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Dreadmaster

(Faiths & Pantheons variant, p. 188)

Dreadmasters seek to rule absolutely, preferably through terror and domination.

Requirements

Base Attack Bonus: +4

Alignment: Lawful evil

Skills: Intimidate 5 ranks , Sense Motive 4 ranks

Feats: Leadership , Skill Focus (Intimidate) , Spell Focus (Enchantment)

Patron: Bane.
Spells: Ability to cast 3rd-level divine spells. Clerics who are dreadmasters must have access to either the Hatred or Tyranny domain.
Special: A cohort of at least 6th level.


Hit die

d8

Class Features

Weapon and Armor Proficiency: A dreadmaster gains no weapon or armor proficiencies.

Spells per Day/Spells Known: At each dreadmaster level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming a dreadmaster, the player must decide to which class to add each dreadmaster level for the purpose of determining spells per day and spells known.

Dominating Aura (Su): A dreadmaster is immune to fear (magical or otherwise). Enemies within 20 feet of a dreadmaster suffer a —4 morale penalty on saving throws against fear effects. The radius of this aura increases at 3rd, 5th, 7th, and 9th level.

Insidious Insight (Ex): A dreadmaster has a knack for ferreting out what others are up to so that he can more effectively keep control. Beginning at 2nd level, dreadmasters receive a +2 circumstance bonus on Sense Motive and Gather Information checks.

Rodcraft (Ex): Dreadmasters have an affinity for magic rods, seeing them as an extension of the symbolism of the divine scepter of rulership that is also seen in Bane's favored weapon, the morningstar. Beginning at 4th level, when a dreadmaster makes a rod, the DCs for saving throws against the powers of rods they craft are twohigher than would be those made by a nondreadmaster crafter of comparable level. They especially love to make rods of rulership, enemy detection, and lordly might.

Enhanced Leadership (Ex): Beginning at 6th level, the dreadmaster receives a +2 bonus to his Leadership score. This increases to +4 at 8th level and +6 at 10th level. (He still cannot attract a cohort of greater than his character level.) At 6th through 10th level, a dreadmaster does not suffer the —2 cumulative Leadership penalty for causing the death of a cohort for one cohort per each dreadmaster level above 5th (up to a total of five cohorts at 10th level). Dreadmasters of 10th level do not suffer the normal general —2 Leadership penalty for cruelty.

Fanatical Loyalty (Su): Followers and cohorts of the dreadmaster become fanatically loyal to the dreadmaster, with only Bane himself inspiring greater loyalty in them. They do not balk at life-threatening actions or actions that would normally lie outside their moral compunctions or normal behavior if the dreadmaster asks them to perform such actions. Spells that the dreadmaster has cast upon his cohorts that normally grant a saving throw or saving throw bonus if the subject is asked to take life-threatening actions or actions contrary to her nature do not do so when the subject is fanatically loyal to the dreadmaster. The dreadmaster gains this ability at 8th level.

Special Cohort: The dreadmaster attracts a special cohort (see Chapter 2 of the Dungeon Master's Guide ) in addition to any cohort already gained. If a leader loses this special cohort, he can generally replace it, according to his current Leadership score. It takes time (1d4 months) to recruit a replacement. At 10th level, the dreadmaster attracts a second special cohort in addition to any cohort or special cohorts already gained. Because of the lawful nature of Bane, special cohorts who are mutually inimical by type, alignment, or nature are not drawn to the same dreadmaster. Use the "Example Dreadmaster Special Cohorts" table to select special cohorts gained through this ability.

Creature Alignment Level Equivalent
Doppelganger Neutral 6th
Helmed horror* Neutral 13th
Gouger (beholderkin)* Neutral evil 14th
Deathkiss (beholderkin)* Neutral evil 16th
Baneguard* Lawful evil 5th
Banedead* Lawful evil 6th
Hell hound Lawful evil 6th
Imp Lawful evil 7th
Displacer beast Lawful evil 7th
Banelar* Lawful evil 10th

*Found in Monster Compendium: Monsters of Faerûn.

Advancement

Class Level BAB Fort Ref Will Special Spells per Day
1st +0 +2 +0 +2 Dominating aura 20 feet +1 level of existing class
2nd +1 +3 +0 +3 Insidious insight +1 level of existing class
3rd +2 +3 +1 +3 Dominating aura 30 feet +1 level of existing class
4th +3 +4 +1 +4 Rodcraft +1 level of existing class
5th +3 +4 +1 +4 Dominating aura 40 feet +1 level of existing class
6th +4 +5 +2 +5 Enhanced leadership +2 +1 level of existing class
7th +5 +5 +2 +5 Dominating aura 50 feet +1 level of existing class
8th +6 +6 +2 +6 Enhanced leadership +4,fanatical loyalty +1 level of existing class
9th +6 +6 +3 +6 Dominating aura 60 feet,special cohort +1 level of existing class
10th +7 +7 +3 +7 Enhanced leadership +6,second special cohort +1 level of existing class

Class skills

Skill name Key ability Trained only Armor check penalty
Bluff CHA no no
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Gather Information CHA no no
Intimidate CHA no no
Knowledge (arcana) INT yes no
Knowledge (geography) INT yes no
Knowledge (history) INT yes no
Knowledge (local) INT yes no
Knowledge (nobility and royalty) INT yes no
Knowledge (religion) INT yes no
Profession WIS yes no
Ride DEX no no
Scry Int yes no
Sense Motive WIS no no
Speak Language None yes no
Spellcraft INT yes no

Spells for Dreadmaster

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