Angry Bob
2010-05-13, 12:53 PM
"Any punk can kill. It takes real panache to be evil." - Nycalous Memnoch, Overlord of Skulldeathevil Mountain
Overlords hail from a golden age, as it were, of villainy. They take great pride in their evil without apology or regret. Many of them see the new generation of villains as shortsighted upstarts who know nothing of real power and serious evil. That doesn't stop them from exploiting them when they can, though.
"I've been doing this for years. I've killed great heroes, usurped supposedly eternal kingdoms, and defied the gods themselves. What have you done? From the looks of it, terrorized a few city blocks and spent a few years in a dungeon. Pathetic. - Nycalous Memnoch
Entry Requirements:
Alignment: Lawful Evil or Neutral Evil
Skills: Intimidate 12, Knowledge(History) 6, Knowledge(Arcana) 6
Feats: Leadership, any item creation feat
Other: Ability to cast 3rd-level spells, or sneak attack(3d6) or Base Attack Bonus +6, or Smite Good 2/Day
HD: d10
EDIT: Skill points per level: 4 + Int mod
{table]Level | BaB | Fort | Ref | Will | Special | Spellcasting
1st | +1 | +2 | +0 | +2 | Tin Tyrant, Foible | -
2nd | +2 | +3 | +0 | +3 | Frightful Presence, Sneak Attack +1d6 | +1 to Existing Spellcasting Class
3rd | +3 | +3 | +1 | +3 | Evil Overlord, Motivate | +1 to Existing Spellcasting Class
4th | +4 | +4 | +1 | +4 | Improved Frightful Presence, Sneak Attack +2d6 | +1 to Existing Spellcasting Class
5th | +5 | +4 | +1 | +4 | Never Found the Body | +1 to Existing Spellcasting Class[/table]
Class Skills: Bluff, Concentration, Craft, Decipher Script, Disguise, Intimidate, Knowledge(Arcana), Knowledge(History), Knowledge(Religion), Move Silently, Ride, Spellcraft, Use Rope
Class Features
Tin Tyrant: At first level, the overlord becomes proficient with all non-exotic armor. In addition, he may cast spells in up to medium armor with no arcane spell failure chance.
Foible: An Overlord must have a foible, selected from the list below. Failure to adhere to a foible strips you of your Overlord class features for 24 hours. A few of these require worthy opponents. These are recurring enemies and are determined as such by the DM for each Overlord. An Overlord an automatically sense that a person is a worthy opponent the first time he encounters one.
No, I Expect You to Dine: You cannot kill a worthy opponent the first time you meet them.
Before I Kill You: When you are given a chance to kill a worthy opponent, you give an expository speech outlining any or all of the following: Why you do what you do, how much you hate them, and what you plan to do after they're dead. This speech must take a minimum of 10 rounds in-game, and the worthy opponent must be able to hear or at least understand it. After that, you're free to kill them whenever you feel like it.
Leave him to Me: If you are present, your followers can't attack a worthy opponent unless you are already attacking one, and they can't attack one you are attacking.
Orcus on his Throne: When you take this foible, you choose a base of operations. You must return to this base of operations after a week outside, and must remain in the base for one week after that.
Left for dead: If the overlord brings a worthy opponent to negative hitpoints, he may not coup-de grace him or otherwise kill him in this state. He may not allow his underlings to do so either.
I'll presumably add more foibles later and fix these ones.
Spellcasting: At all levels except 1st, the Overlord gains spellcasting ability as though he had gained a level of a spellcasting class he had before yada yada yada.
Frightful Presence: At 2nd level, the Overlord gains the Frightful Presence special ability.
Sneak Attack: At 2nd and 4th levels, the Overlord gains Sneak Attack as a rogue.
Evil Overlord: At 3rd level, the Overlord may use his intimidate ranks in the place of his character level to determine his followers from leadership.
Motivate: Beginning at 3rd level, the Overlord suffers no leadership penalties for causing the death of followers, causing the death of a cohort, or being cruel.
Improved Frightful Presence: At level 4, the Overlord's Frightful presence improves. Opponents that fail their saves instead cower for 1d6 rounds + your charisma modifier and opponents that make their save are shaken for 1 turn.
Never Found the Body: If the Overlord is brought below -9 hit points, but his body is not observed by his enemies for at least one week, he is brought back to life as though through resurrection if his body was not completely obliterated.
Now, obviously some of the abilities may be strangely worded, but at this point, just either point out to me horrifically broken things or tell me how cool it is.
Updates:
Sneak Attack Progression
Left for Dead Foible
Full BaB
Overlords hail from a golden age, as it were, of villainy. They take great pride in their evil without apology or regret. Many of them see the new generation of villains as shortsighted upstarts who know nothing of real power and serious evil. That doesn't stop them from exploiting them when they can, though.
"I've been doing this for years. I've killed great heroes, usurped supposedly eternal kingdoms, and defied the gods themselves. What have you done? From the looks of it, terrorized a few city blocks and spent a few years in a dungeon. Pathetic. - Nycalous Memnoch
Entry Requirements:
Alignment: Lawful Evil or Neutral Evil
Skills: Intimidate 12, Knowledge(History) 6, Knowledge(Arcana) 6
Feats: Leadership, any item creation feat
Other: Ability to cast 3rd-level spells, or sneak attack(3d6) or Base Attack Bonus +6, or Smite Good 2/Day
HD: d10
EDIT: Skill points per level: 4 + Int mod
{table]Level | BaB | Fort | Ref | Will | Special | Spellcasting
1st | +1 | +2 | +0 | +2 | Tin Tyrant, Foible | -
2nd | +2 | +3 | +0 | +3 | Frightful Presence, Sneak Attack +1d6 | +1 to Existing Spellcasting Class
3rd | +3 | +3 | +1 | +3 | Evil Overlord, Motivate | +1 to Existing Spellcasting Class
4th | +4 | +4 | +1 | +4 | Improved Frightful Presence, Sneak Attack +2d6 | +1 to Existing Spellcasting Class
5th | +5 | +4 | +1 | +4 | Never Found the Body | +1 to Existing Spellcasting Class[/table]
Class Skills: Bluff, Concentration, Craft, Decipher Script, Disguise, Intimidate, Knowledge(Arcana), Knowledge(History), Knowledge(Religion), Move Silently, Ride, Spellcraft, Use Rope
Class Features
Tin Tyrant: At first level, the overlord becomes proficient with all non-exotic armor. In addition, he may cast spells in up to medium armor with no arcane spell failure chance.
Foible: An Overlord must have a foible, selected from the list below. Failure to adhere to a foible strips you of your Overlord class features for 24 hours. A few of these require worthy opponents. These are recurring enemies and are determined as such by the DM for each Overlord. An Overlord an automatically sense that a person is a worthy opponent the first time he encounters one.
No, I Expect You to Dine: You cannot kill a worthy opponent the first time you meet them.
Before I Kill You: When you are given a chance to kill a worthy opponent, you give an expository speech outlining any or all of the following: Why you do what you do, how much you hate them, and what you plan to do after they're dead. This speech must take a minimum of 10 rounds in-game, and the worthy opponent must be able to hear or at least understand it. After that, you're free to kill them whenever you feel like it.
Leave him to Me: If you are present, your followers can't attack a worthy opponent unless you are already attacking one, and they can't attack one you are attacking.
Orcus on his Throne: When you take this foible, you choose a base of operations. You must return to this base of operations after a week outside, and must remain in the base for one week after that.
Left for dead: If the overlord brings a worthy opponent to negative hitpoints, he may not coup-de grace him or otherwise kill him in this state. He may not allow his underlings to do so either.
I'll presumably add more foibles later and fix these ones.
Spellcasting: At all levels except 1st, the Overlord gains spellcasting ability as though he had gained a level of a spellcasting class he had before yada yada yada.
Frightful Presence: At 2nd level, the Overlord gains the Frightful Presence special ability.
Sneak Attack: At 2nd and 4th levels, the Overlord gains Sneak Attack as a rogue.
Evil Overlord: At 3rd level, the Overlord may use his intimidate ranks in the place of his character level to determine his followers from leadership.
Motivate: Beginning at 3rd level, the Overlord suffers no leadership penalties for causing the death of followers, causing the death of a cohort, or being cruel.
Improved Frightful Presence: At level 4, the Overlord's Frightful presence improves. Opponents that fail their saves instead cower for 1d6 rounds + your charisma modifier and opponents that make their save are shaken for 1 turn.
Never Found the Body: If the Overlord is brought below -9 hit points, but his body is not observed by his enemies for at least one week, he is brought back to life as though through resurrection if his body was not completely obliterated.
Now, obviously some of the abilities may be strangely worded, but at this point, just either point out to me horrifically broken things or tell me how cool it is.
Updates:
Sneak Attack Progression
Left for Dead Foible
Full BaB