Controller Controller Spells Controllers manipulate the field of Character battle to their party’s advantage They Level Suggested Spells may so by locking down a single color spray, entangle, faerie fire, grease, sleep, thunderstomp opponent or causing disarray in the ranks 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 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 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 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 mass hold person, sirocco to the next, ensuring it won’t get away fire storm, reverse gravity, scouring winds, sunbeam, symbol of stunning before he finishes it off Ability Increases: If the controller is a antipathy, earthquake, greater shout, sunburst spellcaster, a spellcasting ability score is 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 + 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 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 round/level Saving Throw none; Spell Resistance no Controller Advancement 128 Character Level 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 + 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