Angry Bob
2010-05-19, 12:22 PM
I split my previous Overlord into several different classes. See the previous version and discussion here. (http://www.giantitp.com/forums/showthread.php?t=152339)
The Warlord
Warlords are martially-oriented Overlords. They make the best use of their physical power and combat skill leading their troops into battle and singlehandedly beating resistors on both sides to death.
Entry Requirements:
Alignment: Lawful Evil or Neutral Evil
Skills: Intimidate 12, Knowledge(History) 6
Feats: Leadership, Power Attack
Base Attack Bonus: +9
HD: d12
Skill points per level: 2 + Int mod
{table]Level | BaB | Fort | Ref | Will | Special
1st | +1 | +2 | +0 | +2 | Foible, Iron Grip, Spikes of Villainy
2nd | +2 | +3 | +0 | +3 | Frightful Presence, Motivate
3rd | +3 | +3 | +1 | +3 | Evil Overlord, Furious Onslaught
4th | +4 | +4 | +1 | +4 | Improved Frightful Presence
5th | +5 | +4 | +1 | +4 | Never Found the Body, Overwhelm[/table]
Class Skills: Climb, Concentration, Craft, Intimidate, Jump, Knowledge(Arcana), Knowledge(History), Knowledge(Religion), Move Silently, Ride, Use Rope
Class Features
Weapon and Armor Proficiency: A Warlord gains proficiency with medium and heavy armor but no shields.
Foible: See Foibles, below. The Warlord has access to the No, I Expect You to Dine, Before I Kill You, Leave him to Me, Orcus on his Throne, Left for dead, and Minion-Shaped Blind Spot Foibles.
Iron Grip: At first level, a Warlord gains the Improved Grab special ability.
Spikes of Villainy: All heavy armor the Warlord wears is considered to have spikes.
Motivate: Beginning at second level, the Warlord takes no leadership penalties for cruelty, causing the death of followers, or causing the death of a cohort. He still gains the standard bonuses for having a stronghold, etc.
Frightful Presence: At 2nd level, whenever the Warlord Charges or attacks, all opponents within 30 feet who have fewer hit dice than him must make a DC(10 + 1/2 Character level + Cha Modifier) Will Save or be shaken for 1d6 + his cha modifier rounds. Opponents that save are immune to it for 24 hours.
Evil Overlord: At 3rd level, the Warlord may use his intimidate ranks plus his strength modifier as his leadership score.
Furious Onslaught: At 3rd level, the Warlord gains the pounce special ability.
Improved Frightful Presence: At 4th level, the Warlord's frightful presence is improved. Opponents that fail their saves instead cower for 1d6 + his cha modifier rounds and opponents that make their save are shaken for 1 round.
Overwhelm: At 5th level,the Warlord's strength and charisma both increase by 2 permanently.
Capstone Ability: The Warlord can choose Never Found the Body and Behold the True Form Capstones.
The Mad Wizard
The Mad Wizard is exactly that. Note that while it says 'Wizard', it's open to most arcane casters as well as some divine casters. Though because of how strong the wizard is, it's still probably the best choice. Not my fault.
Entry Requirements:
Alignment: Neutral Evil or Chaotic Evil
Skills: Intimidate 9, Spellcraft 12
Feats: Leadership, any item creation feat, any metamagic feat
Other: Ability to cast 3rd-level spells
HD: d4
EDIT: Skill points per level: 2 + Int mod
{table]Level | BaB | Fort | Ref | Will | Special | Spellcasting
1st | +0 | +0 | +0 | +2 | Foible, Forbidden Arcana | -
2nd | +1 | +0 | +0 | +3 | Fearsome Arcana, Motivate | +1 to Existing Spellcasting Class
3rd | +1 | +1 | +1 | +3 | Legion of Evil, Forbidden Arcana | +1 to Existing Spellcasting Class
4th | +2 | +1 | +1 | +4 | Improved Fearsome Arcana | +1 to Existing Spellcasting Class
5th | +2 | +1 | +1 | +4 | Death Means Nothing, Forbidden Arcana | +1 to Existing Spellcasting Class[/table]
Class Skills: Bluff, Concentration, Craft, Decipher Script, Disguise, Intimidate, Knowledge(All), Spellcraft, Use Magic Device, Use Rope
Class Features:
Weapons and Armor: The Mad Wizard gains no proficiency with weapons or armor.
Foible: See Foibles, below. The Mad Wizard has access to the No, I Expect You to Dine, Before I Kill You, Leave him to Me, Orcus on his Throne, Left for dead, Minion-Shaped Blind Spot, Shun the Light, and Aversion to Good Foibles.
Forbidden Arcana: At 1st, 3rd, and 5th level, the Mad Wizard may add a spell from the death, evil, or destruction domain spell lists to his spellbook or spells known.
Motivate: As the Warlord Class Feature of the same name.
Fearsome Arcana: Whenever you cast a spell, all opponents within 30 feet who have fewer hit dice than you must make a DC(10 + 1/2 Character level + Cha Modifier) Will Save or be shaken for 1d6 + your cha modifier rounds. Opponents that save are immune to it for 24 hours.
Legion of Evil: A Mad Wizard may use his ranks in Spellcraft + his charisma modifier as his leadership score.
Improved Fearsome Arcana: At 4th level, the Mad Wizard's Fearsome Arcana is improved. Opponents that fail their saves instead cower for 1d6 + his cha modifier rounds and opponents that make their save are shaken for 1 round.
Capstone: The Mad Wizard may choose the Come Back as a Ghost and Behold the True Form capstones.
The Bandit King
The Bandit King is exactly that. He does what he does for the acquisition of wealth and power.
Entry Requirements:
Alignment: Neutral Evil or Chaotic Evil
Skills: Intimidate 12, Move Silently 9
Feats: Leadership, Combat Reflexes
Other: Sneak Attack +3d6
HD: d6
Skill points per level: 6 + Int mod
{table]Level | BaB | Fort | Ref | Will | Special
1st | +0 | +2 | +2 | +0 | Foible Track Sneak Attack +1d6
2nd | +1 | +3 | +3 | +0 | Motivate, Always Packing
3rd | +2 | +3 | +3| +1 | Bandit Lord, Sneak Attack +2d6
4th | +3 | +4 | +4 | +1 | Backstab
5th | +3 | +4 | +4 | +1 | Play Dead, Sneak Attack +3d6 [/table]
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Disable Device, Disguise, Escape Artist, Forgery, Handle Animal, Hide, Intimidate, Jump, Knowledge(Local), Listen, Move Silently, Open Lock, Perform, Ride, Search, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device, Use Rope
Class Features:
Weapon and Armor Proficiency: The Bandit King gains no proficiency with any weapon or armor.
Foible: See Foibles, below. The Warlord has access to the No, I Expect You to Dine, Leave him to Me, Left for dead, Weakness for Wealth, and Minion-Shaped Blind Spot Foibles.
Track: At 1st level, the Bandit King gains Track as a bonus feat.
Always Armed: A Bandit King is almost never without a backup. As long as he hasn't been extensively searched and disarmed, he may draw a dagger. Daggers drawn this way are 'lost track of' immediately after leaving his hand, unless it's thrown as an attack, in which case it disappears after the attack resolves. Somehow.
Sneak Attack: As the Rogue Class Feature. This stacks with any sneak attack, sudden strike, or skirmish damage the Bandit King already has.
Motivate: As the Warlord Class Feature.
Bandit Lord: At 3rd level, the Bandit Lord may use his Intimidate Modifier plus his charisma modifier as his leadership score.
Backstab: An opponent that is dealt damage by the Bandit King's sneak attack must make a fortitude save(DC 10 + the Bandit King's Dexterity Modifier + Class Level) or be paralyzed for 1d4 rounds.
Capstone: The Bandit King may choose the Never Found the Body, Come Back as a Ghost, and Play Dead Capstones.
The Mastermind
The Mastermind is the fourth and final part of my overlord project. He shuns direct confrontation, weaving complex multilayered plans and watching them play out from a distance.
Prerequisites
Alignment: Any Evil
Skills: Bluff 12 ranks, Diplomacy 12 ranks, knowledge (any two) 9 ranks, Disguise 9 ranks
Feats: Leadership, Skill Focus(Bluff, Diplomacy, or Intimidate),
Hit Die: d6
Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge(all), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Use Magic Device, Use Rope
Skill Points Per Level: 8 + int mod
{table]Level | Base Attack Bonus | Fort | Ref | Will | Special
1st | +0 | +0 | +2 | +2 | Unnatural Intellect, Foible
2nd | +1 | +0 | +3 | +3 | You Cannot Hide, You Cannot Run
3rd | +1 | +1 | +3 | +3 | Which am I?, Web of Deception
4th | +2 | +1 | +4 | +4 | Exactly as Planned
5th | +2 | +1 | +4 | +4 | Capstone[/table]
Class Features
Weapons and Armor: No new proficiencies.
Foible: As an Overlord, the Mastermind must choose a Foible at first level. The foibles available to the Mastermind are as follows. Failure to follow a foible results in the loss of all this class's class features for 24 hours except where noted. The Mastermind has access to the No, I Expect You to Dine, Before I Kill You and Minion-Shaped Blind Spot foibles.
Unnatural Intellect: At first level, the Mastermind may use Alarm, Detect Magic, Detect Poison, Comprehend Languages, and Detect Secret Doors as spell-like abilities usable at will at caster level equal to your character level.
You Cannot Hide: Unlike other Overlord classes, the Mastermind immediately recognizes his worthy opponents, piercing any disguise, illusion, or anything else short of epic magic.
You Cannot Run: At second level, the Mastermind gains Locate Object and See Invisibility as spell-like abilities usable at will at a caster level equal to your character level.
Which am I?: At 3rd level, the Mastermind may use Mirror Image as a spell-like ability a number of times per day equal to his int modifier at CL=character level.
Web of Deception: At 3rd level, The Mastermind, and the Mastermind's followers and cohort are affected permanently as though under the effect of Undetectable Alignment. In addition, the Mastermind and the Mastermind's Cohort are affected permanently as though under the effect of Mind Blank.
Exactly as Planned: A 4th-level Mastermind may use Scrying and Arcane Eye as spell-like abilities a number of times per day equal to his int modifier each at caster level = character level. The saving throw for the scrying is DC 14 + Mastermind's Int modifier.
Capstone: At 5th level, the Mastermind chooses a capstone ability. He may choose from the following: Never found the Body, Come Back as a Ghost, Just a Decoy, and Behold the True Form.
Foibles:
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 and any spellcasting levels gained through that class 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 automatically knows who is a worthy opponent and who is not. So, while he knows who his worthy opponents are, he gains no special ability to pick them out if they're disguised or hidden unless he sees through their disguise or finds them by other means.
No, I Expect You to Dine: You cannot kill or capture 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. Unlike other foibles, if your remain outside your base of operations for more than a weak, you lose access to your class features as long as you remain outside after that and regain them upon returning to your fortress and remaining there for a week.
Left for dead: Neither you nor your underlings may coup-de grace a worthy opponent.
Minion-Shaped Blind Spot: The Warlord's cohort plans to kill him and take his place. The Warlord cannot act on this until the cohort directly attacks him, uses a spell clearly intended to cause him harm, or is seen directing forces against him.
Shun the Light: The Overlord hates the sun and can't spend more than 2 rounds in direct sunlight. If he does, he loses his class features and all spellcasting levels gained from this class for 24 hours.
Aversion to Good: Overlord can't cast spells himself or via spell completion or activation items that have the Good descriptor or spells that appear in the healing, good, or sun domain spell lists. The Overlord can only take this foible if the spellcasting he advances with his class is divine.
Weakness for Wealth: When presented with what he perceives as a great amount of wealth(Worth 100,000 gold pieces or more) , the Overlord must spend 1d12 rounds wallowing if he isn't in any immediate danger. While wallowing, he takes a -6 penalty to listen, spot, and initiative checks.
Capstone Abilities:
Play Dead: At 5th level, The Overlord gets +20 on bluff checks to feign death. Characters that loot his body while he's 'dead' become worthy opponents. In addition, once a week, while feigning death, having taken damage, and unobserved, the Overlord may use teleport as a spell-like ability with the caster level equal to his character level.
Never Found the Body: At 5th level, if the Overlord is brought below -9 hit points, but his body is not observed by his enemies for at least three days, he is brought back to life as though through resurrection if his body was not completely obliterated.
Come Back as a Ghost: If the Overlord is brought below -9 hp but his body is unobserved by his enemies for at least an hour, he gains the Ghost template and comes back to "life". This can't happen while he is a ghost, but if he is brought back to true life, it may happen again normally.
Just a Decoy: Once a week, when brought below -9 hp, the Overlord may choose to be somewhere else within range of a teleport spell at a caster level equal to his character level, while the one that was brought below -9 will turn out to be just an impostor if the body is examined.
Behold the True Form: When brought below -9 hit points, the Overlord changes shape as though with polymorph cast at a caster level equal to his character level. He regains all hit points in this form, but the change is permanent, and once killed, he may not be brought back by any means short of a Miracle or Wish spell.
Log:
Added Minion-Shaped Blind Spot Foible
Fixed Spikes of Villainy
Added Bandit King
"Fixed" Aversion to Good
Various Wording Changes
Changed listing for foibles
Added Modular Capstone mechanic
Moved Mastermind class to here
The Warlord
Warlords are martially-oriented Overlords. They make the best use of their physical power and combat skill leading their troops into battle and singlehandedly beating resistors on both sides to death.
Entry Requirements:
Alignment: Lawful Evil or Neutral Evil
Skills: Intimidate 12, Knowledge(History) 6
Feats: Leadership, Power Attack
Base Attack Bonus: +9
HD: d12
Skill points per level: 2 + Int mod
{table]Level | BaB | Fort | Ref | Will | Special
1st | +1 | +2 | +0 | +2 | Foible, Iron Grip, Spikes of Villainy
2nd | +2 | +3 | +0 | +3 | Frightful Presence, Motivate
3rd | +3 | +3 | +1 | +3 | Evil Overlord, Furious Onslaught
4th | +4 | +4 | +1 | +4 | Improved Frightful Presence
5th | +5 | +4 | +1 | +4 | Never Found the Body, Overwhelm[/table]
Class Skills: Climb, Concentration, Craft, Intimidate, Jump, Knowledge(Arcana), Knowledge(History), Knowledge(Religion), Move Silently, Ride, Use Rope
Class Features
Weapon and Armor Proficiency: A Warlord gains proficiency with medium and heavy armor but no shields.
Foible: See Foibles, below. The Warlord has access to the No, I Expect You to Dine, Before I Kill You, Leave him to Me, Orcus on his Throne, Left for dead, and Minion-Shaped Blind Spot Foibles.
Iron Grip: At first level, a Warlord gains the Improved Grab special ability.
Spikes of Villainy: All heavy armor the Warlord wears is considered to have spikes.
Motivate: Beginning at second level, the Warlord takes no leadership penalties for cruelty, causing the death of followers, or causing the death of a cohort. He still gains the standard bonuses for having a stronghold, etc.
Frightful Presence: At 2nd level, whenever the Warlord Charges or attacks, all opponents within 30 feet who have fewer hit dice than him must make a DC(10 + 1/2 Character level + Cha Modifier) Will Save or be shaken for 1d6 + his cha modifier rounds. Opponents that save are immune to it for 24 hours.
Evil Overlord: At 3rd level, the Warlord may use his intimidate ranks plus his strength modifier as his leadership score.
Furious Onslaught: At 3rd level, the Warlord gains the pounce special ability.
Improved Frightful Presence: At 4th level, the Warlord's frightful presence is improved. Opponents that fail their saves instead cower for 1d6 + his cha modifier rounds and opponents that make their save are shaken for 1 round.
Overwhelm: At 5th level,the Warlord's strength and charisma both increase by 2 permanently.
Capstone Ability: The Warlord can choose Never Found the Body and Behold the True Form Capstones.
The Mad Wizard
The Mad Wizard is exactly that. Note that while it says 'Wizard', it's open to most arcane casters as well as some divine casters. Though because of how strong the wizard is, it's still probably the best choice. Not my fault.
Entry Requirements:
Alignment: Neutral Evil or Chaotic Evil
Skills: Intimidate 9, Spellcraft 12
Feats: Leadership, any item creation feat, any metamagic feat
Other: Ability to cast 3rd-level spells
HD: d4
EDIT: Skill points per level: 2 + Int mod
{table]Level | BaB | Fort | Ref | Will | Special | Spellcasting
1st | +0 | +0 | +0 | +2 | Foible, Forbidden Arcana | -
2nd | +1 | +0 | +0 | +3 | Fearsome Arcana, Motivate | +1 to Existing Spellcasting Class
3rd | +1 | +1 | +1 | +3 | Legion of Evil, Forbidden Arcana | +1 to Existing Spellcasting Class
4th | +2 | +1 | +1 | +4 | Improved Fearsome Arcana | +1 to Existing Spellcasting Class
5th | +2 | +1 | +1 | +4 | Death Means Nothing, Forbidden Arcana | +1 to Existing Spellcasting Class[/table]
Class Skills: Bluff, Concentration, Craft, Decipher Script, Disguise, Intimidate, Knowledge(All), Spellcraft, Use Magic Device, Use Rope
Class Features:
Weapons and Armor: The Mad Wizard gains no proficiency with weapons or armor.
Foible: See Foibles, below. The Mad Wizard has access to the No, I Expect You to Dine, Before I Kill You, Leave him to Me, Orcus on his Throne, Left for dead, Minion-Shaped Blind Spot, Shun the Light, and Aversion to Good Foibles.
Forbidden Arcana: At 1st, 3rd, and 5th level, the Mad Wizard may add a spell from the death, evil, or destruction domain spell lists to his spellbook or spells known.
Motivate: As the Warlord Class Feature of the same name.
Fearsome Arcana: Whenever you cast a spell, all opponents within 30 feet who have fewer hit dice than you must make a DC(10 + 1/2 Character level + Cha Modifier) Will Save or be shaken for 1d6 + your cha modifier rounds. Opponents that save are immune to it for 24 hours.
Legion of Evil: A Mad Wizard may use his ranks in Spellcraft + his charisma modifier as his leadership score.
Improved Fearsome Arcana: At 4th level, the Mad Wizard's Fearsome Arcana is improved. Opponents that fail their saves instead cower for 1d6 + his cha modifier rounds and opponents that make their save are shaken for 1 round.
Capstone: The Mad Wizard may choose the Come Back as a Ghost and Behold the True Form capstones.
The Bandit King
The Bandit King is exactly that. He does what he does for the acquisition of wealth and power.
Entry Requirements:
Alignment: Neutral Evil or Chaotic Evil
Skills: Intimidate 12, Move Silently 9
Feats: Leadership, Combat Reflexes
Other: Sneak Attack +3d6
HD: d6
Skill points per level: 6 + Int mod
{table]Level | BaB | Fort | Ref | Will | Special
1st | +0 | +2 | +2 | +0 | Foible Track Sneak Attack +1d6
2nd | +1 | +3 | +3 | +0 | Motivate, Always Packing
3rd | +2 | +3 | +3| +1 | Bandit Lord, Sneak Attack +2d6
4th | +3 | +4 | +4 | +1 | Backstab
5th | +3 | +4 | +4 | +1 | Play Dead, Sneak Attack +3d6 [/table]
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Disable Device, Disguise, Escape Artist, Forgery, Handle Animal, Hide, Intimidate, Jump, Knowledge(Local), Listen, Move Silently, Open Lock, Perform, Ride, Search, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device, Use Rope
Class Features:
Weapon and Armor Proficiency: The Bandit King gains no proficiency with any weapon or armor.
Foible: See Foibles, below. The Warlord has access to the No, I Expect You to Dine, Leave him to Me, Left for dead, Weakness for Wealth, and Minion-Shaped Blind Spot Foibles.
Track: At 1st level, the Bandit King gains Track as a bonus feat.
Always Armed: A Bandit King is almost never without a backup. As long as he hasn't been extensively searched and disarmed, he may draw a dagger. Daggers drawn this way are 'lost track of' immediately after leaving his hand, unless it's thrown as an attack, in which case it disappears after the attack resolves. Somehow.
Sneak Attack: As the Rogue Class Feature. This stacks with any sneak attack, sudden strike, or skirmish damage the Bandit King already has.
Motivate: As the Warlord Class Feature.
Bandit Lord: At 3rd level, the Bandit Lord may use his Intimidate Modifier plus his charisma modifier as his leadership score.
Backstab: An opponent that is dealt damage by the Bandit King's sneak attack must make a fortitude save(DC 10 + the Bandit King's Dexterity Modifier + Class Level) or be paralyzed for 1d4 rounds.
Capstone: The Bandit King may choose the Never Found the Body, Come Back as a Ghost, and Play Dead Capstones.
The Mastermind
The Mastermind is the fourth and final part of my overlord project. He shuns direct confrontation, weaving complex multilayered plans and watching them play out from a distance.
Prerequisites
Alignment: Any Evil
Skills: Bluff 12 ranks, Diplomacy 12 ranks, knowledge (any two) 9 ranks, Disguise 9 ranks
Feats: Leadership, Skill Focus(Bluff, Diplomacy, or Intimidate),
Hit Die: d6
Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge(all), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Use Magic Device, Use Rope
Skill Points Per Level: 8 + int mod
{table]Level | Base Attack Bonus | Fort | Ref | Will | Special
1st | +0 | +0 | +2 | +2 | Unnatural Intellect, Foible
2nd | +1 | +0 | +3 | +3 | You Cannot Hide, You Cannot Run
3rd | +1 | +1 | +3 | +3 | Which am I?, Web of Deception
4th | +2 | +1 | +4 | +4 | Exactly as Planned
5th | +2 | +1 | +4 | +4 | Capstone[/table]
Class Features
Weapons and Armor: No new proficiencies.
Foible: As an Overlord, the Mastermind must choose a Foible at first level. The foibles available to the Mastermind are as follows. Failure to follow a foible results in the loss of all this class's class features for 24 hours except where noted. The Mastermind has access to the No, I Expect You to Dine, Before I Kill You and Minion-Shaped Blind Spot foibles.
Unnatural Intellect: At first level, the Mastermind may use Alarm, Detect Magic, Detect Poison, Comprehend Languages, and Detect Secret Doors as spell-like abilities usable at will at caster level equal to your character level.
You Cannot Hide: Unlike other Overlord classes, the Mastermind immediately recognizes his worthy opponents, piercing any disguise, illusion, or anything else short of epic magic.
You Cannot Run: At second level, the Mastermind gains Locate Object and See Invisibility as spell-like abilities usable at will at a caster level equal to your character level.
Which am I?: At 3rd level, the Mastermind may use Mirror Image as a spell-like ability a number of times per day equal to his int modifier at CL=character level.
Web of Deception: At 3rd level, The Mastermind, and the Mastermind's followers and cohort are affected permanently as though under the effect of Undetectable Alignment. In addition, the Mastermind and the Mastermind's Cohort are affected permanently as though under the effect of Mind Blank.
Exactly as Planned: A 4th-level Mastermind may use Scrying and Arcane Eye as spell-like abilities a number of times per day equal to his int modifier each at caster level = character level. The saving throw for the scrying is DC 14 + Mastermind's Int modifier.
Capstone: At 5th level, the Mastermind chooses a capstone ability. He may choose from the following: Never found the Body, Come Back as a Ghost, Just a Decoy, and Behold the True Form.
Foibles:
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 and any spellcasting levels gained through that class 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 automatically knows who is a worthy opponent and who is not. So, while he knows who his worthy opponents are, he gains no special ability to pick them out if they're disguised or hidden unless he sees through their disguise or finds them by other means.
No, I Expect You to Dine: You cannot kill or capture 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. Unlike other foibles, if your remain outside your base of operations for more than a weak, you lose access to your class features as long as you remain outside after that and regain them upon returning to your fortress and remaining there for a week.
Left for dead: Neither you nor your underlings may coup-de grace a worthy opponent.
Minion-Shaped Blind Spot: The Warlord's cohort plans to kill him and take his place. The Warlord cannot act on this until the cohort directly attacks him, uses a spell clearly intended to cause him harm, or is seen directing forces against him.
Shun the Light: The Overlord hates the sun and can't spend more than 2 rounds in direct sunlight. If he does, he loses his class features and all spellcasting levels gained from this class for 24 hours.
Aversion to Good: Overlord can't cast spells himself or via spell completion or activation items that have the Good descriptor or spells that appear in the healing, good, or sun domain spell lists. The Overlord can only take this foible if the spellcasting he advances with his class is divine.
Weakness for Wealth: When presented with what he perceives as a great amount of wealth(Worth 100,000 gold pieces or more) , the Overlord must spend 1d12 rounds wallowing if he isn't in any immediate danger. While wallowing, he takes a -6 penalty to listen, spot, and initiative checks.
Capstone Abilities:
Play Dead: At 5th level, The Overlord gets +20 on bluff checks to feign death. Characters that loot his body while he's 'dead' become worthy opponents. In addition, once a week, while feigning death, having taken damage, and unobserved, the Overlord may use teleport as a spell-like ability with the caster level equal to his character level.
Never Found the Body: At 5th level, if the Overlord is brought below -9 hit points, but his body is not observed by his enemies for at least three days, he is brought back to life as though through resurrection if his body was not completely obliterated.
Come Back as a Ghost: If the Overlord is brought below -9 hp but his body is unobserved by his enemies for at least an hour, he gains the Ghost template and comes back to "life". This can't happen while he is a ghost, but if he is brought back to true life, it may happen again normally.
Just a Decoy: Once a week, when brought below -9 hp, the Overlord may choose to be somewhere else within range of a teleport spell at a caster level equal to his character level, while the one that was brought below -9 will turn out to be just an impostor if the body is examined.
Behold the True Form: When brought below -9 hit points, the Overlord changes shape as though with polymorph cast at a caster level equal to his character level. He regains all hit points in this form, but the change is permanent, and once killed, he may not be brought back by any means short of a Miracle or Wish spell.
Log:
Added Minion-Shaped Blind Spot Foible
Fixed Spikes of Villainy
Added Bandit King
"Fixed" Aversion to Good
Various Wording Changes
Changed listing for foibles
Added Modular Capstone mechanic
Moved Mastermind class to here