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Master of the Field

Master of the Field, knight, renaissance fair, joust

The Quintessential Paladin II
Author Gareth Hanrahan
Series Quintessential Series
Publisher Mongoose Publishing
Publish date 2004

The master of the field is counted amongst the greatest jousters and duellists in all the land. His shield and visage are known to all; the common folk cheer him, the nobility respect and honour him, his followers love him and his foes soil themselves when they see him. His mastery of the noble arts of combat is absolute.

Becoming a master of the field is far from easy – this level of skill requires both immense natural talent and rigorous training. One has to know how to fall from a horse before one can knock others from theirs, so a would-be master must practise assiduously in other tournaments and battles.

Hit Die: d10.

Requirements

To qualify to become a master of the field, a character must fulfil all the following criteria:
Base Attack Bonus: +10.
Skills: Handle Animal 10 ranks, Knowledge (nobility & royalty) 10 ranks, Ride 10 ranks.
Feats: Dodge, Mounted Combat, Spirited Charge.
Special: The character must have either won a large tournament of some sort, or else lost three times to another master of the field or an opponent who is five or more levels higher than the character. The character must have a bonded mount, animal companion mount or other magical mount.

The Master of the Field
Class LevelBase AttackFort SaveRef SaveWill SaveSpecialEvaluate
1st+1+2+0+0Evaluate opponent+1
2nd+2+3+0+0Bonus feat+1
3rd+3+3+1+1Masterful lance+1
4th+4+4+1+1 +2
5th+5+4+1+1Bonus feat+2
6th+6+5+2+2Masterful strike+2
7th+7+5+2+2 +3
8th+8+6+2+2Bonus feat+3
9th+9+6+3+3Thundering hooves+3
10th+10+7+3+3Undefeatable+4

Class Skills

The master of the field’s class skills (and the key ability for each skill) are Concentration (Constitution), Diplomacy (Charisma), Handle
Animal
(Charisma), Intimidate (Charisma), Knowledge (nobility & royalty) (Intelligence), Ride (Dexterity)(Dexterity) and Sense Motive (Wisdom).

Skill Points at Each Level: 4 + Intelligence modifier.

Class Features

Armour and Weapon Proficiency: Masters of the field gain no additional armour or weapon proficiencies.

Evaluate Opponent (Ex): By spending three rounds observing a foe’s movements, the master of the field learns how to fight him. The character must make a Sense Motive check (DC equals 10 + the foe’s Wisdom modifier) to activate this ability (the master may spend another three rounds observing and make a second check if the first fails). Once the master of the field successfully evaluates a foe, he may add his evaluate bonus to attack rolls and damage against that foe. The master of the field may only evaluate one opponent at a time, as he must focus absolutely on the movements and fighting styles of that foe.

The master of the field may not attack the target he is trying to evaluate during the three rounds of observation and he may only make a standard or move action (not both) during each of those rounds. If distracted, he must make a Concentration check to maintain his observation.

Bonus Feat: At 2nd, 5th and 8th level, the master of the field gains a bonus feat, which can be any of those marked as bonus feats for fighters. The master’s mount also learns a bonus trick.

Masterful lance (Ex): At 3rd level, the master of the field may add his Charisma bonus to any damage dealt with a lance when on a charging mount, as well as to any Trip attempts using a jousting lance, as long as the target being struck with the lance is the master of the field’s evaluated foe.

Masterful Strike (Ex): At 6th level, the master of the field may add his level to any Trip, Disarm or Sunder attempts, as long as these attempts are targeting the master of the field’s evaluated foe.

Thundering Hooves (Ex): At 9th level, the master of the field’s reputation is such that when he charges, he presents a truly terrifying sight to his evaluated target. If the master of the field charges his evaluated foe, then he may make an Intimidation check, adding his evaluated bonus. The foe must then make a Will save against the Intimidation check result – if the Will save fails, then the foe is shaken for 1d6+1 rounds.

Undefeatable (Ex): The loss of a tournament is unthinkable for the master of the field. When in a formal duel or joust, he may reroll failed skill checks, saving throws or attack rolls. He may reroll a number of checks equal to his Charisma modifier each day.

Epic Master of the Field

Hit Die: d10.
Skill Points at Each Additional Level: 4 + Intelligence modifier.
Bonus Feats: The epic master of the field gains a bonus feat every four levels higher than 20th.
Evaluate bonus: The epic master of the field increases his evaluate bonus by +1 every five levels higher than 20th.

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