The Spook Master (3.5e Class)

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The Spook Master

The Spook Master is a master of spooky energy, a powerful warrior infused with the essence of spooky, scary skeletons. The Spook Master uses unique, spell-like abilities and his spooky energy to use summon powerful creatures never seen before: Spooky Skeletons.

Making a Spook Master

A Spook Master relies heavily on his Spooky Skeletons, creatures he summons from the bones of dead humanoids. As he gets stronger, so in turn will his skeletal minions. He holds little synergy with any party, but makes up for this with his versatility and different combat options.

Abilities: Because many of their powers are Charisma based, Charisma should be a Spook Master's number 1 priority. Additionally, thanks to a wide range of skills and relatively equal split between melee and ranged combat, all other ability scores are nearly equal. This gives each Spook Master its own individuality and allows for diversity among them.

Races: A member of any race may become a Spook Master, any many do. However, only one Spook Master may exist at a time. The power of the spook is passed down whenever the Spook Master feels it is time.

Alignment: A Spook Master can, in theory, be of any alignment. However, as with any class, being lawful makes you boring.

Starting Gold: 3d6 x 10

Starting Age: Any.

Table: The Spook Master

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+2+2 Raise Spooky Skeleton +1
2nd+2+3+3+3 Rebuke Spooky Skeleton
3rd+3+3+3+3 Raise Spooky Skeleton +2
4th+4+4+4+4 Sack o’ Spook, Spook Zone +1
5th+5+4+4+4 Raise Spooky Skeleton +3
6th+6/+1+5+5+5 Mend Spooky Bones
7th+7/+2+5+5+5 Raise Spooky Skeleton +4
8th+8/+3+6+6+6 Spook Zone +3
9th+9/+4+6+6+6 Raise Spooky Skeleton +5
10th+10/+5+7+7+7 Spooked Me Good (Minor)
11th+11/+6/+1+7+7+7 Raise Spooky Skeleton +6
12th+12/+7/+2+8+8+8 Spook Zone +5
13th+13/+8/+3+8+8+8 Raise Spooky Skeleton +7
14th+14/+9/+4+9+9+9 If You Can’t Spook ‘Em, Make ‘Em Spook
15th+15/+10/+5+9+9+9 Raise Spooky Skeleton +8
16th+16/+11/+6/+1+10+10+10 Spooky Zone +7
17th+17/+12/+7/+2+10+10+10 Raise Spooky Skeleton +9
18th+18/+13/+8/+3+11+11+11 Spooked Me Good (Major)
19th+19/+14/+9/+4+11+11+11 Raise Spooky Skeleton +10
20th+20/+15/+10/+5+12+12+12 Spooky Zone +9, A New Spooker

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Perform (Spook Song) (Cha), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).

Class Features

All of the following are class features of the Spook Master.

Weapon and Armor Proficiency: A Spook Master is proficient with all simple weapons. They are proficient with light armors.

Raise Spooky Skeleton (Su): A Spook Master can raise Spooky Skeletons from the bones of any humanoid creature. The Spooky Skeleton can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain Spooky until they are destroyed. (The items used to make the Spooky Skeleton crumble and are reduced to dust). The Spooky Skeleton you create remain under your control indefinitely. No matter how many times you use this ability, however, you are limited to the number noted on the Spook Master progression chart. If you exceed this number, all the newly created Spooky Skeletons fall under your control, and any excess Spooky Skeletons from previous castings become uncontrolled. (You choose which Spooky Skeletons are released.)

Spookify Skeleton (Su): At 2nd level, a Spook Master can rebuke or command Skeletons by channeling spooky energy through his body. When a necromancer commands skeletons, he can control 2 HD/level. A necromancer may attempt to rebuke or command Skeletons a number of times per day equal to 3 + his Charisma modifier. This otherwise functions exactly as an Evil Cleric's Rebuke Undead would.

Sack o' Spook (Ex): At 3rd level, a Spook Master may convert any Bag of Holding into an equivalent Sack o’ Spook. The Sack o’ Spook is identical to the bag of holding with a few exceptions. The Sack o’ Spook can only be used to hold Spooky Skeletons or the items used to make one. Additionally, a Spook Master may activate a Sack o’ Spook by using the command phrase “Clickity clack, get in my sack!” to summon a vortex that sucks all Spooky Skeletons inside. Converting a sack requires 24 hours and only the Spook Master may use the sack.

Spooky Zone (Su): At 4th level, a necromancer is continuously surrounded by an aura of spooky energy nearly identical to the desecrate spell, but affecting only allied Spooky Skeletons (and the Spook Master, if also Spooky Skeleton). The area of negative energy extends to a radius of 10 feet per Spook Master class level. A profane bonus is granted to all undead attack rolls, damage rolls, saving throws. This bonus increases by +2 every 4 levels.

Mend Spooky Bones (Su): At 6th level, a Spook Master becomes a living conduit to the spooky energy plane. This allows him to channel spooky energy to heal Spooky Skeleton allies (or himself, if somehow transformed to Spooky Skeleton). At will (but not more often than once per round) by touching a Spooky Skeleton, he can heal it by 1d8 hit points per caster level.

Spooked 'Em Good (Su): At 10th level, a Spook Master gains an Aura of Spook with a 60 ft. radius. When not being suppressed, any enemy in the aura must make a DC 20 Will save or become frightened for 1d4 rounds. At 18th level, a Spook Master’s aura becomes stronger with a 100ft radius. When not being suppressed any enemy in the aura must make a DC 25 Will save or become panicked for 1d6 rounds. Any enemy that succeeds on the save becomes immune to the aura's effect. Any enemy that fails the save must attempt a new save after ending their fear if they are still within the aura's area of effect or reenter the aura's area of effect. The immunity to this effect lasts 24 hours.

If You Can’t Spook ‘Em, Make ‘Em Spook (Sp): At 14th level, a Spook Master may use a Spook Ray at will. A Spook Ray is nearly identical to the Disintegrate spell, except it only affects living humanoid creatures. If the creature is reduced to 0 HP by the ability, they are raised as a Spooky Skeleton.

A New Spooker (Su): At 20th level, a Spook Master may pass on all of his experience, in the form of Spook Master levels, to another character. That character takes over as the Spook Master, and the previous Spook Master is reduced to spooky energy.

Ex-Spook Masters

They die.

Epic Spook Master

Table: The Epic Spook Master

Hit Die: d4

LevelSpecial
21stRaise Spooky Skeleton +11
22ndBonus Feat
23rdRaise Spooky Skeleton +12
24thSpook Zone +11
25thRaise Spooky Skeleton +13
26thBonus Feat
27thRaise Spooky Skeleton +14
28thSpook Zone +13
29thRaise Spooky Skeleton +15
30thBonus Feat

2 + Int modifier skill points per level.

Raise Spooky Skeletons: Advances as noted above.

Spookify Skeleton: Advances as Epic Cleric rebuke undead.

Spook Zone: Advances as noted above.

Bonus Feats: The epic Spook Master gains a bonus feat (selected from the list of epic Spook Master bonus feats) at 22nd and every 4 thereafter.

Epic Spook Master Bonus Feat List: Spooky Energy Burst, Spectral Strike,

Spook Master Starting Package

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Playing a Spook Master

Religion: .

Other Classes: .

Combat: .

Advancement: .

Spook Masters in the World

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Spook Master Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DCResult
5.
10.
15.
20.

Spook Masters in the Game


Adaptation: .

Sample Encounter: .

EL : .



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