking the grapple (doing
so requires a successful DC 20 combat maneuver or Escape Artist
check). The ground receives a +5 bonus on combat maneuver
checks to grapple opponents it is already grappling. After the
second successful grapple combat maneuver check, the grappled
creature is pulled to the ground and becomes prone. On the third
successful grapple combat maneuver check, the creature is fully
buried and must hold its breath or begin suffocating.
A buried creature can’t attempt to escape unless the effect
ends or it breaks the grapple. The DC to escape the grapple
increases to 25 for a creature that has been pulled beneath the
earth.



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