[Tome] Overlord

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Koumei
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[Tome] Overlord

Post by Koumei »

Prak wrote: what about a summoner type class that purely centers around tailor making creatures, like the Astral Construct powers, but more.
So here we go. Totally N1-style here. Also, I'm going to just leave a preview here for now until I flesh it out properly, to get people interested.

The final boss should always be a level 19 Overlord, by the way.

The Overlord

"HAHAHAHAHA, go forth minions, go forth and bust a cap. I'm one badass FREAKIN' Overlord!"

HD: d10
BAB: Good
Good Saves: Fort and Will
Skill Points: 4+Int

Age: Any
Starting Wealth: Who gives a shit?
Proficiencies: Simple and Martial Weapons, Light and Medium Armour
Class Skills: Appraise, Bluff, Concentrate, Diplomacy, Intimidate, Know (Any), Sense Motive
Level:Abilities:Creatures per Phase
1Title, Conjure Beast, Conjure Weapon1
2Manoeuvres I1
3Vicious Beast1
4Big Beast2
5Conjure Minions2
6Manoeuvres II2
7Flying Beast, Go Home2
8Giant Beast2
9Magical Beast I3
10Manoeuvres III3
11Teleport3
12Titanic Beast3
13Magical Beast II3
14Manoeuvres IV4
15Planeshift4
16Awesome Beast4
17Magical Beast III4
18Overlord's Wrath4
19Conjure Army5
20[Good End]5

Title (Ex):
At first level, the Overlord gains the title of [Overlord]. His type changes to Outsider with the [Extraplanar] subtype, along with subtypes matching his alignments, and all Outsiders are likely to show him some grudging respect (while keen to steal his title by killing him). He gains a +4 Profane/Sacred bonus to Intimidate checks against Outsiders.

At level 10, his title becomes [Midboss].

When he reaches level 20 his title becomes [Supreme Overlord], and if he ever becomes the highest level creature in the setting, it becomes [Final Boss]

Conjure Beast (Su):
At first level, the Overlord gains the ability to conjure beasts from his imagination, formed from nothingness and given substance. Every Phase (midday to midnight, midnight to midday), he has a certain number he can summon, but he can never have more than one up at a time. Conjuring or Dismissing a Beast is a Standard action, and a Dismissed Beast can be re-Conjured later (at the same condition it was when Dismissed) in the same Phase without counting as an additional use. If killed, it is destroyed and cannot be Dismissed or Conjured again. At the end of the Phase, all Conjured creatures are automatically destroyed.

Each time, a new creature can be designed on the spot, though if you have a habit of doing this and taking too long, you might be punched. It always appears within 50 feet.

Allowing a conjured beast to exist is a difficult process, and as such, concentration must be maintained. The character can do nothing more strenuous than walking and talking, and if they take damage they must make a Concentration check as though casting a spell. If failed, the conjured beast is automatically dismissed.

At first level, a Conjured Beast has the following profile:
Hit Dice: as many as the Overlord has
Hit Points: 10 per hit die, not affected by Con
BAB: +1 per hit die
Base Saving Throws: one third hit dice (round down), plus two, for all saves.
Size: Small or Medium
Type: Outsider [same subtypes as Overlord]
Speed: 30' if Medium, 20' if Small
Feats: none
Skills: no skill points
Armour Class: Natural Armour equal to hit dice
Ability Scores: Strength is 16 + hit dice, Dexterity is 12 + half hit dice, Constitution is 12 + hit dice, Int is 4, Wis is 10 + half hit dice, Cha is 12 + hit dice
Natural Weapons: select one of the following (all damage assumes Medium)
[*]2 Claws (1d4+Str) and 1 Bite (1d6+Str*1.5)
[*]2 Claws (1d3+Str*0.5) and 1 Gore (1d8+Str*2)
[*]2 Claws (1d6+Str) and a Climb speed equal to Land speed
[*]1 Bite (1d8+Str*2) and a Burrow speed equal to half Land speed
[*]4 Slams (1d6+Str*0.5)
[*]1 Bite (1d6+Str) and 1 Tail Slap (1d8+Str*1.5)
[*]1 Gore (2d6+Str*2) and Powerful Charge

All natural weapons gain the benefit of Greater Magic Fang (CL = Overlord's Hit Dice) at all times.
Conjure Weapon (Su):
With a Standard action, the Overlord can conjure a weapon seemingly from nowhere, appearing in his hands. The weapon looks ornate and appears to be made of obsidian, and lasts for an hour, until destroyed or until another is summoned, before fading away. The Overlord is always proficient with conjured weapons. All weapons gain the scaling bonuses as per Book of Gears. The weapons are as follows:
[*]Pair of Daggers: Masterwork daggers. At level 5 they are considered to be made from Cold Iron or Silver, and at level 10 they are always poisoned (Giant Wasp Poison, once per foe per round, DC = 10 + half HD + Cha).
[*]Greatsword: Masterwork Greatsword. At level 5 it is considered to be made from Baatorian Greensteel, and at level 10 it bestows a Slow effect on anyone it strikes (once per foe per round, duration 3 rounds, DC 10 + half HD + Cha).
[*]Battle Axe: Masterwork Battle Axe. At level 5 it is considered to be made from stone, and at level 10 it causes a -4 Morale penalty to Armour Class on all foes it strikes, lasting for 3 rounds.
[*]Longbow: Masterwork Longbow with infinite supply of arrows. At level 5 the arrows are considered to be ironwood, and at level 10 they bestow a Charm Monster (Love) effect on those struck (duration 1 minute, once per target per round, DC 10 + half HD + Cha).
[*]Spear: Masterwork Greatspear. At level 5 it is considered to be made from adamantine, and at level 10, those struck by it must succeed on a Fort save or fall asleep for 1d3 rounds (once per target per round, DC 10 + half HD + Cha).
[*]Whip: Masterwork Whip that does real damage, and is not negated by armour. At level 5 it is considered to be made from living flesh and bestows a -2 Morale penalty on attack rolls to those struck (lasting 1 round), and at level 10, those struck must pass a Will save or drop all weapons and Cower for 1 round (once per target per round, DC 10 + half HD + Cha).
Manoeuvres I (Su):
At level two, the Overlord gains access to Manoeuvres - special attacks that are unique to his conjured weapons. These may be used as Standard actions at will, however each Manoeuvre is keyed to a specific weapon - they will not work with other weapons.
[*]Twin Daggers: Cut Both Ways
[*]Greatsword: Dervish
[*]Battle Axe: Graviton
[*]Longbow: Trick Shot
[*]Spear: Impaler
[*]Whip: Whip Into Frenzy!
Cut Both Ways: with a Standard action, the Overlord may make two melee attacks, one with each dagger, against the same foe. He is treated as flanking the foe with himself, and gains +1d6 Sneak Attack for this.

Dervish: with a Standard action, the Overlord whirls the blade around, gaining one attack against every foe he threatens with the sword. Additionally, until his next turn, all of his Attacks of Opportunity automatically hit.

Graviton: with a Standard action, the Overlord makes a melee attack with the axe. If it hits, the foe is knocked Prone by gravity forces, and unable to stand on their next turn.

Trick Shot: with a Standard action, the Overlord makes a ranged attack with the bow. It ignores cover and gains a bonus to hit equal to his Intelligence modifier (if positive).

Impaler: with a Full Round action, the Overlord makes a move action as though able to fly at his movement speed (Perfect), and at any point in this movement may make a regular attack with the Spear, counting as charging. His movement does not provoke Attacks of Opportunity from the target.

Whip Into Frenzy!: with a Standard action, the Overlord cracks the whip. All adjacent allies may enter a Rage as per the spell, and all adjacent foes must pass a Will save (DC 10 + half HD + Cha) or Cower for one round, though they add their Cha modifier as a bonus/penalty. Which is which depends on what the Overlord thinks at the time, not some out-of-game designation.
Vicious Beast (Su):
At third level, the Beasts Conjured become more vicious in close combat. They gain a +4 "Why not?" bonus on Grapple Checks, Improved grab (for all natural weapons) and one of the following, chosen each time a Beast is summoned:
[*]1 Rend when at least one natural weapon hits (2d6+Str)
[*]2 Rakes in a grapple (1d6+Str*0.5)
[*]Constrict in a grapple (2d6+Str)
[*]Swallow Whole in a grapple (2d6 Crushing and 1d6 Acid damage per round)
[*]Disease on one natural weapon (Con-based DC, any Disease with a normal DC no higher than the DC the creature has)
[*]Poison on one natural weapon (Con-based DC, any Injury Poison with a normal DC no higher than the DC the creature has)

Big Beast (Su):
At level four, Conjured Beasts may be Large, with +4 to their Strength, -2 to their Dexterity, +2 to their Constitution, 10 bonus HP and +2 to their Natural Armour.

Conjure Minions (Su):
At level five, the Overlord learns how to summon and dismiss groups of humanoid allies, similar to Beasts, except they are always available - even if killed, another group can be called up. Only one group at a time may exist, however, and they may not exist at the same time as a Beast.

Any group is a Huge swarm of Medium Humanoids [Extraplanar], with 5 HP per level of the Overlord. They have Base Saves of 2 + half the Overlord's level, HD equal to the Overlord's level, and a BAB equal to the Overlord's level, but zero skills or feats.

Archers: Str 15 Dex 14 + half the Overlord's level, Con 12, Int 10, Wis 11, Cha 9, Armour Bonus: +5, Equipment: "Book of Gears" Longbows + infinite arrows. Special Attacks:
[*]Arrow Storm (Ex): as a Full Round action, designate a 10' radius, 40' tall cylinder within the first range increment. All in the area take regular damage, Ref half (DC 10 + half HD + Dex).
[*]Sniper Fire (Ex): as a Full Round action, make an attack against one foe within the first range increment. This has a +5 Circumstance bonus to hit, and if it hits, deals damage three times.
[*]Porcupine Defence (Ex): as a Full Round action, make one attack roll, which is compared against the AC of every enemy within 20 feet. Those hit suffer normal damage from the bows. They also threaten out to 20' with their bows for one round.

Warriors: Str 15 + half the Overlord's level Dex 14, Con 12, Int 10, Wis 11, Cha 9, Armour Bonus: +8, Equipment: "Book of Gears" Greatswords. Special Attacks:
[*]Tide of Blades (Ex): as a Full Round action, the unit charges, making a melee attack against every creature they pass through as well as the target they charge (which does not have to be the nearest). Everyone struck takes damage twice.
[*]Forest of Blades (Ex): as a Standard action, the unit makes a Swarm attack, entering a foe's area and dealing automatic weapon damage. The foe will provoke an Attack of Opportunity (taking automatic damage again) if they leave the area.

Magicians: Str 10 Dex 14, Con 12, Int 15 + half the Overlord's level, Wis 11, Cha 9, Armour Bonus: +1, Deflection bonus: +3, Equipment: plain staves. Special Attacks:
[*]Energy Blast (Sp): one 15' radius spread within 100' takes 1d6+HD+Int mod damage (Fire, Cold or Electricity), with a Ref save for half (DC 10 + half HD + Int).
[*]Curse (Sp): one creature within 100' takes a Morale penalty on Armour Class and Saving throws for one round, equal to the unit's Int modifier.
[*]Energy Spike (Sp): one creature within 30' takes 1d4 energy damage (Fire, Cold or Electricity) per HD, with a Ref save for half (DC 10 + half HD + Int).
Manoeuvres II (Su):
At level six, the Overlord gains access to more Manoeuvres.
[*]Twin Daggers: Crucifixion
[*]Greatsword: Showtime!
[*]Battle Axe: Axerang
[*]Longbow: Storm of Arrows
[*]Spear: Lance Storm
[*]Whip: Constrictor
Crucifixion: with a Standard action, the Overlord may make a pair of Ranged Attacks out to 30' with the daggers. If one hits, then as well as dealing damage it Staggers the foe for one round. If both hit, than as well as both dealing damage, the target is locked in place, rendered Helpless for one round. For either effect, they receive a Fort save (DC 10 + half HD + Dex) to negate the effect but not the damage.

Showtime!: with a Full Round action, the Overlord delivers three attacks to one adjacent foe. If any of them hit, the opponent is, on top of the damage, launched into the air: 50' backwards and 50' upwards, diagonally, +10' to each for every size category below Medium, -10' to each for every size category above Medium. Falling damage is taken upon landing. The Overlord may elect to travel along with them, ending in an adjacent square, or to stay put.

Axerang: with a Standard action, the Overlord hurls the axe out in a 30' line. All foes must make a Ref save (DC 10 + half HD + Str) or take critical hit damage from the axe. It then returns, rolling one attack and comparing it against the AC of each foe in the line - however they are denied their Dex bonus to AC for this. Those struck take regular damage again. Anyone struck by both falls prone.

Storm of Arrows: with a Full Round action, the Overlord fires a hail of arrows into a 50' radius, 200' tall cylinder within 500 feet. He rolls one ranged attack, and all in the area are hit if that beats their Armour Class. They must then make a Will save (DC 10 + half HD + Cha) or Panic for one round.

Lance Storm: with a Full Round action, the Overlord may leap skyward and make one attack roll for his spear. All in adjacent squares, and squares threatened by the spear, are hit if the attack beats their AC. He may then land at any point within 30'.

Constrictor: with a Standard action, the Overlord may make an attack with his whip against a foe. if struck, then as well as taking damage, they are left Entangled for 3 rounds, and each round they must pass a Fort save (DC 10 + half HD + Str) or become Fatigued. If already Fatigued, they become Exhausted for one round.
Flying Beast (Su):
At level seven, all conjured Beasts can fly with one of the following fly speeds:
[*]Equal to land speed (Average)
[*]Half land speed (Good)
[*]Double land speed (Clumsy)

Go Home (Su):
At level seven, the Overlord gains his own Netherworld - a Demiplane that belongs to him and is treated as Divinely Morphic by him. Should it be relevant, he effectively has Divine Rank equal to his Class Level for the purposes of affecting the Netherworld. It is furnished with a Magnificent Mansion (as per Mordenkainen's Magnificent Mansion), except any changes made to it will still be there the next time it is visited. He may travel to and from there with a minute of concentration, taking any willing targets with him, at will.

Giant Beast (Su):
At level eight, conjured Beasts may be Huge, gaining +8 Strength, -4 Dexterity, +4 Constitution, +25 HP and +4 Natural Armour.

Magical Beast I (Su):
At ninth level, the conjured Beasts become more magical. They gain one of the following:
[*]Spell Resistance 7 + HD
[*]Aura of Fear (50', DC 8 + 1/2 HD + Cha, Frightened 1d4 rounds)
[*]Breath Weapon (30' cone or 60' line at will, 1d6 energy damage of choice (Fire/Cold/Electricity/Acid/Sonic) per level, Ref or Fort half (DC 10 + half HD + Con))
[*]Spell-like abilities at will: Scorching Ray, Web, Blink, Solid Fog

Any choices are to be made by the Overlord, upon creation of the creature.

Manoeuvres III (Su):
At level ten, the Overlord learns a new, better batch of manoeuvres.
[*]Twin Daggers: Phantom Strike
[*]Greatsword: Element Slice
[*]Battle Axe: Fissure
[*]Longbow: Prismatic Barrage
[*]Spear: Heart Breaker
[*]Whip: Bondage Time!
Phantom Strike: with a Standard action, the Overlord gains Mirror Images - enough to surround an adjacent foe (7 if he is Medium and the only thing adjacent to a Medium foe). He then makes one dagger attack against the foe, plus one for every Mirror Image. Images count as real allies for the purpose of flanking, and he gains +2d6 Sneak Attack. Until they are destroyed, he may swap his actual location with that of an Image as a Swift action.

Element Slice: with a Standard action, the Overlord may make a melee attack with his Greatsword, dealing damage as normal. Additionally, a 20' long, 5' wide line is unleashed in the direction of the attack, dealing 1d6 damage per level (Ref half, DC 10 + half HD + Cha). The damage can be Fire, Cold or Electricity, and if he did make a melee attack to start with, and hit, that target automatically fails the save.

Fissure: with a Full Round action, the Overlord may strike the ground, smashing it to pieces. The ground within 15' shakes and cracks, and all in the area must make a Fort save (DC 10 + half HD + Str) or fall prone and take damage from the axe as chunks of rock break free to hit them in the face. The ground is then treated as Difficult Terrain.

Prismatic Barrage: with a Full Round action, the Overlord fires seven arrows - the seven prismatic colours, in order. One target must take all of the arrows. Roll to hit once. If a miss is rolled, they all miss. If a hit is rolled, one arrow hits, plus one for every point the roll beats the AC by. The hits simply deal the effects of a Prismatic Spray, with a DC of 10 + half HD + Cha. If all arrows hit, then a burst of colour explodes outwards, hitting all adjacent creatures with a Prismatic Spray effect.

Heart Breaker: with a Standard action, the Overlord summons his spear inside a foe, impaling them. They must make a Ref save (DC 10 + half HD + Cha) or suffer an instant critical hit. If the Ref save is failed and they are not immune to critical hits, they must then make a Fort save (same DC) or die.

Bondage Time!: with a Full Round action, the Overlord properly binds the foe in his whip. They must pass a Ref save (DC 10 + half HD + Cha) or be rendered Helpless for 3 rounds, as well as taking regular damage. They take another 3d6 damage each round they remain Helpless.
Teleport (Sp):
At level eleven, the Overlord gains the ability to cast Teleport Without Error (self and up to 50lbs of equipment only) at will.

Titanic Beast (Su):
At level twelve, the Beasts may become Gargantuan, gaining +12 Strength, -4 Dexterity, +6 Constitution, +50 HP and +10 Natural Armour.

Magical Beast II (Su):
At level thirteen, the Beasts are even more magical, and gain access to one of the following:
[*]Spell-like abilities at will: Heal, Harm and Prismatic Spray, DC 8 + half HD + Cha.
[*]Breath weapon: 50' cone at will that bestows one of the following effects: Nausea 1d4 rounds on a failed Fort save, Paralysis 1d4 rounds on a failed Ref save, Stunning 1d4 rounds on a failed Will save. The DC is 8 + half HD + Con.
[*]Energy Drain: one level per hit with a natural weapon

Manoeuvres IV (Su):
At level fourteen, the Overlord learns even greater Manoeuvres.
[*]Twin Daggers: Seven Sins
[*]Greatsword: Dimension Slash
[*]Battle Axe: Magma Driver
[*]Longbow: Totemkreuz
[*]Spear: Odin's Fury
[*]Whip: Biting Viper
Seven Sins: designate a 15' radius, 45' tall cylinder at least partially adjacent to the Overlord. As a Full Round action, he generates 2d4+5 Mirror Images, and makes two attacks against everyone in the area of effect - roll twice (once for each blade), and apply those as the attack rolls against all enemies. He counts as flanking for every attack, and gains +3d6 Sneak Attack damage on every hit.

Dimension Slash: with a Standard action, the Overlord creates a dimensional rift, a Line 5' wide and 20' long. All foes within 20' must pass a Ref save (DC 10 + half HD + Cha) or be dragged 10' closer, and those who touch it (including being in the original area of effect) must pass a Fort save (same DC) or take 2d6 damage per level and be Planeshifted to the Negative Energy Plane.

Magma Driver: with a Standard action, the Overlord drives his axe so hard into the enemy that shockwaves tear the ground asunder and cause a local volcanic eruption. If he successfully hits the foe, it is automatically upgraded to a critical hit, and the ground beneath them turns to lava, as well as causing an explosion of flame that shoots 20' in the air, dealing 10d6 Fire damage to all in the area (such as the target himself), with a Ref save for half (DC 10 + half HD + Str).

Totemkreuz: with a Standard action, the Overlord fires the bow out to any point in the first range increment. When it lands, all in a 15' radius, 90' tall cylinder (originating where the arrow lands) take 1d8 Fire damage per level with a Reflex save for half (DC 10 + half HD + Cha). If the arrow was fired at an actual target and hits, they automatically fail the save.

Odin's Fury: with a Standard action, the Overlord hurls the lance, which changes into a blast of lightning. All in a 5' wide, 100' long line take 2d6 Electricity damage per level, plus the Spear damage, with a Ref save for half (DC 10 + half HD + Cha).

Biting Viper: with a Standard action, the Overlord can transform the whip into a living creature and make an attack. The foe is denied their Dexterity bonus to AC, and if the whip strikes, it injects a venom (DC 10 + half HD + Cha). The primary damage is 2d6 Con and Nauseating pain for 1 minute, the secondary damage is 3d6 Con damage.
Planeshift (Sp):
At level fifteen, the Overlord gains the ability to cast Planeshift (self and 50lbs of gear only) at will.

Awesome Beast (Su):
At level sixteen, the Beasts may be Colossal in size, gaining +16 Strength, -6 Dexterity, +10 Constitution, +100 HP and +12 Natural Armour.

Magical Beast III (Su):
At level seventeen, the Beasts become extremely magical, and may select one of the following:
[*]Deal 1d4 Ability drain to one ability score with every successful natural weapon hit.
[*]Incorporeal or Ethereal
[*]Spell-like abilities once per day: Acid Fog, Wail of the Banshee and Storm of Vengeance

Overlord's Wrath (Su):
At level eighteen, the Overlord gains special manoeuvres that he can use with any weapon, or even with none at all. He may select two that he can use from the following list:
[*]Sexy Beam
[*]Catastrophe
[*]Zeta-Beam
[*]Broken Seal
[*]Galactic Ray
[*]Final Magic
[*]Big Bang
Sexy Beam: with a Standard action, the Overlord affects a specific pattern of squares, just to be a pain. All in the area take 2d6 Nonlethal damage per level, and are Charmed (as per Charm Monster). Those who pass a Will save (DC 10 + half HD + Cha) halve the damage and negate the Charm effect.

Catastrophe: with a Standard action, the Overlord blasts an enemy with destructive forces. He makes four ranged touch attacks against one enemy within 60', and for each that hits, the foe takes 3d6 Force damage. The bolts of force then explode, for a total of 2d6 Fire damage per level to a 20' radius blast. All in the area can halve this on a Ref save (DC 10 + half HD + Cha), except for the original target if any of the bolts hit him.

Zeta-Beam: with a Standard action, the Overlord makes a ranged touch attack out to 50'. If it hits, the target is killed without a save.

Broken Seal: with a Full Round action, the Overlord temporarily breaks the seal that reduces their power levels to playable. He makes one melee attack, that is compared with the AC of all adjacent foes. All who are hit take 2d6 damage per level plus his Strength modifier, and hurled back 100', landing Prone and Dazed for 1 round.

Galactic Ray: with a Standard action, the Overlord delivers a cosmic blast to a 30' radius sphere within 100'. All in the area must pass a Fort save (DC 10 + half HD + Cha) or be killed. Those who pass still take 1d4 Force damage per level and 1d4 Negative levels.

Final Magic: with a Standard action, the Overlord delivers the final magical effect... through his fist or a weapon. Make one melee attack. If it hits the foe, they are in fact hit 3d6 times, and must pass a Fort save (DC 10 + half HD + Str) or be Stunned for 1d4 rounds.

Big Bang: with a Standard action, the Overlord strikes an adjacent foe who, on a successful hit, takes 2d6 Crushing damage per level. All foes within 15' must pass a Fort save (DC 10 + half HD + Str) or be dragged in as well, taking the same damage. They are stored in a tiny, compact point - one molecule in size - for one round, and on the following round, ejected with a mighty explosion that deals the damage a second time.
Sexy Beam Area:

Code: Select all

   ## ##    
  #######   
  #######   
   #####    
    ###     
     #      
     O      
O = Overlord, # = affected square (can be rotated in 90 degree increments, using the Overlord as the axis of rotation).

Conjure Army (Su):
At level nineteen, the Overlord can summon more than just one unit of minions. Instead, he may summon and control a number equal to his Charisma modifier at any one time.

[Good End] (Ex):
At level 20, the Overlord wins the game and gets the [Good Ending].
Last edited by Koumei on Sat Jun 19, 2010 4:25 am, edited 7 times in total.
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Sunwitch
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Post by Sunwitch »

Oh my god.
IgnatiusDrake
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Post by IgnatiusDrake »

It's not explicitly stated, but I assume you mean the greater magic weapon effects to be keyed to class level. I'd throw that in there somewhere.

Also, I think that at the levels where you gain new maneuvers you should be able to add other weapon abilities. At the second maneuver tier, any +1 equivalent, +3 at the fourth, and at 18th any ability up to +5.

I admit, I didn't break it down too far mathematically, but it seems like a caster with GMW can wind up with a +14 magic weapon (+1 enh, +9 of abilities, GMW for an addition +4 enh). This puts the proposed progression right at +14 effective enhancement, the same as that which a character with access to GMW could achieve.

Just some thoughts.
Last edited by IgnatiusDrake on Wed Mar 24, 2010 2:54 am, edited 1 time in total.
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Post by koz »

Umm, ID, greater magic weapon does not work how you think it does. Like, at all.
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IgnatiusDrake
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Post by IgnatiusDrake »

Yes, greater magic weapon adds an enhancement bonus of up to +5 based on CL. So, if you know someone in your party has GMW and a high CL, you only ever buy an actual enhancement bonus of +1, and use the other possible +9 to buy special abilities (keen, vorpal, holy, etc).

So at this point you have a +10 cost weapon with a +1 enh. bonus. Casting GMW will increase the enhancement bonus by four, so in effect it becomes a +14 weapon (+5 enhancement bonus, +9 equivalent bonuses). I wasn't aware I would have to spell it out for you.
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Post by LR »

Actually, you should be complaining that he's scaling it to the GMW progression instead of the BoG progression. The BoG does away with the idea that a bonus to attack and damage is worth anything.
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Post by CatharzGodfoot »

Very cool. The 'sleep' weapon effects would make more sense with a mace, gauntlet, club, staff, or something else known for knocking people the fuck out. Is there any specific reason for the weapon choice? I get the feeling that this is some kind of video game reference.
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Koumei
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Post by Koumei »

Nippon-Ichi tactical games, mostly. I think it was some other weapon that actually had a (small) sleep chance, though. Still, that seemed the best idea for the Spear. Other ideas for it?

Also considering maybe putting in some other weapons (Claws, Morning Star, Masterwork Batard Sword). I dunno. Thoughts?

There will be a feat that lets you change your title, seem even more powerful than you are and get more oomf! out of your summoning. I intend on calling it "Hacked Data" (due to Etna hacking her own title from [Overlord Etna] to [Beauty Queen Etna] in a wonderful breach of the 4th wall).

I'll probably go back and change it to a simple "Scales as per BoG" note. I won't go out adding special magical abilities to the weapons - they're mostly there to add to the summoner angle and to be used as focuses for the Manoeuvres.
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Post by Koumei »

So, the class is actually finished.
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Post by Maxus »

Koumei wrote:So, the class is actually finished.


:ecstatic: :highfive:
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by Koumei »

As I promised...

Hacked Data:
You hacked into the game data to change your title. Is that really how things work?
Requirements: Title (Class Feature)

Benefits: you can change your title to anything, though it is always contained within square brackets. Examples could be [God of the Overlords], [Beauty Queen] or [Badass Freakin Overlord]. You are treated as having 9,999 hit dice for the purpose of being affected by spells that affect creatures depending on their hit dice - so it doesn't boost your save DCs into the thousands or make your Beast stupid good, but it basically makes you immune to Holy Word. The rest of the benefits scale with your ranks in Knowledge (the Planes).

4 ranks: Your Aura is so massive (read that correctly: Aura, not cock) that anyone who looks at you with a Detect spell that detects your alignment, or Detect Magic or Arcane Sight, they must make a Fortitude save (DC 10 + half HD + Cha) or be Stunned for 1 round as they are overcome by your might. On a successful save they are Blinded for 1 round.

9 ranks: You may keep two Beasts active at a time, as long as you actually have two available for that Phase. However, you must concentrate in order to do so, so can take no strenuous action of your own, or they are both automatically Dismissed.

14 ranks: Whenever you Teleport or Planeshift, the points where you leave and arrive receive explosions of smoke and flames. All adjacent creatures receive automatic Fire damage equal to your HD, and must make a Fort save (Cha-based) or be Nauseated for one round.

19 ranks: You no longer need to concentrate to maintain an additional Beast at a time.

---

I'm not sure if that's the way to go, or to roll the 9 and 19 together (at 19 ranks), and make rank 9 "you get extra weapon options" for those other ideas I had.
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Re: [Tome] Overlord

Post by Maxus »

Koumei wrote:
Go Home (Su):
At level seven, the Overlord gains his own Netherworld - a Demiplane that belongs to him and is treated as Divinely Morphic by him. It is furnished with a Magnificent Mansion (as per Mordenkainen's Magnificent Mansion), except any changes made to it will still be there the next time it is visited. He may travel to and from there with a minute of concentration, taking any willing targets with him, at will.
There needs to be some rules for non-gods having the Godly Realm thing. Divine Rank = character level?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Koumei »

There we go. Now they have a pseudo-Divine Rank thing, for controlling their Netherworld (but not for anything else, like maximised hit dice, Domains and all that shit).
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Post by Zeir »

the breath weapon under Magical Beast I really does 1d6 per level and not just 1d6, right?
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Post by Koumei »

...yes, you are right. I fixed it now.
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Post by Zeir »

Edit: This was a bad idea.
Last edited by Zeir on Tue Jul 13, 2010 3:47 pm, edited 3 times in total.
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Post by ubernoob »

The +1 ability is absurdly broken. The already "Better than an entire character class devoted to dealing damage with natural attacks" class feature does NOT need +lots natural attacks. Seriously, having six natural attacks that grant full strength damage at first level is absurd. Fuck, that's absurd at 11th level and you decided to give 10 fucking attacks at 11th level.

1 round time stop as an immediate action every five rounds is also absurd. Make it a swift action so that you can't just use it to interrupt anything ever. Don't use the fucking Celerity spells as a balance point.
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Post by Zeir »

Edit: Another bad idea.
Last edited by Zeir on Tue Jul 13, 2010 3:48 pm, edited 2 times in total.
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Post by ubernoob »

Zeir wrote:Would it be better if it was just one extra punch each, then?
That's still makes it better than being an actual fiendish brute, but you made the brute summon better than playing a fiendish brute from the start.

So yeah, change it to just +1 slam attack and drop the strength on the brute down to 14+1/2 overlord level. Also, don't give it feats. Seriously. Summons don't get feats. If you MUST give it some more options to pick from, just C/P some of the actual astral construct powers because those are appropriate for a summon that isn't a PC in itself.

You know what? Fuck, just replace the ENTIRE brute class feature with the ability to have a level appropriate (as in a psion of your character level could summon it) astral construct. Seriously, do EXACTLY that. Anything else is just fucking ridiculous because astral constructs are already the best beatsticks any character anywhere can summon without hacking out planar binding.
Also, in Jojo's Bizarre Adventure, Dio uses time stop as what is effectively an immediate action, so I'd like to keep that. Would increasing the recharge to, say an hour, help any? I've heard that most fights at higher level only last about 3 rounds, so I was thinking he'd probably only get to do it once, maybe twice a fight if he was lucky.

Edited for better wording and such. Also, I've never even looked at the celerity spells before.
No, making the cooldown longer does NOTHING to balance the ability. Make it a swift action because immediate action timestop is always bullshit.

Edit: If I get angry enough, I'll rewrite the entire class for you later. Depends on how busy I am.
Last edited by ubernoob on Fri Jun 18, 2010 9:11 pm, edited 2 times in total.
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Post by Koumei »

I don't think I'm willing to even read your re-write. That said, I do want to tone it down to make it more reasonable. For starters, effective character replacement ("You have to actively concentrate and can't do anything more fancy than moving. If you take damage, make a Concentration check or it un-summons") would be a way to go.

Then it's a matter of making it less powerful than an actual (Kaelik-update) Fiendish Brute. So, no feats, it has customisation abilities on its own.

The Hacked Data feat would then be changed so that the "You can have two out at a time" is changed to "You needn't make those concentration checks for being damaged, but still need to actively concentrate" and the level 16 ability is... something else.
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Post by ubernoob »

Koumei wrote:I don't think I'm willing to even read your re-write. That said, I do want to tone it down to make it more reasonable. For starters, effective character replacement ("You have to actively concentrate and can't do anything more fancy than moving. If you take damage, make a Concentration check or it un-summons") would be a way to go.
Yes, character replacement would make this class not batshit insane. If you're going to rewrite the class to be character replacement, I'll just wait til you do that before I critique.
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Post by Zeir »

Obviously, my feat was much, much more horrible than I thought. I'll try figure out something else then.

Edit: You really don't need to bother. I'm sorry I even brought it up.
Last edited by Zeir on Sat Jun 19, 2010 12:33 am, edited 1 time in total.
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Post by Koumei »

Haven't touched the feat yet, but I've made early-stage changes to the class - effective character replacement (well, worse really), no feats, and some of the various abilities have been changed.
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Post by ubernoob »

Koumei wrote:Haven't touched the feat yet, but I've made early-stage changes to the class - effective character replacement (well, worse really), no feats, and some of the various abilities have been changed.
Looks a bit better. Are you also going to rewrite the swarm to be valid for character replacement as well?
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Post by Koumei »

I'll need to decide whether they're a vaguely useful blob that moves around and minorly penalises/hurts enemies (or gives them something fun to 1-shot) and can exist on their own, or should be a pretty hardcore thing that also replaces your character.

Chances are, one of these options means weakening them, the other means strengthening. They're probably, at the moment, too good to have on top of manoeuvres, but pretty shitty to replace your character with.
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