Spheres of Power

Grandmaster Creature (CR +4)

A rare few creatures embrace the ethos of competition and rivalry to such an extent that the divine powers of the multiverse respond. These forces conspire to place this “grandmaster” in opposition to a destined group of heroes. It gains the ability to assemble a group of villains or rivals to oppose a group of designated champions. This group does not necessarily mirror the heroes; in fact, many grandmasters and their opposing forces are in place even before the fellowship of heroes is. Grandmasters can change the membership of their assembled force, if they quit or are captured/killed, but the assembled cabal cannot change who the grandmaster is. Most grandmasters have an inner circle of minions to do their bidding and often lead armies as well. Grandmasters can be difficult to distinguish from other creatures unless they chose to identify themselves.

Creating a Grandmaster Creature

“Grandmaster” is an acquired template that can be added to any creature that can communicate and has an Intelligence of 8 or higher. It is most often applied to humanoids. A grandmaster creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +4

Alignment: Becomes Lawful

Special Abilities: A grandmaster creature retains all the special abilities of the base creature, and gains the augmented special abilities described below.

Assemble Cabal (Su): The grandmaster may designate up to 4 creatures known to her, plus herself, to be considered a cabal member (this designation takes a standard action, but once done it lasts until changed). Twice per day when she focuses and speaks the name of her cabal, this group of creatures is called to unoccupied squares adjacent to the grand master (an immediate action). They appear at the grandmaster’s location along with their gear, even if the grandmaster and the subjects are not on the same plane. The cabal members know who is attempting to teleport them, and this ability only functions on willing travelers. This is a conjuration (teleportation) effect.

Cabal Boost (Su): For 1 minute per HD after the cabal is teleported to him the grand master gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to his HD.

Cabal Brute (Su): One cabal member, chosen by the grandmaster, that does not possess an ability granted by this template, gains the following abilities when he is within 100 ft. of the cabal’s grandmaster.

  • Strength +4 inherent bonus
  • Constitution +4 inherent bonus
  • Perilous Strike: When a melee weapon wielded by the cabal brute scores a critical hit, its critical can cascade: the cabal brute continues to reroll confirmations of a critical hit at a -5 cumulative attack penalty even after the first confirmation until there’s a miss, and each successful strike increases the weapon’s critical multiplier by x1. Thus if cabal brute scores a critical with a perilous dagger (base critical x2), first he must roll a hit to confirm the critical, then roll again at a -5 attack penalty, then again at a -10 attack penalty, then again at a -15 penalty, etc., until he misses (for example, at a -20 penalty). The dagger in this case scored three additional successes beyond the initial critical, so the dagger’s critical multiplier is increased to x5.

Cabal Genius (Su): One cabal member, chosen by the grandmaster, that does not possess an ability granted by this template, gains the following abilities when he is within 100 ft. of the cabal’s grandmaster.

  • Intelligence +4 inherent bonus
  • Skills: All Intelligence-based skills are considered class skills, and the cabal genius gains a bonus equal to half his HD to an Intelligence-based skill check as a free action. He can use this ability a number of times per day equal to 3 + his Intelligence modifier.
  • Amazing Tactics: As a swift action, the cabal genius selects one combat feat a member of the cabal knows. All members of the cabal within 100 feet that meet the prerequisites for the selected feat gain use of it. He can use this ability for a number of rounds equal to his HD, these rounds don’t need to be consecutive. This is a language-dependent ability.

Cabal Mystic (Su): One cabal member, chosen by the grandmaster, that does not possess an ability granted by this template, gains the following abilities when he is within 100 ft. of the cabal’s grandmaster.

  • Wisdom +4 inherent bonus
  • Charisma +4 inherent bonus
  • Curse Ability: The cabal mystic can activate this curse a number of times per day equal to her Charisma bonus as a swift action. The target of this curse which must be within 30 ft. has one named class ability or named universal monster ability (see Pathfinder BestiaryTM), that is spoken at the time of activation, rendered non-functional (a rogue cannot sneak attack, a dragon cannot use its breath weapon etc.). A successful Will save (DC 10 +1/2 the cabal mystic’s HD + his Cha modifier) negates this effect. but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Cabal Sniper (Su): One cabal member, chosen by the grandmaster, that does not possess an ability granted by this template, gains the following abilities when he is within 100 ft. of the other members of the cabal’s grandmaster.

  • Dexterity +4 inherent bonus
  • Perfect Shot: When the cabal sniper hits with a ranged weapon, he can maximize his weapon damage as a swift action. Don’t roll for damage—the ranged weapon deals the maximum possible damage instead. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, or critical hits. If the cabal sniper confirms a critical hit with this attack, he increases his ranged weapon’s critical multiplier by 1. He can use this ability a number of times per day equal to 3 + his Dex modifier.
  • Elemental Shot: Choose acid, cold, fire, or electricity, once chosen this cannot be changed; the cabal sniper’s ranged weapon attacks deal +1d6 points of this energy type. If the cabal sniper is CR 10 or higher this becomes +2d6.

Disparaging Command (Su): As a swift action, the grandmaster can issue a disparaging command to his opponents. The disparaging command affects one opponent plus one additional opponent for every three HD the grandmaster possesses, these opponents must all be within 60 feet of the grandmaster. Affected opponents gain a -2 morale penalty on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language- dependent, mind-affecting effect.

Disparaging Word (Sp): As a swift action, the grand master can speak a disparaging word to a creature within 60 feet. That creature receives a -2 morale penalty on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 the grandmaster’s HD (minimum 1). She can use this power a number of times per day equal to 3 + her Wisdom modifier. This is a language-dependent, mind-affecting effect.

Ability Scores: Int +10 (add 4 bonus languages, add 4 skill points per HD, +5 to Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks, +5 to any of the base creature’s Intelligence-based DCs), Wis +10 (+5 to Will saves, +5 to Heal, Perception, Profession, Sense Motive and Survival checks, add +5 to any of the base creature’s Wisdom-based DCs), Cha +10 (+5 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +5 to any of the base creature’s Charisma- based DCs).

Feats: Gains Leadership as a bonus feat.

Organization cabal (see above)

Treasure triple standard