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| captianhowdy09-03-07, 01:20 AM | Evil. Some do it for self-gain, others for pleasure, others even still for power. An overlord does it for none of these. He is evil for evil's sake, any of the other reasons are just a bonus. They are the tyrants, the mass murderers, and the slave drivers used often to scare children into behaving. Little do they know, this frequently attracts the attention of an Overlord. HD: d8 Requirements: Alignment: Any evil Base Attack Bonus: +3 Skills: Intimidate 6 ranks Special: Must have preformed a horrible evil act (murder, stealing from poor, killing a religious figure, etc) for no other reason other than to become an Overlord Class Skills: Climb, Bluff, Intimidate, Jump, Ride, Swim, Profession, Ride Skill points per Level: 2 + Int Modifier The Overlord Level BaB For Ref Will Special 1 +1 +2 +0 +0 Minion 1, Sight of the Master 2 +2 +3 +0 +0 Flames of Hate 2d6+2 unholy, Dark Blessing 3 +3 +3 +1 +1 Minion 2, Dark Master(Str +1) 4 +4 +4 +1 +1 Unholy Strength, Flames of Hate 3d6+3 unholy 5 +5 +4 +1 +1 Minion 3, Dark Master(Con +1), Dominate 1/day 6 +6 +5 +2 +2 Unholy Vigor, Flames of Hate 4d6+4 unholy 7 +7 +5 +2 +2 Minion 4, Reign of Terror 8 +8 +6 +2 +2 Unholy Appearence, Flames of Hate 5d6+5 unholy 9 +9 +6 +3 +3 Minion 5, Words of Blasphemy 1/day, Dominate 2/day 10 +10 +7 +3 +3 Flames of Hate 6d6+6 unholy, Evil Keep Class Features Weapon and Armor Proficiencies: Overlords are proficient with all simple and martial weapons, with all types of armor, and with shields. Aura of Evil (Ex): The power of a Overlord's aura of evil (see the detect evil spell) is equal to his class level plus his class level plus his cleric level, if any. Minion: When an Overlord decides his dark path, he attracts the attention of otherworldly forces. Once he has made his decision, the next time he goes to sleep, he will be visited in a dream by an impish creature, who will tell him what he must do to advance as an Overlord. When he awakes, the immediate area around him will be scorched and covered in black soot, with an impish creature, the same kind that visited him in the dream, at his side. The minion and Overlord have a telepathic link by which they communicate. While not mindless, the minion has very little free will, but by its own choice. It is completely loyal to the Overlord, gladly dying or preforming impossible task for him. The Overlord gains additional an minion every other level. When a minion dies, the Overlord can simpley summon another one as a full round action. He can only summon one minion per day in this way. Sight of the Master: The combined senses of the Overlord and minion combined give the Overlord the Alertness feat. He also gains a +2 bonus on all Search checks per minion he has avalible. Flames of Hate: As he progresses in his evil career, the Overlord's own evil begins to show physically. His eyes burn away into flaming red orbs and his face is cloaked in an unnatural shadow. As his eyes are engulfed in flames, he sees a vision of his powers to be. At this point, he can produce unholy flames as a weapon. Treat this as an Eldrich Blast dealing 2d6 fire damage plus 2 unblockable unholy damage. This damage increases to 3d6+3 unholy at the 4th level, 4d6+4 unholy at the 6th, 5d6+5 unholy at the 8th, and 6d6+6 unholy at the 10th. Dark Blessing: An Overlord applies his Charisma modifier ( if positive) as a bonus on all saving throws. Dark Master: As the Overlord gains more control over his dark new powers, his minions begin to become more empowered too. At the 3rd level, his minions gain a permenent +2 Str bonus. At the 5th level, the Overlord's minions also gain a +2 Con bonus. Unholy Strength: Reigning with an iron fist is no task for the weak. At the 5th level, the Overlord gains a permenent +2 bonus to his Strength and +1 to Charisma. Domination: As word of his evil spreads, the Overlord finds people far more submissive to his will. At the 5th level, he can cast Dominate Person as a spell like ability once per day. He can cast this spell-like ability one additional time at the 9th level. Unholy Vigor: The vile acts preformed by the Overlord eventually harden his body. Acts that would sicken a normal man become minor task in his firey eyes. At the 6th level, he recieves a permenent +2 bonus to Constitution and +1 to Charisma. Reign of Terror: As the Overlord furthers his evil agenda, tales of his horrific deeds. His meer presence is the embodyment of terror. At the 7th level, as a free action, can activate an aura of fear. Any creature within a radius of 30 feet whose HD are lower than the Overlord's must succed on a Will save or be affected as if by the fear spell. A creature that succesfully saves cannot be affected by the same Overlord's aura for 24 hours. Unholy Appearance: By the 8th level, an Overlord has evil completely coursing through his veins. His features become horrifiying, yet strangley compeling. He gains a permenent +1 bonus to his Charisma Words of Blastphemy: At the 9th level, the Overlords very words are a curse to everything good in life. Once per day, he can cast Blastphemy as a free action. Evil Keep: In a vain attempt to sate his evil wrath, at the 10th level, the Overlord is givein a fortress-keep for his personal use. The keep is a stone tower, 20ft square and 50ft high. The exact specifications are up to the Overlord. With a base of operations, the Overlord can begin his reign of tyranny on a grand scale. As long as there is no one to challenge him (hostile characters of equal or higher level), he can tax the local area as he sees fit. The amount payable by the area is 1/4 the max gold for the community (pg 137 DMG). He can also make any other demands he sees fit, such as weekly sacrifices, worshippers, etc, and as long as there is no one to oppose him, the people must obey, or else invoke the Overlords wrath. Minion Tiny Outsider (Evil, Extraplanar,) Hit Dice: Overlord level x d8 Initiative: +3 Speed: 30 ft. (6 squares) Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17 Base Attack/Grapple: +3/–5 Attack: Claw +8 melee (1d4 plus poison) Full Attack: Claw +8 melee (1d4 plus poison) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Poison, spell-like abilities, All for One Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5 Saves: Fort +3, Ref +6, Will +4 Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14 Skills: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks) Feats: Dodge, Weapon Finesse Alignment: As Overlord A Minion stands almost 2 feet tall and weighs about 8 pounds. The exact look of the minion is up to the Overlord. Combat Minions tend to fight using any advantage they can find. Not brilliant tacticians, if left to their own they fight relitively simpley, usually hordeing around the target and stabbing them until they fall down. Minion’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus. Spell-Like Abilities: Caster level equal to the Overlord's level +5. The save DC is Charisma-based. At will - detect good, detect magic, invisibility (self only) 3/day - burning hands 1/day - poison (DC 10 + Overlord level). All for One: Minions draw strength from eachother in addition to their master. For each additional minion, each minion recives a +1 bonus to attack rolls. Minions can also assist their master on Strength based checks that can be preformed by more than one person. Add a +2 bonus to the Overlords Str for the purpose of these checks. |
| captianhowdy09-03-07, 07:55 PM | bump'd |
| captianhowdy09-05-07, 06:46 PM | I hate bumping my own thread but I really need some peaches :( |
| captianhowdy09-07-07, 05:28 PM | ... :bump: |
| masterartisan09-07-07, 05:33 PM | raise the requirements. i don't like the idea of a prestige class that can be taken before 6th level. now stop bumping. |
| captianhowdy09-07-07, 05:35 PM | Wow, thanks for the useless post |
| masterartisan09-07-07, 05:37 PM | Wow, thanks for the useless post what? you wanted suggestions, i suggested that you raise the entry requirements. how is that not useful? |
| captianhowdy09-07-07, 05:40 PM | Because when someone says PEACH, they normally mean at least a check to see if its balanced, not that they change something simply because someone doesnt like it. |
| masterartisan09-07-07, 05:45 PM | Because when someone says PEACH, they normally mean at least a check to see if its balanced, not that they change something simply because someone doesnt like it. prestige classes almost never allow entry by a character who is less then fifth level. this class could betaken by a third level fighter. look at most other prc. the requirements always are set up so that a character has to be at least fifth before taking it. |
| captianhowdy09-07-07, 05:48 PM | prestige classes almost never allow entry by a character who is less then fifth level. this class could betaken by a third level fighter. look at most other prc. the requirements always are set up so that a character has to be at least fifth before taking it. I know this and specifically had it in mind when i started it. The idea of the class is not in that it has some epic and great powers and abilities, but that it sets someone on a certian path. Id you wanted to be a raving tyrant and ultimate evil (what this class is trying to emulate), youd have it in mind near the beginning, not halfway through your career. |
| masterartisan09-07-07, 05:51 PM | I know this and specifically had it in mind when i started it. The idea of the class is not in that it has some epic and great powers and abilities, but that it sets someone on a certian path. Id you wanted to be a raving tyrant and ultimate evil (what this class is trying to emulate), youd have it in mind near the beginning, not halfway through your career. then you should make this a base class, not a prestige class. you can still make an evil alignment requirement. |
| Eldritch_Lord09-07-07, 05:53 PM | A few comments: In terms of prereqs, I would change the BAB and skill requirements to BAB +4 and Intimidate 9 ranks. Also, I would change the Will save to the good progression, as an overlord would have to be strong of will to succeed as an overlord. In terms of class abilities: When a minion dies, the Overlord can simpley summon another one as a full round action. He can only summon one minion per day in this way. You probably want to make it longer than a full-round action, maybe around 1 hour, so the overlord can't just summon another in combat; long-term companions usually take some kind of ritual and/or expenditure to summon, like a familiar or animal companion. Flames of Hate: As he progresses in his evil career, the Overlord's own evil begins to show physically.[...]Treat this as an Eldrich Blast dealing 2d6 fire damage plus 2 unblockable unholy damage. This damage increases to 3d6+3 unholy at the 4th level, 4d6+4 unholy at the 6th, 5d6+5 unholy at the 8th, and 6d6+6 unholy at the 10th. It would probably be easier to say it deals 2d6+2 damage, half of which is fire and half of which is unresistable divine/unholy damage, like flame strike does; it has a precedent, and otherwise the unholy damage is almost negligible if the opponent has fire immunity or resistance. Evil Keep: In a vain attempt to sate his evil wrath, at the 10th level, the Overlord is givein a fortress-keep for his personal use. The keep is a stone tower, 20ft square and 50ft high. The exact specifications are up to the Overlord. With a base of operations, the Overlord can begin his reign of tyranny on a grand scale. As long as there is no one to challenge him (hostile characters of equal or higher level), he can tax the local area as he sees fit. The amount payable by the area is 1/4 the max gold for the community (pg 137 DMG). He can also make any other demands he sees fit, such as weekly sacrifices, worshippers, etc, and as long as there is no one to oppose him, the people must obey, or else invoke the Overlords wrath. This is a story ability--an ability that should be given through roleplaying, not as a class ability. If you want to keep it, you should probably make it a supernatural ability with a day-long casting time to summon a keep, to his specifications and of which the overlord can have only one at a time, and you should remove the last two paragraphs, as taxation, worship, etc. shouldn't be under player control. All for One: Minions draw strength from eachother in addition to their master. For each additional minion, each minion recives a +1 bonus to attack rolls. Minions can also assist their master on Strength based checks that can be preformed by more than one person. Add a +2 bonus to the Overlords Str for the purpose of these checks. Do you mean "for each additional minion within a certain radius of the overlord" or "for each additional minion the overlord has summoned"? If the first, you should give the area; if the second, clarify that. Also, do the bonuses on Str checks stack for multiple minions? Clarify it either way. Otherwise, I like it; it has both fills a good niche and has a good suite of abilities, and would be a good class for a BBEG. |
| captianhowdy09-07-07, 05:58 PM | Alright, thanks for those. It was based off a hack n' slash game, so i had a hard time comming up with some of the stuff, but ill make these changes you mentioned and see how it looks then. |
| Stormbrand09-07-07, 06:09 PM | 1 - I agree that the entry requirements should be higher. Requirements are a major factor in balance, espescially when the class gains access to powers such as blasphemy. 2 - Isn't the role of the class fulfilled by the Blackguard? Or is this slightly more leadership based (such as minions/domination etc) in which case I suggest more social skills. Sight of the Master: The combined senses of the Overlord and minion combined give the Overlord the Alertness feat. He also gains a +2 bonus on all Search checks per minion he has avalible. Aid another from the minions? Or minions making Spot checks? The fluff and crunch do not mix well. Flames of Hate: As he progresses in his evil career, the Overlord's own evil begins to show physically. His eyes burn away into flaming red orbs and his face is cloaked in an unnatural shadow. As his eyes are engulfed in flames, he sees a vision of his powers to be. At this point, he can produce unholy flames as a weapon. Treat this as an Eldrich Blast dealing 2d6 fire damage plus 2 unblockable unholy damage. This damage increases to 3d6+3 unholy at the 4th level, 4d6+4 unholy at the 6th, 5d6+5 unholy at the 8th, and 6d6+6 unholy at the 10th. Fair, but risks becoming obselete fast after the class is finished. What of a multi-class warlock/overlord? Does this stack with Eldritch blast? Unholy Strength: Reigning with an iron fist is no task for the weak. At the 5th level, the Overlord gains a permenent +2 bonus to his Strength and +1 to Charisma. What does this represent? It seems moderately random and unimaginative to give out stat bonuses as class abilities. Domination: As word of his evil spreads, the Overlord finds people far more submissive to his will. At the 5th level, he can cast Dominate Person as a spell like ability once per day. He can cast this spell-like ability one additional time at the 9th level. In a way, I kind of like it, but perhaps too crude and simple. There are far more interesting ways for a new class to exert their will over others. Reign of Terror: As the Overlord furthers his evil agenda, tales of his horrific deeds. His meer presence is the embodyment of terror. At the 7th level, as a free action, can activate an aura of fear. Any creature within a radius of 30 feet whose HD are lower than the Overlord's must succed on a Will save or be affected as if by the fear spell. A creature that succesfully saves cannot be affected by the same Overlord's aura for 24 hours. Is the focus on mind-influence deliberate? Anything immune to mind-influence will have a major advantage against the overlord. Unholy Appearance: By the 8th level, an Overlord has evil completely coursing through his veins. His features become horrifiying, yet strangley compeling. He gains a permenent +1 bonus to his Charisma Which does what for him? The class has no CHA base. Evil Keep: In a vain attempt to sate his evil wrath, at the 10th level, the Overlord is givein a fortress-keep for his personal use. The keep is a stone tower, 20ft square and 50ft high. The exact specifications are up to the Overlord. With a base of operations, the Overlord can begin his reign of tyranny on a grand scale. As long as there is no one to challenge him (hostile characters of equal or higher level), he can tax the local area as he sees fit. The amount payable by the area is 1/4 the max gold for the community (pg 137 DMG). He can also make any other demands he sees fit, such as weekly sacrifices, worshippers, etc, and as long as there is no one to oppose him, the people must obey, or else invoke the Overlords wrath. How often can he tax? Per month? The tower is also very very small, not even a living space for minions. Strongholds and the like are typically earned through play for a simple reason - not all DMs care to include a PC stronghold in storylines, and those who do care to have no need of a class feature to do this. My own opinion is that much of this is far more rewarding to earn in play. |
| captianhowdy09-07-07, 07:22 PM | Ok, sometime this weekend Ill throw a complete overhaul on this PrC. thanks for the input |