Benejeseret
2010-03-05, 12:21 AM
Having recently played through Overlord yet again I am itching to remake an overlord in DnD.
Here is my first attempt, please edit and suggest:
Base Class: A modified Animal Focus Druid Variant as if mixed with Beastmaster
Alignment: Non-Good
Combat: Fighter Rogue
Good Save: Fort, Will
Hit-Die: d8
Armor: Medium and shields (but: living organism killed in its crafting)Padded, Leather, Hide, Shield (wood only)
Weapons: All Simple and Martial WeaponsClub, Dagger, Dart,
Quarterstaff, Scimitar, Short Spear, Sickle, Sling
Skill Points: 4
Swim. Dex: Ride. Con: Concentration. Craft, Know(naturedungeoneering), Spellcraft. Heal, Listen, Profession, Spot, Survival. Diplomacy, Handle Animal. Intimidate, Gather Information (torture?)
Lvl1
Cast Prepared Divine Wisdom-based spells from Druid list but only at 1/2 druid progression.
Spontaneously convert Druid spells into Summon Nature’s Ally Minions spells
Animal Companion Nature Sense Wild Empathy Focused Animal Minions
Lvl 4
Resist Nature's Lures Loss of Empathy (+4 bonus saving throws against enchantments)
Lvl5
Infestation - Your minions take up residence in an abandoned tower/mansion or suitable lair. Treat this as if the Overlord gains a Stronghold, but of low quality and in complete disrepair.
Lvl 6
Brown Boost (minions +3)
Lvl 8
Mistress - The Overlord gains a modified Leadership Feat as a bonus feat. The Mistress companion, once obtained, does not leave the Stronghold and manages her lords affairs from there. She will assist in defense of the Stronghold. In return, the Overlord is considered to have 1.5x the number of normal followers (mostly minions) working for his growing empire.
Lvl 9
Gain Reds (minions -0)
Lvl 10
Infestation (repaired) - The Overlords Dark Domain has been rebuilt by the minions. He is now in possession of a fortified symbol of power and wealth.
Lvl 12
Venon Immunity, Gain Greens (minions -3)
Lvl 15
Gain Blues (minions -6)
Netherworld - The Overlord's Stronghold through ritual and sacrifice tears away from the prime plane to form its own pocket dimension. The Overlord and minions may freely move back and forth - but only to a few set locations on the prime plane.
Lvl 20
Netherworld Domination - The Netherworld Stronghold is now a massive dimension of minion burrows and powerful towers. The Overlord can open gates to and from the Netherworld at whim (as if by Gate, but cannot Call Creatures) to the Netherworld from anywhere and may return from the Netherworld to any place on any plane he wishes.
Spells - Just like Druid in advancement and number. Cannot cast [Good] spells. 1/2 Druid Progression.
Minions - The Overlord gains minions and can control more over time. All minions are treated as Hordes (Horde Template) of an appropriate CR according to Overlord Level
This follows the premise that normal druid advancement generally follows CR 1/2/4/5/7/9 average advancement at lvls 1/4/7/10/13/16 as a guideline (but then we take the focus animal base example and beastmaster into account)
Horde - Template linked here:
http://www.alcarin.com/castle/monsters/horde.php
Note* Luck in Numbers is a Free Action
Browns - Start as a Horde of Minions (goblin warriors) and begins with 3 Browns.
Lvl1(3) Lvl2(5) Lvl3(7) Lvl4(9) Lvl5(11) Lvl6(11 - Elite Array) Lvl7(14) Lvl8(17) Lvl9(17-Fighters) Lvl10(20) Lvl11(23) Lvl12(26) Lvl13(29) Lvl14(32) Lvl15(35) Lvl16(38) Lvl17(41) Lvl18(44 - Lvl2Fighters) Lvl19(47) Lvl20(50)
Reds - At level 9 Overlord gains Reds (Goblin lvl1 Warlocks - modified Blast)
Lvl9(4) Lvl10(6) Lvl11(8) Lvl12(10) Lvl13(12) Lvl14(14) Lvl15(16) Lvl16(16 - Fire Elemental Creature Template) Lvl17(18) Lvl18(20) Lvl19(22) Lvl20(24)
- Brimestone Blast (least) Eldrich Blast does [fire] damage and RefSave to avoid catching fire for 1d4 damage the next round.
Greens - at level 12 Overlord gains Greens (Goblin Arachinoid Template Rogues)
Lvl12(2) Lvl13(3) Lvl14(4) Lvl15(5) Lcl16(6) Lvl17(7) Lvl18(8) Lvl19(9) Lvl20(10)
Blues - At level 15 Overlord gains Blues (Goblin
Here is my first attempt, please edit and suggest:
Base Class: A modified Animal Focus Druid Variant as if mixed with Beastmaster
Alignment: Non-Good
Combat: Fighter Rogue
Good Save: Fort, Will
Hit-Die: d8
Armor: Medium and shields (but: living organism killed in its crafting)Padded, Leather, Hide, Shield (wood only)
Weapons: All Simple and Martial WeaponsClub, Dagger, Dart,
Quarterstaff, Scimitar, Short Spear, Sickle, Sling
Skill Points: 4
Swim. Dex: Ride. Con: Concentration. Craft, Know(naturedungeoneering), Spellcraft. Heal, Listen, Profession, Spot, Survival. Diplomacy, Handle Animal. Intimidate, Gather Information (torture?)
Lvl1
Cast Prepared Divine Wisdom-based spells from Druid list but only at 1/2 druid progression.
Spontaneously convert Druid spells into Summon Nature’s Ally Minions spells
Animal Companion Nature Sense Wild Empathy Focused Animal Minions
Lvl 4
Resist Nature's Lures Loss of Empathy (+4 bonus saving throws against enchantments)
Lvl5
Infestation - Your minions take up residence in an abandoned tower/mansion or suitable lair. Treat this as if the Overlord gains a Stronghold, but of low quality and in complete disrepair.
Lvl 6
Brown Boost (minions +3)
Lvl 8
Mistress - The Overlord gains a modified Leadership Feat as a bonus feat. The Mistress companion, once obtained, does not leave the Stronghold and manages her lords affairs from there. She will assist in defense of the Stronghold. In return, the Overlord is considered to have 1.5x the number of normal followers (mostly minions) working for his growing empire.
Lvl 9
Gain Reds (minions -0)
Lvl 10
Infestation (repaired) - The Overlords Dark Domain has been rebuilt by the minions. He is now in possession of a fortified symbol of power and wealth.
Lvl 12
Venon Immunity, Gain Greens (minions -3)
Lvl 15
Gain Blues (minions -6)
Netherworld - The Overlord's Stronghold through ritual and sacrifice tears away from the prime plane to form its own pocket dimension. The Overlord and minions may freely move back and forth - but only to a few set locations on the prime plane.
Lvl 20
Netherworld Domination - The Netherworld Stronghold is now a massive dimension of minion burrows and powerful towers. The Overlord can open gates to and from the Netherworld at whim (as if by Gate, but cannot Call Creatures) to the Netherworld from anywhere and may return from the Netherworld to any place on any plane he wishes.
Spells - Just like Druid in advancement and number. Cannot cast [Good] spells. 1/2 Druid Progression.
Minions - The Overlord gains minions and can control more over time. All minions are treated as Hordes (Horde Template) of an appropriate CR according to Overlord Level
This follows the premise that normal druid advancement generally follows CR 1/2/4/5/7/9 average advancement at lvls 1/4/7/10/13/16 as a guideline (but then we take the focus animal base example and beastmaster into account)
Horde - Template linked here:
http://www.alcarin.com/castle/monsters/horde.php
Note* Luck in Numbers is a Free Action
Browns - Start as a Horde of Minions (goblin warriors) and begins with 3 Browns.
Lvl1(3) Lvl2(5) Lvl3(7) Lvl4(9) Lvl5(11) Lvl6(11 - Elite Array) Lvl7(14) Lvl8(17) Lvl9(17-Fighters) Lvl10(20) Lvl11(23) Lvl12(26) Lvl13(29) Lvl14(32) Lvl15(35) Lvl16(38) Lvl17(41) Lvl18(44 - Lvl2Fighters) Lvl19(47) Lvl20(50)
Reds - At level 9 Overlord gains Reds (Goblin lvl1 Warlocks - modified Blast)
Lvl9(4) Lvl10(6) Lvl11(8) Lvl12(10) Lvl13(12) Lvl14(14) Lvl15(16) Lvl16(16 - Fire Elemental Creature Template) Lvl17(18) Lvl18(20) Lvl19(22) Lvl20(24)
- Brimestone Blast (least) Eldrich Blast does [fire] damage and RefSave to avoid catching fire for 1d4 damage the next round.
Greens - at level 12 Overlord gains Greens (Goblin Arachinoid Template Rogues)
Lvl12(2) Lvl13(3) Lvl14(4) Lvl15(5) Lcl16(6) Lvl17(7) Lvl18(8) Lvl19(9) Lvl20(10)
Blues - At level 15 Overlord gains Blues (Goblin