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View Full Version : (PEACH) How is my class? Warlord, Axe-wielding moustached large ham with an army.



MatrixStone93
2015-07-29, 12:12 PM
Basic character concept: Highly armoured badass leader of a war-party with boosted full casting and a big axe of some kind. Shield on the elbow, a la Severa. Con may be dumped, as CHA determines health and an int and cha boost to attack power is given. Does not fear death, and is immune to fears and drains. Possibly gains a minor stat boost for every person under his command. Anti-mage and Anti-psionic. Is designed with crushing Gary Stu Drow and Elves in mind, along with putting THE GLORY OF MANLY EPICNESS into any campaign.

New Class: Warlord
A long time ago, in a faraway realm, an ancient empire, its name forever lost to the sands of time, developed a technique that a mage could channel his power inward, granting them power beyond that of an ordinary man in terms of might and other abilities. For centuries, masters of this ability were employed as the defenders of the realm. However, they were eventually destroyed by a cataclysmic event, one so terrible that no one is quite sure if it was a cataclysmic natural disaster, war, a planetary shift, or an act of a God. Regardless, within a matter of days the empire, along with the majority of the mages that sought to protect it, had been all but completely annihilated. Everything was utterly destroyed, save one item, a magical sentient book by the name of Wariom Mundus Bellum. This book travels the planes and realms in search of worlds in which its teachings and might can once again bring about a new golden age, and eventually even bring back that great human empire that once ruled over all.

Warlord Stats
Abilities: Spells are cast using Charisma.
Races: Human, half-Human, or any Non-Elf Humanoid.
Alignment: Any. Good Warlords see their cause as just and all other rulers as less worthy to rule than him, be it due to their heart, taxes, actions, or policies. A Good Warlord genuinely believes that the world and all others would be far better off if he rules it, and is typically right. A Good Warlord will see their ancestral hatred of elves as right, believing Elves to be tricky, dishonourable, evil, annoying, or simply the lesser of two goods, with his good always being greater no matter what he does. Evil Warlords simply desire to rule all of existence, crushing whoever they desire and carrying out the absolute slaughter of all Elves, as their precursors did. Insituting a tax in which a specific number of Elf organs must be bought on the black market or get harvested in the manner you'd expect and offered up to the Tax Collectors is a common tactic.
Starting Gold: 8d20Χ10 gp
Starting Age : As Sorceror.
Spellcasting: Arcane. The Warlord can cast any spell he knows without preparing it ahead of time (as a sorcerer).
Special: Must have found and deciphered a copy of the Wariom Mundus Bellum, a magical book that seeks out those that it deems as worthy. Only one per Warlord may exist at any one time. A person cannot 'Become' a Warlord, it is always within them, sleeping, a power waiting to be awakened by the Wariom Mundus Bellum. Any Elf, Half-Elf, Drow, or Elflike being cannot become a Warlord, as the empire that created them hated Elves with a passion, and any that would attempt to pick up the Wariom Mundus Bellum would be burned alive and have their minds shattered into pieces. The same goes for any pacifistic, God-serving, or nature-loving cultures, as the empire hated Gods and saw Humankind's dominance of the world as an absolute truth, with all other races and creatures existing to serve them and supply them with meat and huntable sport. Half-humans are only allowed to exist at a human's level if their human half is far more dominant, ie, they willingly serve the Warlord like any good Human. Any human that does not serve the Warlord and desire mankind to rule over all is no true human, though how the Warlord will react to this depends on the Warlord. To be a Warlord, in addition to a love of conquest and a great affinity for tactics and strategy, the potential Warlord may not have Psionic abilities when taking the class, and the Warlord must have one thing completely unrelated to combat that is, to them, deadly serious business. They are not merely passionate about it, but it takes up a large portion of their very being, gaining spell-like abilities based on what that thing is. A Warlord must be loud and dramatic at all times, as befits their incredible power. A Warlord does not consider themself a God, or equal to a God, or even a God among men, he considers himself the true pinnacle of humanity's might. Finally, the Warlord must have blonde hair and an equally blonde and magnificently large moustache, in a style they designate as their style. It is common to see Warlords with moustaches so large, they could be mistaken for a beard, due to how much of the lower face it covers. Losing these moustaches in battle will not harm the Warlord, as the chosen hairstyle and moustache will grow back almost instantly after damage, but any Warlord that willingly shaves off their moustache or starts to believe that their moustache looks silly will lose all Warlord abilities for the day it will take for the moustache to grow back.
Table: The Warlord
Hit Die: d8
Level
BaseAttack Bonus Saving Throws Special Spellcasting
Fort Ref Will
1st +2 +2 +1 +3 Arcane Might
2nd +2 +6 +2 +6 Bonus Feat, +1 Level of existing Arcane Spellcasting Class
3rd +3 +9 +3 +9 Mystical Mastery, Bonus Feat, +1 Level of existing Arcane Spellcasting Class
4th +4 +4 +1 +4 Bonus Feat, Luminous Blaze +1 Level of existing Arcane Spellcasting Class
5th +5 +4 +1 +4 Bonus Feat, Mastery of Magic +1 Level of existing Arcane Spellcasting Class
(This will be filled in for the other 15 levels later)
Class Skills (4 + Intelligence modifier per level)
Concentration ( Con ), Craft ( Int ), Decipher Script ( Int ), Diplomacy ( Cha ), Gather Information ( Cha ), Intimidate ( Cha ), Knowledge [all skills] ( Int ), Listen ( Wis ), Sense Motive ( Wis ), Spellcraft ( Int ), Spot ( Wis ).
Class Features[ edit ]
All of the following are class features of the Warlord.
Armor and Weapon Proficiency: Warlords are proficient with all martial weapons, any type of axe, including Exotic axes, and with all types of armour. Their strongest attack is only useable when wielding an axe. Warlords are capable of utilizing any armor without fear of incurring the normal chance of arcane spell failure, in much the same way as a Bard does; this benefit applies to any and all spells the Warlord is capable of casting. They also gain shield proficiencies, but may only attach them to an elbow and use that to block attacks and gain stat boosts while not getting in the way of two-hamded axe-fighting, a Warmaster does not gain any proficiency with holding a shield in their hands. A Warlord's Axe or Axelike weapon gains an additional +2 bonus for every size category larger than Tiny it is.
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an Arcane Warrior, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Arcane Might ( Su ): The Warmaster has learned, through intense study and training, to channel their arcane power inward; their body transforming into the pimmacle of physical perfection, their muscles becoming hard and lean as their internal fat stores are burned away in a matter of moments, all physical deformities or hinderances vanishing. Even afterward, the aesthetic changes to the individual remain indefinitely, though the power granted by the process is merely temporary.
This ability requires a swift action to activate, and has a duration of 1 round per level. While active, the caster gains a +2 enhancement bonus to Strength, Intelligence, Wisdom and Charisma, and a base attack bonus equal to their character level, as well as 1 bonus hit point per level and a permanent +2 to Strength, Intelligence, Wisdom and Charisma. This power can be used a total of 3 times, plus the caster's primary spellcasting modifier per day.
Arcane Understanding: At each level, a Warlord learns three new spells of any spell levels that he or she can cast (according to his or her level in an existing arcane spellcasting class), plus an additional spell for each level of Warlord he or she has. A first level Warlord learns 4 new spells, a second level Warlord learns 5, and so on. This does not impart the Warlord with more spells per day, merely spells known.
Armed: At 2nd level, due to the Warlord's increasing control over enhancing their body with magic, a Warlord can temporarily sprout additional arms with which to cast spells, wield weapons, and grapple opponents. As a free action, the Warlord may sacrifice one of these arms to fully restore their health, or the health of any follower.
Aura of Absolute Might ( Su ): At 2nd level, the surge of energy caused by the inward channeling of the Warlord's magical power radiates outward as a tangible aura of incredible force.
Any enemy that is within 500 ft/total character level of the Warlord while Arcane Might is active must make a Will save (DC = 15 + the Warlord's total level + the Warlord's spellcasting modifier) or take a -6 penalty on attacks, AC, and saves for 24 hours. Furthermore, any character within this field may be targeted by any of the Warlord's spells, regardless of range restrictions, and the spells of the Warlord and his allies and underlings bypass all spell resistance when used against the Warlord's enemies. Finally, due to the immense power within the area, the enemies of the Warlord caught within the radius are unable to use Arcane, Psionic, Eldritch, or Divine magic, or any other form of magical ability or style for 1d4 weeks.
Bonus Feat: The Arcane Warrior gains two additional General, Metamagic, Warrior, or Weapon Proficiency feats every level.
Crushing Execution: 1+Int Modifier+spellcaster level times a day, the Warmaster can designate a target within his mind and mightily swing his axe, imbuing his arcane might into the blow and sending forth a mighty shockwave that will home in on the target and harm only that target, be it person, creature, a building, or any other target. Weapons are sundered, armour is torn through like a hot knife through butter, bones are reduced to powder, buildings become dust with the treasures within easily found by searching, and flesh is reduced to a wide stain on the ground. The air pressure and turbulence from the strike also creates a vicious vacuum, tearing apart any that tries to dodge the attack. Due to the attack's power, the remains of foes affected by this strike will rapidly decompose into nothingness, destroying even the soul, preventing any spell such as Resurrection or True Resurrection from bringing a downed foe back to life. The Warmaster may fire this into a crowd of innocents, striking only the target he designated, or he may designate wider groups as the target, such as "That Cavalry division", "Every spellcaster in the opposing army", "That castle, but not any Human or any treasure within it", "That fortress, and all living things within it", "Any evil beings within this town's limits", or "Everyone within five hundred meters besides myself and those that follow me". If a specific target such as "The one who sent those assassins against me" is designated and aimed at the king believed to have done so, only for said king to be an innocent body double used as a precaution against assassination while the real king schemes from the shadows, the attack will curve and pursue the true target. Any who attempts to absorb or negate the effect are twisted and deformed by the strike's immense power, taking -8 attribute damage and permanently becoming hideously deformed, uncontrollable black tentacles sprouting along their form, becoming incapable of speaking, casting a spell, wielding a weapon, or moving in any manner besides crawling at 5 ft a round.
Delegate: At 3rd, 6th, 9th, 12th, 15th, and 18th levels, the Warlord gains a follower of exceptional power and ability, distinguishing themselves, rising through the ranks, and leading a division of their own. At 20th level, he gains five additional Delegates. These Delegates have unique names, appearances, personalities and histories, and are created and controlled by the Warlord's player. An additional 50% of all Experience they gain goes towards the Warlord, and vice versa. These Delegates serve the Warlord first and foremost, and cannot betray him by any means magical, nonmagical, or divine.
Inspiring Presence: NEARBY FOLLOWERS AND UNDERLINGS, BUT NOT ALLIES, ARE STRONGER. THEY WILL ONLY BE BOOSTED IF THEY SERVE HIM. The Warlord gains a bonus to the Intimidate, Diplomacy, and ? skills equal to his Charisma modifier. As a Swift Action, the Warlord may glare at a foe, dealing Ability Damage to all stats equal to their Intimidate skill for 24 hours, a Will Save with the Warlord's Imtimidate score as the DC reducing this duration by half. Finally, every creature within 20*ft./Warlord level of the Warlord is Enthralled, caster level equal to the Warlord's caster level. A Warlord may temporarily suppress or resume this effect as a free action.
Rally: HIS ALLIES AND UNDERLINGS ARE MADE STRONGER, AS ARE THOSE WHO FOLLOW HIM. HE CHOOSES WHO HE MAY ENHANCE.
Renown: Rumours of the Warlord's existence and capabilities attract many willing to serve such a man or join such a powerful force. The Warlord gains a bonus on his leadership score for the purpose of attracting followers equal to double the highest spell level he can cast (+20 with Epic Spells) added to his Warlord level and total character level, and he gains an additional separate Leadership stat for the purposes of gaining human and half-human magic-using followers, this stat is always his total Leadership score with his Intelligence modifier added on. Furthermore, a follower that dies may instead choose to sacrifice themselves to bring the Warlord back to full health and permanently add their ability scores, levels, hit points, base attack bonus, class features, spells, and other capabilities to the Warlord. Finally, the Warlord gains a +5 insight bonus to the DC of all saving throws for spells that allow a saving throw, and is immune to those that disallow saves.
Royal Coffers: HE GETS BONUS MONEY. LOTS OF IT. EVERY LEVEL. Furthermore, as a free action, the Warmaster may purchase items for himself or his underlings at 60% of the item's base price, or at 20% when buying more than ten of any item at once, instantly adding them to the relevant character's inventories. The Warlord can also order an incredibly skilled blacksmith or artificer working for him to create whatever item he desires, paying 20% of the price, his magic boosting the capabilities of the smiths to allow them to create Greater Masterwork items, items one class of quality higher than Masterwork, with a +4 bonus on top of their normal stats, Greater Masterwork weapons easily ignoring the AC of their foe. Greater Masterwork Weapons can only be wielded by the Warlord or his followers. Finally, looting or sacking a town or port results in the Warlord's forces summoning 3x the typical amount of loot.
Technomage: The Warlord is capable of using the greatest power of man, technology, and magically sharing its secrets with his underlings. The creation of immensely powerful magitech and pure-tech warships, battlemechs, anti-magic grenades and miniguns becomes possible, regardless of whether technology will work in the service of those not aligned with the Warlord or not.
Terrain Tactics: As a Swift Action, the Warmaster can command the terrain around him to come to his aid. Fields of crystal and cold iron blades rise up to pierce armour and sever limbs, earthen columns rise to crush bone, specific patches of ground becomes a poisonous swamp or deep pit, wooden spears emerge from trees to strike foes in vital areas, leaves leave their trees to swarm enemies and tear them apart, mighty quakes shake the earth, fissures open up to swallow enemies whole, and buildings have their very materials turned into airborne weaponry capable of attacking those outside the structure or those within them. This feature overrides any other features or spells that affects the terrain, and can be used on any foe, regardless of Alignment or Species, and Warlords of a certain disposition have been known to turn trees on their inhabitants when hunting Elves for sport. The fact that this ability also affects trees that are actually creatures, elementals, or other beings in the shape of trees, along with living stone, golems, animated suits of armour, paintings, fabric, and any terrain feature or object in an area only adds to the hilarity in the minds of some.
Titanic Chanelling ( Su ): By increasing their magical focus, the Arcane Warrior learns how to increase the lethality of their attacks.
At 5th level, if a Warlord successfully confirms a hit on an opponent, they may channel any spell they can cast through their weapon or hands as a free action. This ability does not provoke an attack of opportunity. A spell delivered in this manner affects only the creature struck, and any Spell Resistance possessed by the affected creature is ignored, along with elemental resistances or immunities based on creature type or sub-type.
Ubermensch: At level 2, a Warmaster's dislike of the gods grants them additional strength. The Warmaster is immune to any and all divine intervention or divine magic, may steal divine power from any God and cast any divine spell as a 20th-level Cloistered Cleric or Ur-Priest as a Swift Action, or gain any ability they would normally have at will, and the Warlord may permanently remove the faith from any within range of his Inspiring Presence, turning their devotion from their gods to him and granting them the same absolute immunity to divinity for as long as they serve him. This effect also makes the Warlord popular with Ur-Priests, and so he gains a separate Leadership score that is always equal to his current one, an Ur-Priest Leadership score, to determine how many Ur-Priests follow him, and their capabilities. Finally, the Warlord gains a third Leadership score, a Rabble-Rouser score equal to his Leadership score times five, and this score can only cause Peasants, Blacksmiths, Experts, and other NPC-Classed characters to follow him. Any NPC-Classed characters that already served the Warlord are moved to this new stat.
Army Healing ( Sp ): At 5th level, a Warlord gains the ability to cast Mass Heal a number of times per day equal to his Charisma modifier. This spell also cures magical and nonmagical diseases, lifts curses, and permanently boosts the attributes of those it affects by +2. However, the only subjects that can be healed are Summoned creatures, his Animal Companion, his Familiar, and/or any of his Subjects, Followers, Henchmen, Underlings, Delegates, and Allies.
Mystical Mastery ( Su ): At 3rd level, the Warlord has learned to increase the power of Arcane Might and go beyond the limits of their body's abilities, thereby gaining an additional +8 to Strength, Dexterity, Intellect, Constitution, Charisma and Wisdom, a permanent +4 to Strength, Dexterity, Intellect, Constitution, Charisma and Wisdom, and +55ft to base land speed while under the effects of Arcane Might. Furthermore, while under the effects of Arcane Might, the Warlord may fire a focused beam of raw might in any direction as a Swift Action, harmlessly passing through anything he doesn't wish to destroy and striking those he does, dealing three times the damage of a standard attack with the strongest axe or axelike weapon in his possession. The beam is whatever colour the Warlord desires, typically matching the colour of his armour or his eye colour. A 1-hour meditation period may be undertaken to change this beam's colour. Finally, due to their mastery at controlling magic within bodies, while under the effect of Arcane Might, a Warlord may cause any being within 500/character level feet to take 1 action, be it harming an ally, harming themselves, saying something they wouldn't normally say and being unable to signal that they're being controlled, or even forcing them to void their bowels, causing them and all allied to them and all that serve them a permanent -20 morale penalty. Aside from these effects, Arcane Might still functions exactly as it did before.
Draconic Commander: At 5th level, a Warlord is capable of opening a portal to the Plane of Dragons as a swift action, calling forth powerful beasts for himself and his followers to ride, own, or eat, depending on the situatuon. Be'Yonnet, the Dragon Emperor, is also summoned and will only serve the Warlord as an ally or mount, the Warlord may choose upon summoning him. The Dragon Emperor is a powerful Gold Dragon with enhancements granted to him by the long-forgotten human empire, allowing him to copy the abilities of whatever he slays or defeats, including the abilities of differently-coloured Dragons. Upon arrival, these Dragons are permanently and willingly bound to the Warlord's will, almost as strongly as they are bound to Be'Yonnet's will, doing whatever they can to serve the Warlord and his people, gaining abilities as appropriate for his various underlings. If he dies, they all die, regardless of what plane they are on. It is possible for some of them to go back to their home plane and bring back more allies, more gold, or more weapons fit for Dragons, just as it is possible for many of their Dragons to open portals to other planes and worlds that ally themselves with The Warlord upon meeting the current one and deeming him worthy.
Animal Companion ( Ex ): A Warlord may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), lion, monkey, owl, pony, snake (Small or Medium viper), skunk, tiger, or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Warlord on his adventures and conquests as appropriate for its kind.
A 1st-level Warlord’s companion is completely typical for its kind except as noted below. As a Warlord advances in level, the animal’s power increases as a Druid's of the same level. A Warlord's animal companion may grow or decrease in size at will. If an animal companion dies, it will be brought back to life in two rounds(ten seconds when out of combat) with a permanent +4 to all stats. If an Animal Summoner releases his companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of meditation.
A Warlord may select from alternative lists of animals. Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s Warlord level was lower than it actually is unless the Warlord pays the appropriate fee in GP: The negative level, times 1,000 gold. Subtract the value indicated in the appropriate list header from the character’s Warlord level and compare the result with the Warlord level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the Warlord effective level to 0 or lower, he can’t have that animal as a companion unless he pays the fee in gold.)
Familiar ( Ex ): A Warlord can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. Unlike a sorcerer's or wizard's familiar, a Warlord's familiar is also treated as an animal, but is immune to all spells, abilities, and effects, save those of the Warlord and his loyal underlings.
The Warlord chooses the kind of familiar he gets. As the Warlord advances in level, his familiar also increases in power as would a sorcerer's of the same level.
If the familiar dies or is dismissed by the Warlord, it will return to life in two rounds with a permanent +2 added to all statistics.
Luminous Blaze ( Su ): At 4th level, the Warlord learns to how to simultaneously channel their power both inwardly and outwardly, enhancing their defenses and punishing those that seek to harm them.
While Luminous Blaze is active, its effect is absolutely undetectable until an attack or spell is fired at him, at which point the shimmering, translucent aura of pure energy enveloping the Warlord becomes visible, granting the Warlord Spell Resistance equal to 18 + character level (if the character already has Spell Resistance, use the better of the two values) and a +10 Miscellaneous Bonus to AC that stacks with any and all others they possess. The Warlord is also immune to all mind-affecting, will-affecting, body-affecting, and soul-affecting abilities, effects and spells, including those of a Psionic. If an enemy succeeds in striking them, they are blasted with luminous, untyped energy, dealing 2d6 points of damage for each level the character has. This damage is also inflicted on any foe that makes a successful touch attack or grapples the Warlord, and continues to deal damage each round until the attacker or the target dies, the grapple is broken or the Warlord is voluntarily released. This ability may be temporarily surpressed and reactivated as a free action.
Mastery of Magic ( Su ): Through intense practice and hard-fought victories, the Arcane Warrior has mastered the art of channeling his power inward, becoming both a potent physical combatant and a competent practitioner of the arcane arts.
At 5th level, the duration of Arcane Might increases to 3 rounds per level, and while it is active, the Warlord is capable of wingless flight, its speed equal to the Warlord's total runspeed multiplied by his Intelligence modifier, at-will greater teleportation, and he gains a +75 to base run speed. In addition, you now add your Strength modifier, Charisma modifier, and your main spellcasting modifier to your total melee damage, and you gain 5 temporary hit points per total character level while Arcane Might is active. Furthermore, even when Arcane Might is not active, the Warlord may add their Intelligence bonus and Charisma bonus to all skill checks, ability checks, and saves, in addition to their standard modifiers. Finally, the Warlord can cast double their previous amount of spells per day, and they gain three slots for every spell level they have.
Undying Rule: At level 3, A Warlord no longer fears death, for nothing can sway him from his true purpose: Conquest. A Warmaster becomes imune to Death Effects, Energy Drain, Ability Drain, Ability Damage, Fear Effects, A Warlord only needs to rest for 1 hour per night to gain the benefit 8 or more hours would normally give. Finally, the Warlord ceases to age on the physical level. He no longer needs to sleep, drink, eat or even breathe, but may do so if she desires. He discards any penalties he may have acquired, but still keeps any bonuses from aging. Furthermore, a true Warlord never surrenders. The Warmaster gains the Diehard feat, and only at negative 10 hit points does he become inert, similarly to a Warforged. His breathing and heart rate stops and he appears dead, and as long as his will is intact, he will survive. A Spot DC 35 is needed to realize the Warlord is still alive, and then a Coup de grace will finish him/her. The Warlord makes a Will save for the coup de grace when in this state equal to a quarter of the strength stat of the one dealing the killing blow. If the Save succeeds, the power of the attack is reflected and the attacker dies, the Warlord taking his power and health and rising up, hit points fully restored. If left alone, his hit points will return as normal, as if sleeping.
Warlords in the World[ edit ]
Warlords are incredibly rare and completely unheard of, to better utilize the element of surprise when combat arises. When a Warlord chooses to begin their conquest, nothing can stop them until they have what they want, and more.
NPC Reactions: Because only one true Warlord can exist at any one time, their craft is entirely unheard of, which is just how they like it. Not even ancient tomes exist to document its effects, save the Wariom Mundus Bellum itself. It is common for the more arrogant of Humanoids to believe the Warlord nothing more than a mere rabble-rousing Bandit king whose continuous successes are down to luck and stolen magical items, the tales and reports of their abilities down to smoke and mirrors, and nothing more. Once their abilities are seen and proven, suspicion and outright fear is the common response, seeing them as either a God in human form or a potential disaster waiting to happen.
Warlord Lore[ edit ]
Characters with ranks in Knowledge Arcana can research Warlords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC Result
15 For a spellcaster, that one is wearing an unusual amount of armour. And why is that axe so large? Defeating him and his underlings should be easy.
35 This warrior seems to have some Arcane ability, but he's still likely nothing more than a common bandit-master. The armour is strange, does he not know how armour works? Take the master out, and his followers should scatter.
75 I'm not sure what this is called, but that is no mere bandit master. That is a very powerful bandit master. His men look capable and well-armed, and to command such a force, he isn't likely to be a pushover. The hardest part about fighting this kind of fighter is trying to get past their underlings to attack the Warlord directly, and beating them in combat once that is done. This one seems to have a lot of combat skill, and powerful Arcane magic. Perhaps needless to say, this battle is going to take some creativity. Perhaps we should try and get him on our side, instead?


...So, what do you think? Can this character kick the rear of a boring Drow Suefest? Also, is there anything I forgot? This is supposed to be a Core character class, to allow you to play as a heavily-armoured axe-wielding Rated-M-For-Manly Elf/Drow-hating throne-ursurping badass with the support of the people and a very large army.

MatrixStone93
2015-07-29, 02:32 PM
I'll admit that he isn't yet entirely finished, but I'd like to get some feedback on his current design, and on any theme-fitting features I may have missed.

Also, I am not some troll, messing around by showing you an unreasonable character. I genuinely want to make a badass axe-carrying mage in plate. Perhaps, once his design has been finalized and he's given my current gaming group a much-needed slap of sobering, I'll turn the class into a prestige class, lower his abilities to a more reasonable yet still top-tier level, and use him in more regularly-powered games.

EDIT: Treat anything in ALLCAPS as design data. It will be made into a proper class feature, with lore reasons behind it, at a later date. Also, I may remove Rally, I think I may have enough army-related abilities.

Business Scrub
2015-07-29, 02:50 PM
Hey! I'd be interested to see how this turns out and would like to PEACH, but right now it's a gigantic wall of text, and that's a big turn-off for potential reviewers. Would you mind putting it in format using the boards formatting tags? Particularly helpful ones are Spoilers for a group of related content.

IE, this:
Crushing Execution: 1+Int Modifier+spellcaster level times a day, the Warmaster can designate a target within his mind and mightily swing his axe, imbuing his arcane might into the blow and sending forth a mighty shockwave that will home in on the target and harm only that target, be it person, creature, a building, or any other target. Weapons are sundered, armour is torn through like a hot knife through butter, bones are reduced to powder, buildings become dust with the treasures within easily found by searching, and flesh is reduced to a wide stain on the ground. The air pressure and turbulence from the strike also creates a vicious vacuum, tearing apart any that tries to dodge the attack. Due to the attack's power, the remains of foes affected by this strike will rapidly decompose into nothingness, destroying even the soul, preventing any spell such as Resurrection or True Resurrection from bringing a downed foe back to life. The Warmaster may fire this into a crowd of innocents, striking only the target he designated, or he may designate wider groups as the target, such as "That Cavalry division", "Every spellcaster in the opposing army", "That castle, but not any Human or any treasure within it", "That fortress, and all living things within it", "Any evil beings within this town's limits", or "Everyone within five hundred meters besides myself and those that follow me". If a specific target such as "The one who sent those assassins against me" is designated and aimed at the king believed to have done so, only for said king to be an innocent body double used as a precaution against assassination while the real king schemes from the shadows, the attack will curve and pursue the true target. Any who attempts to absorb or negate the effect are twisted and deformed by the strike's immense power, taking -8 attribute damage and permanently becoming hideously deformed, uncontrollable black tentacles sprouting along their form, becoming incapable of speaking, casting a spell, wielding a weapon, or moving in any manner besides crawling at 5 ft a round.

Could get turned into this:
Crushing Execution: 1+Int Modifier+spellcaster level times a day, the Warmaster can designate a target within his mind and mightily swing his axe, imbuing his arcane might into the blow and sending forth a mighty shockwave that will home in on the target and harm only that target, be it person, creature, a building, or any other target. Weapons are sundered, armour is torn through like a hot knife through butter, bones are reduced to powder, buildings become dust with the treasures within easily found by searching, and flesh is reduced to a wide stain on the ground. The air pressure and turbulence from the strike also creates a vicious vacuum, tearing apart any that tries to dodge the attack. Due to the attack's power, the remains of foes affected by this strike will rapidly decompose into nothingness, destroying even the soul, preventing any spell such as Resurrection or True Resurrection from bringing a downed foe back to life. The Warmaster may fire this into a crowd of innocents, striking only the target he designated, or he may designate wider groups as the target, such as "That Cavalry division", "Every spellcaster in the opposing army", "That castle, but not any Human or any treasure within it", "That fortress, and all living things within it", "Any evil beings within this town's limits", or "Everyone within five hundred meters besides myself and those that follow me". If a specific target such as "The one who sent those assassins against me" is designated and aimed at the king believed to have done so, only for said king to be an innocent body double used as a precaution against assassination while the real king schemes from the shadows, the attack will curve and pursue the true target. Any who attempts to absorb or negate the effect are twisted and deformed by the strike's immense power, taking -8 attribute damage and permanently becoming hideously deformed, uncontrollable black tentacles sprouting along their form, becoming incapable of speaking, casting a spell, wielding a weapon, or moving in any manner besides crawling at 5 ft a round.

Which helps the readers read it.

Business Scrub
2015-07-29, 03:02 PM
Sorry for double posting, but I feel like that deserved a post all to itself.

At first glance (admittedly, I haven't read much because of the formatting) some thoughts come to mind.

I strongly suggest you consider making this a prestige class, for a couple reasons.
The difference between base classes and prestige classes is that base classes is something pretty much anyone can do if they try hard enough, such as become a fighter, rogue, or wizard. (You can argue that a wizard has to have magical training, but it's still general enough that it fits this criteria.)
A prestige class, on the other hand, takes the training that someone already has (their base class) and specializes it into something.
The Warlord is a prime example of a prestige class: it has a list of very specific requirements, that represent what a character has to do (or what a character has to have done to them) to become a warlord. As you stated in the beginning, there can't be a bunch of warlords running around: just one, which is exactly the sort of thing you might find for a prestige class prerequisite.

Again, this is my first thoughts without really diving in yet. Feel free to ask for elaboration or follow up questions.

MatrixStone93
2015-07-29, 06:56 PM
Alright, I'll make the version 2 a prestige class. There aren't any rules limiting how many class features one can get per level with prestige classes, is there?

Also, the main gimmick of my class is to be a Rated-M-for-manly badass with a sizeable army of his own under his command. Like the offspring of Walhart the Conqueror and Kamina. What's the best way for me to gain such an army?

I'm on limited mobile data, and so I can't get the proper tables up because I'm stuck on mobile mode. I shouldn't even be using forums, I should be saving my data for emergencies, but I have no stable wifi connection and I need to make some friends, since I currently only have one and I won't be able to talk to him for a few years due to him doing a thing and joining a thing and going to a place to be a guy in the thing. Not sure how much I'm allowed to say.

Business Scrub
2015-07-29, 07:31 PM
Alright, I'll make the version 2 a prestige class. There aren't any rules limiting how many class features one can get per level with prestige classes, is there?

Technically? No. The only limiting factor for a class is balance. Just because you can give a character every ability doesn't mean its smart to. There's a reason that all classes in D&D have weak points.


Also, the main gimmick of my class is to be a Rated-M-for-manly badass with a sizeable army of his own under his command. Like the offspring of Walhart the Conqueror and Kamina. What's the best way for me to gain such an army?

So, this statement and reading more about what you wrote in the OP raise a question in my mind. Are you sure that you want to build a class? It seems like the idea you have is for a specific Big Bad Evil Guy.
I guess what I'm asking is: what role does this play in your campaign? Is this a resource you want your PC's to have access to, or is this a main adversary in your game?

If this is a tool for making PC's and NPC's, then you're looking for a class. But if it generally describes one character, then you're looking at a build.

MatrixStone93
2015-07-29, 09:19 PM
The role this plays in my story? Forcefully injecting raw epicness in the form of an axe-carrying super saiyan into an utterly and unspeakably boring campaign in which Sue Drow and Sue Elves live in a Mary Suetopia forestish kingdom and we're hired to fight a boring shadow war against the Kagismara(Think what drow are to elves, but they're humans corrupted by a human-hurting spell/plague that turns their skin #0000FF and turns their bodies into the child of Lotr's Gollum and a Gothitelle from Pokemon. The disease came into being a la Festering Hatred, caused by "The incredible greed and lust and hatred humans carried in their hearts during the war". And it's called Blackheart, for crying out loud.) and the non-elf players serve as unimportant guards for the ULTRA-IMPORTANT elf princes and DOUBLY IMPORTANT suetacular Star Elf chick that might as well be a GMPC for the amount of homebrew godmode NPC classes she's using. If she wasn't the GM's elder(could have fooled me) sister, I'd expect she was his girlfriend, since that's the trope that I didn't think humans actually did in reality. And she is stupidly godmode. Like the class that is actually called, I swear to god, Wizard Princess. She can cast any spell on the Wizard spell list at will without needing to have learned or prepared the spell, she can cast epic magic at will, and has seven overpowered godmoddy Class Features that my character partially copied in subtle ways, like the enthrall thing that outranges hers while lacking all of the flavour text that made it due to her 'incredible beauty'. To be honest, her character actually sounds meh in terms of appearance: Brown hair, purple eyes, a waifish figure with 'C-ranking talents' and no 'Assets' at all. She could solo this boring "Humans evil, Drow and Elves good, but ebil humans want to make good Elves and Drow fight and kill and make the faries cry, so evil man can march in with their cold iron swords and dark magic to conquer the forest and crush it to build a mall" talkfest of a campaign in which "Dirty Humes" like my previous character are unable to even speak in court, where 75% of the action occurs. The rest is walking from to place and always getting jumped by assassins at night. Now, who the hell actually says "Humes"? (Hyooms. Pronounced with the hyu from Hugo and the ooms from mushrooms). She doesn't solo it because she's a "Good guy", and using mind control to cause assassins to nonlethally wound themselves so badly they can't fight before the fight begins is not okay in her book, yet my anti-mage magic-hating sword guy, the I-Forgot-Its-Name from Complete Warrior, was insulted, called evil, and sometimes even slapped for "Cruelly hacking off limbs when fighting foes, rather than going for a swift decapitation or heart-stab every time". Sunshine, that guy doesn't do finesse, he chopped people up and spat on the bodies because he really, really didn't like elves, and got bonus feats for having many flaws. Playing fair couldn't let me keep up with the elves, and neither could pulling out my munchkin character sheet folder of death and glorious chaos. So it's time to play a carefree ultra-manly Chaotic Good megabadass Warlord, the offspring of Kamina and Walhart with a giant axe as befits his heritage. Mechs tearing through the woods, trees turning on their elven masters, my character laughing in manner that makes his allies somewhat uncomfortable and his followers weep with joy like a schoolgirl that pleased their sempai as hell descends upon his foes, serving at his beck and call.

Side note: It's a sad day when forcing freaking Dragons into a campaign is preferable to the Elf-Fest it is now. I usually see Dragons getting the "Better than dirty Humes" treatment, not freaking Elves. They're like humanoid deer, and just as 'Questionably vectored'.

Business Scrub
2015-07-29, 10:16 PM
Err... Right.

So, all this stuff that you just said to me should be directed at your DM, except in a respectful manner, discussing your issues with the game and his use of homebrew. You've made it pretty clear that you're not actually looking for an honest review of a balanced mechanic, you just want a game-breaking character to get back at your DM, right? Unfortunately I can tell you that that will inevitably end poorly, since the DM always has the bigger gun and the last say. If I were you, I'd abandon the idea of forcing a super-charged character into a game, and instead sit down with the DM and calmly explain why the game isn't currently fun for you, and come up with some ideas on how to change it.

But hey, it's your life: do what you will.

MatrixStone93
2015-07-30, 08:51 AM
I get where you're coming from. But the DM isn't the type to admit there are cracks in an old and broken wall until you've blasted a hole in it bigger than his body. That's what this Warlord is. The cannon, to tell him that this wall needs to be fixed.

The first character I made was my standard bored hot genius Sorceror that wants to rule the world and get over his brother issues. He died due to sudden BS. So out comes the anti-mage to pwn a world full of magic elves... nope, "Mana Casters" aren't affected by my antimagic abilities, only "Arcane Casters" are. And even the freaking Cancer Mage died a lame death. Not sure if I'm allowed to outright say what went where and to what he got chained up to in Elf Prick 3's castle stables for killing elves while being a dirty human.

Don't get me wrong, the DM isn't USUALLY such a smeg. Heck, he's usually a great guy. He just has a weird tendency to obsess over one species in fantasy settings, boosting them up and sending everyone else to the dark ages so they won't get in the way of the Elf/Klingon/Imperium show. He runs really kickass pirate campaigns, though. We are friends, and I'm not demonizing him or anything, he just... has issues. Then again, don't we all? His are just getting in the way of a game that's fun to the non-elves. And only 3/7 are elves. One human dude hates elves and is so Imperium HFY he could erect an Emprah Statue by shouting, Dragonborn-style. The others are saner, but they're fun and very creative when things get epic. Sadly, there is no epic here. I intend to fix this.

Business Scrub
2015-07-30, 09:05 AM
Well... Then you're not really looking for a PEACH on a class. Good luck destroying your DM's game I guess..?

MatrixStone93
2015-07-30, 09:11 AM
But I am. Peach all over my guy. I want to make an immensely powerful prestige class that'll make axe-users viable. Once I get him to the god-tier, I can nerf him down to tier one to use in later games.

I'll tell you how the game went, once Emperor Jeremiah Falconscream has conquered the Elf Dimension and started a new Golden Age of Man.

Business Scrub
2015-07-30, 10:01 AM
Very well, here's my critique.

The class fails for one very specific reason, this:

I want to make an immensely powerful prestige class
The point of a class is to be balanced. If you set out to make an imbalanced one, then have already failed at making a class. You want an OP character; it doesn't matter how you flavor that. But then again, you don't need to make a new class to make a broken character. Just slap some of these abilities on a duskblade and call it a day.

If you do want to actually create a class, then you have to start from the drawing board again, by answering the question: what should a character with this class do, and how do they interact with other classes in the game?

MatrixStone93
2015-07-30, 10:17 AM
Okay. I was kinda hoping for some fun first, but alright, let's skip to that part.

It should be a prestige classes for mages that want to wear heavy armour, use a big axe, become fit, and have a lot of soldiers under their command. Maybe not as many as Jerry has now, though.

Ziegander
2015-07-30, 10:19 AM
The very first ability on the class table is hilariously broken, and the class only gets worse from there.

You want an axe-murdering, full-caster in plate mail? Cleric. Done. You don't need a new class at all, and you don't even want one. What you want is to build a brokenly-powerful character, and by using the Cleric class, as published, that's pretty easy to do.

Business Scrub
2015-07-30, 10:22 AM
You want an axe-murdering, full-caster in plate mail? Cleric. Done. You don't need a new class at all, and you don't even want one. What you want is to build a brokenly-powerful character, and by using the Cleric class, as published, that's pretty easy to do.

Quoted for truth. Take the leadership feat for underlings, maybe a couple levels of marshal, bard or dragon shaman for aura buffing.

Ziegander
2015-07-30, 10:31 AM
I can help you build a character if you want. But this cause of making a new class that is just ludicrously overpowered is a bad idea. Or I can build you a new class that still captures the flavor you want while being a lot less overpowered. If you want a full-caster with armor and arcane spells, the Warmage is a good place to start, though it is considered by many to be underpowered. We can work from there though and surely come up with something solid.

MatrixStone93
2015-07-30, 10:40 AM
I kinda wanted the arcane casting, stolen divine power, and self-buffs, though. Would bringing him down to Half-arcane casting and forcing him to pay a gold or exp cost when casting stolen cleric spells make that okay?

Ziegander
2015-07-30, 10:51 AM
I kinda wanted the arcane casting, stolen divine power, and self-buffs, though. Would bringing him down to Half-arcane casting and forcing him to pay a gold or exp cost when casting stolen cleric spells make that okay?

Warmage gives you arcane casting. Ur-Priest gives you stolen divine power. Self-Buffs can come from any number of sources, the most readily obvious and available source being spells. You don't need stuff like Arcane Might, and it's horrendously overpowered anyway, so it's no good. What's wrong with using spells like Divine Power, Bull's Strength, and Eagle's Splendor to represent turning one's magic inward to empower the body?

Your use of the pronoun "him," rather than "it," continues to reinforce my thought that you're simply looking to build a character. A class is not a character. It is one tool out of many that players use to build their characters. The reverse is also true. A character is not a class. What you have in your head is the concept of a character, a manly warlord who uses an axe and diverts magical power inward to empower his body. That's a highly specific character, while classes are broad, open-ended sets of abilities that are used to represent a wide variety of characters.

Then again... I've done highly specific class design (http://lorewardenlair.tumblr.com/post/75465158685/really-really-specific-class-design-episode-1) for 3e in the past, it's something that the system can support. If you'd like, I can take a stab at literally representing your one character with a 20-level class design if you want.

Business Scrub
2015-07-30, 10:54 AM
There are arcane/divine casting prestige classes. Perhaps Rainbow Servant is in the ballpark, if you reflavored it, and perhaps gave it different domains. They cast divine spells arcane-ly, and I believe don't need to worship a specific god. (Giving room for the spell-stealing)

Unless by stealing diving spells you mean stealing them from a player (as opposed to a god). Then you might want a divine version of a spellthief. And that would be a pretty good basis for a new class.

Ziegander
2015-07-30, 11:44 AM
Arcane Might ( Su ): The Warmaster has learned, through intense study and training, to channel their arcane power inward; their body transforming into the pimmacle of physical perfection, their muscles becoming hard and lean as their internal fat stores are burned away in a matter of moments, all physical deformities or hinderances vanishing. Even afterward, the aesthetic changes to the individual remain indefinitely, though the power granted by the process is merely temporary.
This ability requires a swift action to activate, and has a duration of 1 round per level. While active, the caster gains a +2 enhancement bonus to Strength, Intelligence, Wisdom and Charisma, and a base attack bonus equal to their character level, as well as 1 bonus hit point per level and a permanent +2 to Strength, Intelligence, Wisdom and Charisma. This power can be used a total of 3 times, plus the caster's primary spellcasting modifier per day.

Perfect, so every day, your character gains a permanent +12/14 bonus to four different ability scores. And you think this is a balanced class feature? On your very first day as a level one character, in 36 seconds you can go from having Str 10 Dex 10 Con 14 Int 16 Wis 8 Cha 12 to Str 22 Dex 10 Con 14 Int 28 Wis 20 Cha 24. No. No, that is not balanced at all.


Arcane Understanding: At each level, a Warlord learns three new spells of any spell levels that he or she can cast (according to his or her level in an existing arcane spellcasting class), plus an additional spell for each level of Warlord he or she has. A first level Warlord learns 4 new spells, a second level Warlord learns 5, and so on. This does not impart the Warlord with more spells per day, merely spells known.

Ah, no. A Wizard, the most intelligence-focused, book-learning arcane spellcaster learns a mere two spells per class level. You don't get to learn more than double that at 2nd level and balloon outwards so that by 7th level you're learning 10 spells and by 12th level you're learning 15. That's absurd. What the hell, man?


Armed: At 2nd level, due to the Warlord's increasing control over enhancing their body with magic, a Warlord can temporarily sprout additional arms with which to cast spells, wield weapons, and grapple opponents. As a free action, the Warlord may sacrifice one of these arms to fully restore their health, or the health of any follower.

Please. Stahp. You must be joking. Additional arms? Okay, let's assume you're actually serious here. You give no limit to how many of these additional arms the Manly Man of Men can have at one time, or what sort of action it requires to sprout one of these arms. You say that they are temporary, but you give no duration for the effect. And fully restoring their health by sacrificing one of these arms? HILARIOUS. Truly hilarious. No. I'm sorry, that's WAY overpowered. It's way overpowered at 2nd level, it would be way overpowered at 20th level.


Aura of Absolute Might ( Su ): At 2nd level, the surge of energy caused by the inward channeling of the Warlord's magical power radiates outward as a tangible aura of incredible force.
Any enemy that is within 500 ft/total character level of the Warlord while Arcane Might is active must make a Will save (DC = 15 + the Warlord's total level + the Warlord's spellcasting modifier) or take a -6 penalty on attacks

Oh, for the love of god, just stop right there. The standardized DC for a supernatural ability is 10 + 1/2 total hit dice + charisma modifier. A 500ft aura with a save DC that's almost doubly difficult to resist that penalizes enemy attacks by -6 in the radius is abjectly ****ing absurd. Shut up.


, AC, and saves for 24 hours. Furthermore, any character within this field may be targeted by any of the Warlord's spells, regardless of range restrictions, and the spells of the Warlord and his allies and underlings bypass all spell resistance when used against the Warlord's enemies. Finally, due to the immense power within the area, the enemies of the Warlord caught within the radius are unable to use Arcane, Psionic, Eldritch, or Divine magic, or any other form of magical ability or style for 1d4 weeks.

I refuse to even dignify the rest of this with a response.


Bonus Feat: The Arcane Warrior gains two additional General, Metamagic, Warrior, or Weapon Proficiency feats every level.

*eyeroll*


Crushing Execution: 1+Int Modifier+spellcaster level times a day, the Warmaster can designate a target within his mind and mightily swing his axe, imbuing his arcane might into the blow and sending forth a mighty shockwave that will home in on the target and harm only that target, be it person, creature, a building, or any other target. Weapons are sundered, armour is torn through like a hot knife through butter, bones are reduced to powder, buildings become dust with the treasures within easily found by searching, and flesh is reduced to a wide stain on the ground. The air pressure and turbulence from the strike also creates a vicious vacuum, tearing apart any that tries to dodge the attack. Due to the attack's power, the remains of foes affected by this strike will rapidly decompose into nothingness, destroying even the soul, preventing any spell such as Resurrection or True Resurrection from bringing a downed foe back to life. The Warmaster may fire this into a crowd of innocents, striking only the target he designated, or he may designate wider groups as the target, such as "That Cavalry division", "Every spellcaster in the opposing army", "That castle, but not any Human or any treasure within it", "That fortress, and all living things within it", "Any evil beings within this town's limits", or "Everyone within five hundred meters besides myself and those that follow me". If a specific target such as "The one who sent those assassins against me" is designated and aimed at the king believed to have done so, only for said king to be an innocent body double used as a precaution against assassination while the real king schemes from the shadows, the attack will curve and pursue the true target.

This doesn't even have a class level attached to it, so I have no idea when you envision the character as being capable of doing this, but let's say it's at 10th level, for kicks. That would mean something like 20 times per day or something (because, remember, those permanent ability score bonuses) he just instantly kill, no-save, no-nothing, everyone within five hundred meters besides himself and those that follow him. Or he can just automatically level a castle, somehow sparing the humans and treasures inside of it from the crumbling walls of stone falling all around them.

Really?


Any who attempts to absorb or negate the effect are twisted and deformed by the strike's immense power, taking -8 attribute damage and permanently becoming hideously deformed, uncontrollable black tentacles sprouting along their form, becoming incapable of speaking, casting a spell, wielding a weapon, or moving in any manner besides crawling at 5 ft a round.

What is this I can't even. The ability can't be resisted in any way. I don't know how you would "absorb" it. What's with the freakish black tentacles? This makes no sense.


Inspiring Presence: NEARBY FOLLOWERS AND UNDERLINGS, BUT NOT ALLIES, ARE STRONGER. THEY WILL ONLY BE BOOSTED IF THEY SERVE HIM. The Warlord gains a bonus to the Intimidate, Diplomacy, and ? skills equal to his Charisma modifier.

You realize all characters gain a bonus to Intimidate and Diplomacy equal to their Charisma modifier, right? Charisma is always added to those skills because they're Charisma-based skills.


As a Swift Action, the Warlord may glare at a foe, dealing Ability Damage to all stats equal to their Intimidate skill for 24 hours, a Will Save with the Warlord's Imtimidate score as the DC reducing this duration by half. Finally, every creature within 20*ft./Warlord level of the Warlord is Enthralled, caster level equal to the Warlord's caster level.

Swift action, insta-kill on one target (because who can survive 1d20 + 11 damage to every one of their ability scores?) attached to a massive-radius, irresistable Enthrall. Now, Enthrall is a 2nd-level Cleric spell, and, again, you haven't stated when the Warlord actually gains this ability, so I have to assume 1st-level. So... no. Even without the Enthrall, the swift action kill any target with no use limit would just be overpowered at any level below, say, 40.


Terrain Tactics: As a Swift Action, the Warmaster can command the terrain around him to come to his aid. Fields of crystal and cold iron blades rise up to pierce armour and sever limbs, earthen columns rise to crush bone, specific patches of ground becomes a poisonous swamp or deep pit, wooden spears emerge from trees to strike foes in vital areas, leaves leave their trees to swarm enemies and tear them apart, mighty quakes shake the earth, fissures open up to swallow enemies whole, and buildings have their very materials turned into airborne weaponry capable of attacking those outside the structure or those within them.

And yet you feel compelled to point out in a few different places that these Warlords aren't gods. Aren't they? To combat your DMs Gary Stus you're just creating your own.


Titanic Chanelling ( Su ): By increasing their magical focus, the Arcane Warrior learns how to increase the lethality of their attacks.
At 5th level, if a Warlord successfully confirms a hit on an opponent, they may channel any spell they can cast through their weapon or hands as a free action. This ability does not provoke an attack of opportunity. A spell delivered in this manner affects only the creature struck, and any Spell Resistance possessed by the affected creature is ignored, along with elemental resistances or immunities based on creature type or sub-type.

Sweet, a feature that actually comes online at a specified level. It's still overpowered, but not by so large a margin as most of your abilities. Arcane Channeling is a standard action for the Duskblade until 13th level or something like that. So this is basically the Duskblade's level 13 feature, but better since it can also be triggered by Opportunity Attacks, and also because it ignores resistances and immunities, so obviously it needs toned down.


Ubermensch: At level 2, a Warmaster's dislike of the gods grants them additional strength. The Warmaster is immune to any and all divine intervention or divine magic, may steal divine power from any God and cast any divine spell as a 20th-level Cloistered Cleric or Ur-Priest as a Swift Action, or gain any ability they would normally have at will, and the Warlord may permanently remove the faith from any within range of his Inspiring Presence, turning their devotion from their gods to him and granting them the same absolute immunity to divinity for as long as they serve him. This effect also makes the Warlord popular with Ur-Priests, and so he gains a separate Leadership score that is always equal to his current one, an Ur-Priest Leadership score, to determine how many Ur-Priests follow him, and their capabilities. Finally, the Warlord gains a third Leadership score, a Rabble-Rouser score equal to his Leadership score times five, and this score can only cause Peasants, Blacksmiths, Experts, and other NPC-Classed characters to follow him. Any NPC-Classed characters that already served the Warlord are moved to this new stat.

You are insane. After every comma in this passage I grow more and more angry at you, to the point that I literally refuse to read this to the end. You know very well this is stupid, so I don't need to comment further on its imbalance.


Army Healing ( Sp ): At 5th level, a Warlord gains the ability to cast Mass Heal a number of times per day equal to his Charisma modifier. This spell also cures magical and nonmagical diseases, lifts curses, and permanently boosts the attributes of those it affects by +2. However, the only subjects that can be healed are Summoned creatures, his Animal Companion, his Familiar, and/or any of his Subjects, Followers, Henchmen, Underlings, Delegates, and Allies.

Mass Heal is a 9th-level spell that Clerics can't even cast until they are 17th level. You don't get to have it at 5th level. Stop.


Mystical Mastery ( Su ): At 3rd level, the Warlord has learned to increase the power of Arcane Might and go beyond the limits of their body's abilities, thereby gaining an additional +8 to Strength, Dexterity, Intellect, Constitution, Charisma and Wisdom, a permanent +4 to Strength, Dexterity, Intellect, Constitution, Charisma and Wisdom, and +55ft to base land speed while under the effects of Arcane Might. Furthermore, while under the effects of Arcane Might, the Warlord may fire a focused beam of raw might in any direction as a Swift Action, harmlessly passing through anything he doesn't wish to destroy and striking those he does, dealing three times the damage of a standard attack with the strongest axe or axelike weapon in his possession. The beam is whatever colour the Warlord desires, typically matching the colour of his armour or his eye colour. A 1-hour meditation period may be undertaken to change this beam's colour. Finally, due to their mastery at controlling magic within bodies, while under the effect of Arcane Might, a Warlord may cause any being within 500/character level feet to take 1 action, be it harming an ally, harming themselves, saying something they wouldn't normally say and being unable to signal that they're being controlled, or even forcing them to void their bowels, causing them and all allied to them and all that serve them a permanent -20 morale penalty. Aside from these effects, Arcane Might still functions exactly as it did before.

Do I need to explain to you how every single part of this ability, taken by itself, is way too powerful at any point in the game of D&D from 15th level to 60th? Or do you understand that?


Draconic Commander: At 5th level, a Warlord is capable of opening a portal to the Plane of Dragons as a swift action, calling forth powerful beasts for himself and his followers to ride, own, or eat, depending on the situatuon. Be'Yonnet, the Dragon Emperor, is also summoned and will only serve the Warlord as an ally or mount, the Warlord may choose upon summoning him. The Dragon Emperor is a powerful Gold Dragon with enhancements granted to him by the long-forgotten human empire, allowing him to copy the abilities of whatever he slays or defeats, including the abilities of differently-coloured Dragons. Upon arrival, these Dragons are permanently and willingly bound to the Warlord's will, almost as strongly as they are bound to Be'Yonnet's will, doing whatever they can to serve the Warlord and his people, gaining abilities as appropriate for his various underlings. If he dies, they all die, regardless of what plane they are on. It is possible for some of them to go back to their home plane and bring back more allies, more gold, or more weapons fit for Dragons, just as it is possible for many of their Dragons to open portals to other planes and worlds that ally themselves with The Warlord upon meeting the current one and deeming him worthy.
Animal Companion ( Ex ): A Warlord may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), lion, monkey, owl, pony, snake (Small or Medium viper), skunk, tiger, or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Warlord on his adventures and conquests as appropriate for its kind.
A 1st-level Warlord’s companion is completely typical for its kind except as noted below. As a Warlord advances in level, the animal’s power increases as a Druid's of the same level. A Warlord's animal companion may grow or decrease in size at will. If an animal companion dies, it will be brought back to life in two rounds(ten seconds when out of combat) with a permanent +4 to all stats. If an Animal Summoner releases his companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of meditation.
A Warlord may select from alternative lists of animals. Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s Warlord level was lower than it actually is unless the Warlord pays the appropriate fee in GP: The negative level, times 1,000 gold. Subtract the value indicated in the appropriate list header from the character’s Warlord level and compare the result with the Warlord level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the Warlord effective level to 0 or lower, he can’t have that animal as a companion unless he pays the fee in gold.)
Familiar ( Ex ): A Warlord can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. Unlike a sorcerer's or wizard's familiar, a Warlord's familiar is also treated as an animal, but is immune to all spells, abilities, and effects, save those of the Warlord and his loyal underlings.
The Warlord chooses the kind of familiar he gets. As the Warlord advances in level, his familiar also increases in power as would a sorcerer's of the same level.

To sum up, in addition to all of the stupidly overpowered stuff the Warlord gets, he has full-casting, he has two bonus feats every level (that can be literally any feat he wants), he has an animal companion, a familiar, and he has unlimited dragon allies, including some nebulous, but obviously super-powerful emperor of dragons that just serves him for no reason. Yeah, okay, seems par for the course.


If the familiar dies or is dismissed by the Warlord, it will return to life in two rounds with a permanent +2 added to all statistics.

LOL.


Luminous Blaze ( Su ): At 4th level, the Warlord learns to how to simultaneously channel their power both inwardly and outwardly, enhancing their defenses and punishing those that seek to harm them.
While Luminous Blaze is active, its effect is absolutely undetectable until an attack or spell is fired at him, at which point the shimmering, translucent aura of pure energy enveloping the Warlord becomes visible, granting the Warlord Spell Resistance equal to 18 + character level (if the character already has Spell Resistance, use the better of the two values) and a +10 Miscellaneous Bonus to AC that stacks with any and all others they possess. The Warlord is also immune to all mind-affecting, will-affecting, body-affecting, and soul-affecting abilities, effects and spells, including those of a Psionic. If an enemy succeeds in striking them, they are blasted with luminous, untyped energy, dealing 2d6 points of damage for each level the character has. This damage is also inflicted on any foe that makes a successful touch attack or grapples the Warlord, and continues to deal damage each round until the attacker or the target dies, the grapple is broken or the Warlord is voluntarily released. This ability may be temporarily surpressed and reactivated as a free action.

Nope, nope, and nope.


Mastery of Magic ( Su ): Through intense practice and hard-fought victories, the Arcane Warrior has mastered the art of channeling his power inward, becoming both a potent physical combatant and a competent practitioner of the arcane arts.
At 5th level, the duration of Arcane Might increases to 3 rounds per level, and while it is active, the Warlord is capable of wingless flight, its speed equal to the Warlord's total runspeed multiplied by his Intelligence modifier, at-will greater teleportation, and he gains a +75 to base run speed. In addition, you now add your Strength modifier, Charisma modifier, and your main spellcasting modifier to your total melee damage, and you gain 5 temporary hit points per total character level while Arcane Might is active. Furthermore, even when Arcane Might is not active, the Warlord may add their Intelligence bonus and Charisma bonus to all skill checks, ability checks, and saves, in addition to their standard modifiers. Finally, the Warlord can cast double their previous amount of spells per day, and they gain three slots for every spell level they have.

:smallsigh:

I can't read any more of this.

EDIT: What you want is no less than a 30th-level Cleric with the Epic Spellcasting feat with a handful of homemade Epic Spells. See the Epic Level Handbook for more details.

MatrixStone93
2015-07-30, 01:45 PM
Perfect, so every day, your character gains a permanent +12/14 bonus to four different ability scores. And you think this is a balanced class feature? On your very first day as a level one character, in 36 seconds you can go from having Str 10 Dex 10 Con 14 Int 16 Wis 8 Cha 12 to Str 22 Dex 10 Con 14 Int 28 Wis 20 Cha 24. No. No, that is not balanced at all.



Ah, no. A Wizard, the most intelligence-focused, book-learning arcane spellcaster learns a mere two spells per class level. You don't get to learn more than double that at 2nd level and balloon outwards so that by 7th level you're learning 10 spells and by 12th level you're learning 15. That's absurd. What the hell, man?



Please. Stahp. You must be joking. Additional arms? Okay, let's assume you're actually serious here. You give no limit to how many of these additional arms the Manly Man of Men can have at one time, or what sort of action it requires to sprout one of these arms. You say that they are temporary, but you give no duration for the effect. And fully restoring their health by sacrificing one of these arms? HILARIOUS. Truly hilarious. No. I'm sorry, that's WAY overpowered. It's way overpowered at 2nd level, it would be way overpowered at 20th level.



Oh, for the love of god, just stop right there. The standardized DC for a supernatural ability is 10 + 1/2 total hit dice + charisma modifier. A 500ft aura with a save DC that's almost doubly difficult to resist that penalizes enemy attacks by -6 in the radius is abjectly ****ing absurd. Shut up.



I refuse to even dignify the rest of this with a response.



*eyeroll*



This doesn't even have a class level attached to it, so I have no idea when you envision the character as being capable of doing this, but let's say it's at 10th level, for kicks. That would mean something like 20 times per day or something (because, remember, those permanent ability score bonuses) he just instantly kill, no-save, no-nothing, everyone within five hundred meters besides himself and those that follow him. Or he can just automatically level a castle, somehow sparing the humans and treasures inside of it from the crumbling walls of stone falling all around them.

Really?



What is this I can't even. The ability can't be resisted in any way. I don't know how you would "absorb" it. What's with the freakish black tentacles? This makes no sense.



You realize all characters gain a bonus to Intimidate and Diplomacy equal to their Charisma modifier, right? Charisma is always added to those skills because they're Charisma-based skills.



Swift action, insta-kill on one target (because who can survive 1d20 + 11 damage to every one of their ability scores?) attached to a massive-radius, irresistable Enthrall. Now, Enthrall is a 2nd-level Cleric spell, and, again, you haven't stated when the Warlord actually gains this ability, so I have to assume 1st-level. So... no. Even without the Enthrall, the swift action kill any target with no use limit would just be overpowered at any level below, say, 40.



And yet you feel compelled to point out in a few different places that these Warlords aren't gods. Aren't they? To combat your DMs Gary Stus you're just creating your own.



Sweet, a feature that actually comes online at a specified level. It's still overpowered, but not by so large a margin as most of your abilities. Arcane Channeling is a standard action for the Duskblade until 13th level or something like that. So this is basically the Duskblade's level 13 feature, but better since it can also be triggered by Opportunity Attacks, and also because it ignores resistances and immunities, so obviously it needs toned down.



You are insane. After every comma in this passage I grow more and more angry at you, to the point that I literally refuse to read this to the end. You know very well this is stupid, so I don't need to comment further on its imbalance.



Mass Heal is a 9th-level spell that Clerics can't even cast until they are 17th level. You don't get to have it at 5th level. Stop.



Do I need to explain to you how every single part of this ability, taken by itself, is way too powerful at any point in the game of D&D from 15th level to 60th? Or do you understand that?



To sum up, in addition to all of the stupidly overpowered stuff the Warlord gets, he has full-casting, he has two bonus feats every level (that can be literally any feat he wants), he has an animal companion, a familiar, and he has unlimited dragon allies, including some nebulous, but obviously super-powerful emperor of dragons that just serves him for no reason. Yeah, okay, seems par for the course.



LOL.



Nope, nope, and nope.



:smallsigh:

I can't read any more of this.

EDIT: What you want is no less than a 30th-level Cleric with the Epic Spellcasting feat with a handful of homemade Epic Spells. See the Epic Level Handbook for more details.

You bring up entirely valid points. He's so godmode it isn't funny. He doesn't just enter T0, He goes past it to Tier Minus Two.

Now compare him to the Tier minus five Elves, and it becomes clear: either he needs to be made more powerful, or... simply making him powerful won't help.

The Ubermensch trait is meant to protect him from how the Gods are EVERYWHERE in this game, and NONE are worthy of worship.

You lolled at the "His animal comes back in two turns, slightly stronger, like a really angry animal pet pheonix thing. It is possible to exploit this by lopping off his head out of combat and gaining a pet god.".

The Dragon Emperor... fair enough. I should have gone into more detail: He united the dragons through conquest, yada yada, I don't like Dragons that much but they're pretty OP in most games, and an older Warlord assisted him. When a new one Awakens, the Warlord and Dragon Emperor will meet. If he deems him worthy, then he has the backing of the Dragon Empire, in return for... not sure. Maybe the souls of those he slays, or a tax on plunder whenever Dragons help out with that.

Speaking of detail, you mentioned characters already have their charisma modifiers towards the thing. I meant a bonus equal to their charisma. So if there's a +4 already, they'll get an extra +4 as well. Little extra mini-boost.

The bonus feats might be op. Should I make those Warrior and Metamagic only? And make divine stuff require meditation after use or something?

Finally, I might lower the range and effectiveness of the Aura.

Primal Fury
2015-07-30, 03:40 PM
:smallsigh:

I can't read any more of this.
Why? This is great! :smallbiggrin:

In all seriousness though, might I make a suggestion Matrix? What you want is a class powerful enough to stand toe to toe with magic users, and do all kinds of other crazy stuff, am I right? I'd like to point you toward the Mythos Subsystem (http://www.giantitp.com/forums/showthread.php?335295-Mythos-Compendium). It's explicitly designed to fit both criteria, offering a lot of versatility, while also not being too terribly broken (at least when compared to spell casters). The character you're after strikes me as a... Mythic Human (http://www.giantitp.com/forums/showthread.php?320038-3-5-quot-No-Gods-or-Kings-Only-Man-quot) Bellator (http://www.giantitp.com/forums/showthread.php?336731-quot-Today-is-victory-over-yourself-Tomorrow-is-your-victory-over-lesser-men-quot).

Feel free to turn it down. I'm just offering another avenue.

EDIT: To offer a little more information, the Bellator has an ability available at 1st level called Adroit Hand-Slapping Consternation. This allows them to just stop a spell if it's a melee touch attack, or even reflect it back toward the caster.

Ziegander
2015-07-30, 03:56 PM
You bring up entirely valid points. He's so godmode it isn't funny. He doesn't just enter T0, He goes past it to Tier Minus Two.

Now compare him to the Tier minus five Elves, and it becomes clear: either he needs to be made more powerful, or... simply making him powerful won't help.

The Ubermensch trait is meant to protect him from how the Gods are EVERYWHERE in this game, and NONE are worthy of worship.

You clearly have a DM problem. And yet, I don't believe your DM's Elves are Tier -5, because if they were nobody would be able to survive, let alone do anything. You describe a situation where, even using your obscenely powerful Warlord class in-game (which I must assume you aren't currently), there would be a disparity between the Warlord and your adversaries on par with the disparity between say a Rogue and the Wizard. You're saying that this Warlord class looks like a Rogue battling armies of Wizards. I simply can't believe that.

Regardless, why do you think your DM would even allow you to play such a monstrosity in his game? If he's so deadset on his Elf Stus, then what makes you think he'd allow a player to even come remotely close to challenging their awesome might?

Jeezus, how does this game even play out?

Player 1 (The 20th level gestalt Iron Golem Barbarian/Sorcerer/Rage Mage): I attack the Elf.
DM: The elf kills you.
Player 1: Do I get a---
DM: No.
Player 2 (The 20th level Solar Archon Warblade): O...kaaay, well, my contingent True Resurrection---
DM: Explodes in a shower of blinding white sparks, annihilating your body and imprisoning your soul in the Elf's alabaster staff. Everyone who ever loved you loses all memory of your existance and every ally of yours on this plane, the astral plane, the ethereal plane, and the Plane of Shadows are all permanently struck blind.
Player 3 (The 20th level gestalt Human Paragon Psion/Wizard Psionic Theurge/Abjurant Champion/Spellblade/EK/Illithid Hunter): That doesn't even make sense!
DM: It is now the Elf's turn. The Elf uses his swift action to turn his gaze upon you and you physically implode, your body folding into itself with crushing, vacuous force, shrinking further and further into a tiny point focused where your torso once was until nothing remains. Disgusted with the resistance of your petty rabble, it uses its standard action to lift its alabaster staff and shatters reality itself, decimating the planet you stand on, killing every living being on it. Except for itself of course. Hovering in space, it uses its move action to teleport without error to wherever the hell it wants.
Player 4 (The 20th level tristalt Druid/Paladin/Ranger riding a Crystal Dragon): I can survive in space. I'm still alive right?
DM: No.

MatrixStone93
2015-07-30, 04:23 PM
You clearly have a DM problem. And yet, I don't believe your DM's Elves are Tier -5, because if they were nobody would be able to survive, let alone do anything. You describe a situation where, even using your obscenely powerful Warlord class in-game (which I must assume you aren't currently), there would be a disparity between the Warlord and your adversaries on par with the disparity between say a Rogue and the Wizard. You're saying that this Warlord class looks like a Rogue battling armies of Wizards. I simply can't believe that.

Regardless, why do you think your DM would even allow you to play such a monstrosity in his game? If he's so deadset on his Elf Stus, then what makes you think he'd allow a player to even come remotely close to challenging their awesome might?

Jeezus, how does this game even play out?

Player 1 (The 20th level gestalt Iron Golem Barbarian/Sorcerer/Rage Mage): I attack the Elf.
DM: The elf kills you.
Player 1: Do I get a---
DM: No.
Player 2 (The 20th level Solar Archon Warblade): O...kaaay, well, my contingent True Resurrection---
DM: Explodes in a shower of blinding white sparks, annihilating your body and imprisoning your soul in the Elf's alabaster staff. Everyone who ever loved you loses all memory of your existance and every ally of yours on this plane, the astral plane, the ethereal plane, and the Plane of Shadows are all permanently struck blind.
Player 3 (The 20th level gestalt Human Paragon Psion/Wizard Psionic Theurge/Abjurant Champion/Spellblade/EK/Illithid Hunter): That doesn't even make sense!
DM: It is now the Elf's turn. The Elf uses his swift action to turn his gaze upon you and you physically implode, your body folding into itself with crushing, vacuous force, shrinking further and further into a tiny point focused where your torso once was until nothing remains. Disgusted with the resistance of your petty rabble, it uses its standard action to lift its alabaster staff and shatters reality itself, decimating the planet you stand on, killing every living being on it. Except for itself of course. Hovering in space, it uses its move action to teleport without error to wherever the hell it wants.
Player 4 (The 20th level tristalt Druid/Paladin/Ranger riding a Crystal Dragon): I can survive in space. I'm still alive right?
DM: No.

The sad part is, you think you were joking. But instead, you were absolutely right.

You... disturb me. This is accurate to a level that makes me uncertain as to whether this world is truly real. You... guessed, thinking no human could be this bad... but yeah, here it is. You hit the bullseye. Please help me. I want to get off Mr Bones's Wild Ride.

Ziegander
2015-07-30, 04:28 PM
The sad part is, you think you were joking. But instead, you were absolutely right.

You... disturb me. This is accurate to a level that makes me uncertain as to whether this world is truly real. You... guessed, thinking no human could be this bad... but yeah, here it is. You hit the bullseye. Please help me. I want to get off Mr Bones's Wild Ride.

*blinks over and over*

:smallconfused:

:smalleek:

...

:smallfrown:

EDIT: Well, I still highly doubt your DM would let you play your version of the Warlord in his games, so I still think designing it is fruitless. But... but you gotta get a new DM man. That's horrifying. He's not even using the rules at that point, he's just jerking off all over your character sheets using you and the other players' tears as lubricant. Stop playing with this guy immediately, it's never going to be fun. You need to get into a pick up game maybe at a local game shop, or get into a Play-by-Post game here on the forums. If you like over the top power, while still actually playing by the rules, there's always a lot of gestalt/tristalt games for 3.5 here. That's not my cup of tea, but a lot of people seem to like it.

The Mythos classes are really well-written, high-power classes that you certainly might be able to enjoy should you game with a different DM.

MatrixStone93
2015-07-30, 07:02 PM
He's not usually this bad. He's usually an okay guy. What is it about Elves that makes people go insane over them?! They are lamer and weaker graceful but scrawny stupidly-eared tree-hugging hippies, in a world where you can be a manly badass or brilliant wizard or both and then some!

I'll... consider getting a new GM. I'll see if I can find any new ones. And... I think I'll talk to the guy, next time I see him. If he's so far gone that he can't even be talked to, then that's it. I'll leave the suepile.

But the thing is... this doesn't feel right. It feels like I'm giving up. The badass within me wants to fight, to conquer the suefest and make things epic. I know it's not even likely to be allowed, but... I want to try. I want to do my best. I want to be good.

Ziegander
2015-07-30, 07:40 PM
He's not usually this bad. He's usually an okay guy. What is it about Elves that makes people go insane over them?! They are lamer and weaker graceful but scrawny stupidly-eared tree-hugging hippies, in a world where you can be a manly badass or brilliant wizard or both and then some!

I'll... consider getting a new GM. I'll see if I can find any new ones. And... I think I'll talk to the guy, next time I see him. If he's so far gone that he can't even be talked to, then that's it. I'll leave the suepile.

But the thing is... this doesn't feel right. It feels like I'm giving up. The badass within me wants to fight, to conquer the suefest and make things epic. I know it's not even likely to be allowed, but... I want to try. I want to do my best. I want to be good.

It's not giving up. It's making a stand and showing that you won't tolerate being treated that way. *shrug*

Conquering another person's game is only you doing to them what they are doing to you, which is making you feel small and crushing you under their enormous heel. It's not right either.

ben-zayb
2015-07-31, 06:35 AM
Wow...I thought the OP is making some sort of D&D wiki Homebrew parody. Design-wise, I sercond Primal Fury's suggestion and take a look at the Mythos homebrew subsystem, to consider if that's what you already want or at least get some inspiration from it. You may also have your group explore the game Exalted instead (Mythos are highly inspire by this game IIRC), in a world where being a Sue is the standard.

MatrixStone93
2015-08-02, 03:35 PM
Okay... things went well. He said no to the class, but agreed to not pull any BS... as long as I could make the destruction of his elf kingdoms epic and believable.

My rogue/cleric made a BEAUTIFUL speech on the nature of humankind and its power and potential, getting more soldiers and commoners than my minmaxed Leadership score should have allowed, but I didn't mind. With the help of my charaxter's underlings and my friends that played humans, we napalmed the trees, slaughtered the elves with greataxes enchanted to sunder anything, including flimsy-ass rapiers, and a large part of my success was down to Miracle getting used as "Great (I forgot his name), by your will, make something hilarious happen to these elves and their kingdoms.“ FUN-LOVING GODS ARE THE BEST! Oh, and I used real military tactics, and our archers threw spell arrows around, and my technomage built magitech cannons... I loved it.

It was everything my Warlord could have been, but better. No Dragon Emperor or magic book handed salvation to humanity on a silver platter. It came through sweat, tears, blood, oil, and gigantic laser beams and missile launchers with cold iron used to make the missiles.

*Sheds manly tears*

Humanity... **** yeah.



...By the way, the GM said he liked my Warlord, and if I tone him down, I might get to use him in a later campaign. Since all players are allowed to make and use one custom prestige class they make themselves, to allow them to play their characters however they want. I'd like to play my ultra-armoured axe-using arcane/divine caster next time, but less godmodey abilities.

MatrixStone93
2015-08-03, 04:04 AM
Wow...I thought the OP is making some sort of D&D wiki Homebrew parody. Design-wise, I sercond Primal Fury's suggestion and take a look at the Mythos homebrew subsystem, to consider if that's what you already want or at least get some inspiration from it. You may also have your group explore the game Exalted instead (Mythos are highly inspire by this game IIRC), in a world where being a Sue is the standard.

Actually, a few class features were inspired by stuff on that wiki, since my current group has INTERESTING classes that could pwn most people.

One guy has a red-haired half-elf half-demon dude in a silver longcoat, a Son of Sparda. This is not Sparta. Sparta is manlier than the edgy person with twenty demonic swords, more additional powers than anyone could ever need, and many guns including a grenade launcher.

MatrixStone93
2015-08-06, 10:29 AM
Actually, a few class features were inspired by stuff on that wiki, since my current group has INTERESTING classes that could pwn most people.

One guy has a red-haired half-elf half-demon dude in a silver longcoat, a Son of Sparda. This is not Sparta. Sparta is manlier than the edgy person with twenty demonic swords, more additional powers than anyone could ever need, and many guns including a grenade launcher.

A google search has revealed to me that the Son Of Sparda prestige class is ripped off from a game series called Devil May Cry. It looks like it's the thing that spawned Shadow the Hedgehog and all the bad MLP OCs, but that's probably like saying it's Asia's fault godmode-sues with katanas exist. So nevermind.

The Devil May Cry series actually looks pretty cool. I still like Fire Emblem and DND more, though.

MatrixStone93
2015-08-07, 04:59 PM
Also, there are bad mlp ocs that have little or nothing in common with DMC. Such as Nyx. I dislike Nyx.

Now... how might I nerf this PrC and make him playable?

noob
2015-08-07, 09:02 PM
Well do you know clerics?
Unlimited strength(With the consumptive field + chicken infested and let them fall(enough high for making them unconscious) for killing an infinite number of chickens in one turn) and the ability to just grab the universe and to teleport into another plane then grab this new plane and restart until all the planes are in his hands.
For nerfing your prc do learn to build better clerics.
The infinite strength cleric could take one level in hurling hulker and throw the multiverse at you if he know where you are.
And there is a psionic divination ability able to find people using mind blank so the infinite strength cleric can surely find you and kill you with one throw of the multiverse.(even if he does not have weapon proficiency: multiverse)
So you need to add to your warlord immunity: Thrown multiverses.
Also dragons are always pitiful and ultra super infinitely weak when compared to an equivalent fp wizard you should put instead the power of making a level omega² wizard come under your service because finite values are for weaklings.

MatrixStone93
2015-08-08, 03:05 PM
Well do you know clerics?
Unlimited strength(With the consumptive field + chicken infested and let them fall(enough high for making them unconscious) for killing an infinite number of chickens in one turn) and the ability to just grab the universe and to teleport into another plane then grab this new plane and restart until all the planes are in his hands.
For nerfing your prc do learn to build better clerics.
The infinite strength cleric could take one level in hurling hulker and throw the multiverse at you if he know where you are.
And there is a psionic divination ability able to find people using mind blank so the infinite strength cleric can surely find you and kill you with one throw of the multiverse.(even if he does not have weapon proficiency: multiverse)
So you need to add to your warlord immunity: Thrown multiverses.
Also dragons are always pitiful and ultra super infinitely weak when compared to an equivalent fp wizard you should put instead the power of making a level omega² wizard come under your service because finite values are for weaklings.

You make an entirely valid point! Curses, how could I have missed that?!

Please tell me how to make this infinite strength Cleric. I have never heard this one before.

Also... I am now realizing I should have also given him a class feature that lets him neutralize any attack, offense, spell or effect by punching it or punching at it.

noob
2015-08-08, 04:27 PM
Recipe for unlimited strength priest: take a commoner level at first level and take the chicken infested flaw and so you can create chickens in an unlimited number.
Then take enough priest levels for reaching level 4 spells and have the divine meta-magic feat and a charisma modifier of +4(as a total) and the persist spell meta-magic(you reach that at level 10) then cast the spell consumptive field(level 4 spell in libris mortis) with persistence applied to if through divine metamagic(costs you 7 turn undead) and now go to the top of a tower/anything from where you can deal 1d6 damage to all your chickens and create an infinite number of chickens.
the chickens all take 1d6 damage and so are in the negatives now go near the infinite number of unconscious chickens and most of them fail the save to escape your consumptive field and so die and each chicken who dies gives you an untyped bonus of 2 strength(and also of 1d8 temporary hp) and now you have unlimited strength for one day feel free to restart this every day.

MatrixStone93
2015-08-12, 01:36 PM
Recipe for unlimited strength priest: take a commoner level at first level and take the chicken infested flaw and so you can create chickens in an unlimited number.
Then take enough priest levels for reaching level 4 spells and have the divine meta-magic feat and a charisma modifier of +4(as a total) and the persist spell meta-magic(you reach that at level 10) then cast the spell consumptive field(level 4 spell in libris mortis) with persistence applied to if through divine metamagic(costs you 7 turn undead) and now go to the top of a tower/anything from where you can deal 1d6 damage to all your chickens and create an infinite number of chickens.
the chickens all take 1d6 damage and so are in the negatives now go near the infinite number of unconscious chickens and most of them fail the save to escape your consumptive field and so die and each chicken who dies gives you an untyped bonus of 2 strength(and also of 1d8 temporary hp) and now you have unlimited strength for one day feel free to restart this every day.

I like this. I like it a lot.

On this thread, I see a lot of references to Flaws, but... where do I find Flaws? What are the official rulings on them? Is there a list or index of all of them, and are there threads dedicated to finding the funniest and the most low-impact flaws, so you can take these flaws in return for some kind of bonus? (Thank you, webcomics.)

Also, on an unrelated note, how do I play a swordsman with a sword in each of his two hands and a third in each mouth?

noob
2015-08-12, 02:16 PM
The book with rules about flaws is Unearthed Arcana(or something else of this kind) and you find flaws in various places including dragon magazine who made powerful and useful flaws for commoners.
Some wikis include lists of flaws but I do not remember places with the complete list.

MatrixStone93
2015-08-14, 10:18 AM
The book with rules about flaws is Unearthed Arcana(or something else of this kind) and you find flaws in various places including dragon magazine who made powerful and useful flaws for commoners.
Some wikis include lists of flaws but I do not remember places with the complete list.

Dndwiki has one. Does that count?

noob
2015-08-14, 02:32 PM
Does it do not have the homebrew tag?
If yes then it means that it have been made by users
If not then it might be a good source.

MatrixStone93
2015-08-17, 06:48 AM
Does it do not have the homebrew tag?
If yes then it means that it have been made by users
If not then it might be a good source.

Why is so much of the content on that site so stupidly OP? Parts of these characters inspired my prc in its original OP form.

noob
2015-08-17, 01:51 PM
Because of the confusion between well made and powerful users thinks that if their class is powerful then it is interesting and well made(it is false).
Also everybody can put everything they want if I wanted I could right now create a class called Omnipotent and say that it can do everything and is impossible to defeat in any way then it would stay on this wiki because they do not censor home-brew.
I could also go on this site and use a bot to create 100 variants of the omnipotent starting with all letters from the alphabet and then changing widely structure and abilities so that people thinks it is different classes then I could add variable fluff and nobody would remove it because it is not what they do here.
So the reason there is so many overpowered things there is that everybody can add their class and nobody wants to remove or re-balance them.
Also there is some players who plays in universes where everybody is variants of Omnipotent and so for them super powerful characters are logical and they live with them and like them and so they create more Omnipotent.
D&D wiki is not going to show you home-brew classes who are balanced with each other because they come from various people and that you surely have a different definition of balanced.
This would not be a problem if there was a way to classify by power level but without that you need a lot of time if you want to find interesting content for your campaign.
So I simply never ever click on D&D wiki if I research classes and I always double check if there is not written home-brew if I research something particular on D&D wiki.

Ziegander
2015-08-17, 01:54 PM
This is a legit source of 3.5 material: http://www.d20srd.org/

This is where you can find flaws (though your DM may not allow them in his games, everything from this site is official, WotC published material): http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm

MatrixStone93
2015-08-17, 04:07 PM
Because of the confusion between well made and powerful users thinks that if their class is powerful then it is interesting and well made(it is false).
Also everybody can put everything they want if I wanted I could right now create a class called Omnipotent and say that it can do everything and is impossible to defeat in any way then it would stay on this wiki because they do not censor home-brew.
I could also go on this site and use a bot to create 100 variants of the omnipotent starting with all letters from the alphabet and then changing widely structure and abilities so that people thinks it is different classes then I could add variable fluff and nobody would remove it because it is not what they do here.
So the reason there is so many overpowered things there is that everybody can add their class and nobody wants to remove or re-balance them.
Also there is some players who plays in universes where everybody is variants of Omnipotent and so for them super powerful characters are logical and they live with them and like them and so they create more Omnipotent.
D&D wiki is not going to show you home-brew classes who are balanced with each other because they come from various people and that you surely have a different definition of balanced.
This would not be a problem if there was a way to classify by power level but without that you need a lot of time if you want to find interesting content for your campaign.
So I simply never ever click on D&D wiki if I research classes and I always double check if there is not written home-brew if I research something particular on D&D wiki.

That actually sounds really fun, even if the only bot I have is my fiance (ba dum tss. That was a joke. I'm actually the bot. Sometimes. It's not really something we agree on, it just happens however it ends up happening). Still, going on that site and making OP PRCs and classes - not Omnipotents, because that gives the game away - but we'll make them super op and with super holy or super edgy powers or both, with bad fluff and bad lore and bad crunch and op powers specialized in certain concepts, not fields. Also, rip off anime, DMC, kingdom hearts, Pokemon, Yugioh, and the godawful FNAF whenever possible. And MLPFIM, because that should be fun.

We'll show them why their policy is bad, by grabbing my the face and shoving them closer to the holes in their philosophy. Trust me, I once saw this happen to a Sonic the Hedgehog fan wiki years ago. It's way better now.

noob
2015-08-17, 06:04 PM
The first thing is to separate the paragraphs of the powers of this class(your text is sightly too much heavy because of the insufficient separation in paragraphs you might also bold the titles of the powers) And try to put it in D&D wiki if it goes through I will maybe try to do other things.
I will throw some random improbable and absurd powers you might add to your class when testing dnd wiki if your first attempt does works:
Tool-set of the fluff:
Your fluffomancer acquire X (whatever you want) tools of a total value of 15000 gold at each action in the universe he can instantly double the value of his toolset and add magical enchants fitting in this gain of value accordingly to the magic item creation rules.
Those tools can not be destroyed by any other person than you and you can destroy it only if you are under your own control

Evolution:
Each time you Defeat something you can acquire any of its power or particularity.

Unlimited whatever:
You have no limits in something and if for some reason you were to loose all of it you regain it instantly this can be for anything like charisma but it could also be for puppies or for staff of unlimited power wishes who can not be corrupted.

Aura of all holy and unholy:
You and your allies always succeed and your opponents always fail.

Well it follows approximately the way you design abilities.

jiriku
2015-08-17, 10:35 PM
I don't think you did it intentionally, but this is the funniest thread I've read on this site in YEARS. Not since the days of the Kitten God have I laughed this hard. Bravo -- you've entertained me.


Also, on an unrelated note, how do I play a swordsman with a sword in each of his two hands and a third in each mouth?

Sadly, there is an item called a mouthpick that would probably let you do this. I highly encourage you to save your dignity and just shapechange into a marilith. You can wield more swords that way, engage in witty repartee during a fight, and there's much less risk of dying ignobly by being curbstomped with the hilt of your own sword.


On to your... ahem... warlord. Right now your idea is really unfocused. Basically it seems like you just generally want to win at D&D, but all of your class features are just exaggerated versions of things that other character options can already do (there are even multiple spells already printed that facilitate mustache growth :smallfrown:).

I'd suggest a couple of things:
First, you want to be a badass with an axe, but you have several features that are many orders of magnitude more powerful than swinging an axe. You need to chop out (pun intended) all of the attacks that make your axe-wielding pointless (again, pun intended).
Secondly, you want to be good with spells, but again, you have several abilities usable at-will or large numbers of times per day that are more powerful than the best 9th level spells. Get rid of that stuff so that you have a reason to cast spells again. Right now the gratuitous explosions are drowning out your core class features.

MatrixStone93
2015-08-18, 04:17 PM
I don't think you did it intentionally, but this is the funniest thread I've read on this site in YEARS. Not since the days of the Kitten God have I laughed this hard. Bravo -- you've entertained me.



Sadly, there is an item called a mouthpick that would probably let you do this. I highly encourage you to save your dignity and just shapechange into a marilith. You can wield more swords that way, engage in witty repartee during a fight, and there's much less risk of dying ignobly by being curbstomped with the hilt of your own sword.


On to your... ahem... warlord. Right now your idea is really unfocused. Basically it seems like you just generally want to win at D&D, but all of your class features are just exaggerated versions of things that other character options can already do (there are even multiple spells already printed that facilitate mustache growth :smallfrown:).

I'd suggest a couple of things:
First, you want to be a badass with an axe, but you have several features that are many orders of magnitude more powerful than swinging an axe. You need to chop out (pun intended) all of the attacks that make your axe-wielding pointless (again, pun intended).
Secondly, you want to be good with spells, but again, you have several abilities usable at-will or large numbers of times per day that are more powerful than the best 9th level spells. Get rid of that stuff so that you have a reason to cast spells again. Right now the gratuitous explosions are drowning out your core class features.

(Sad british voice)But I like the explosions.

(Regular british voice) In any case, say I take those out. What am I left with? I want an armoured full-caster that can swing his axe and launch compressed airwave blasts, complete with Resistance-bypassing spell-axe swings.

jiriku
2015-08-19, 02:30 PM
(Regular british voice) In any case, say I take those out. What am I left with? I want an armoured full-caster that can swing his axe and launch compressed airwave blasts, complete with Resistance-bypassing spell-axe swings.

Ok, so I see several features there:

* Martial weapon proficiency and some level of armor proficiency, most likely as prerequisites to enter the class (easily obtained with one level in fighter, warblade, or something similar).
* Looking at your class, requiring the Leadership feat as a prerequisite also seems appropriate. Since you can't pick up Leadership before 6th level, that means the earliest the warlord prestige class can be entered is 7th level. That's about average for a prestige class and seems appropriate.
* Ability to spontaneously cast spells, again, probably a prerequisite obtained with levels in sorcerer or something similar. Requiring the ability to spontaneously cast spells of at least 2nd or 3rd level seems reasonable.
* A full base attack bonus, a decent hit die, and full or nearly full casting progression. I'm also getting a vibe from your description that says good Fortitude and Will saves and an emphasis on using spells and powers over mundane skills.
* Some kind of feature to reduce or ignore arcane spell failure chance. You could provide a % reduction in ASF, like the spellsword, or some variation on the armored mage ability, as seen with the beguiler and duskblade. Other classes have an alternative casting mechanic, like the runesmith's Runecasting, that eliminates somatic components and thus renders spell failure chance irrelevant. Any of these can work, but you'll need to make a decision -- do you see warlords casting in heavy adamantine plate some day, wearing light armor and dressing like a Conan with chest hair, or somewhere in between, where they're maybe graduating to mithril full plate some day, but no further? How are you imagining the warlord got by for his first six levels, before he gained the ability to cast in armor?
* By compressed airwave blast, are you thinking something like blood wind (SC 33), whirling blade (SC 238), whirlwind (PH 301), some kind of custom effect that's not well-described by any spell? Maybe an effect that's mechanically like flaywind burst (Sand 115) but without the sand-themed fluff?
* Resistance-bypassing spell-axe swings sounds like some form of spell channeling with a feature like the Spell Penetration or Arcane Mastery feats added in. Check the spell channeling ability of the spellsword and the Arcane Channeling ability of the duskblade. Is either of those similar to what you're looking for?

I'm thinking that for the chassis you want to start by looking at the Abjurant Champion and Spellsword prestige classes, and then we tinker from there to create something that suits your vision.

MatrixStone93
2015-08-25, 08:50 AM
Nice. And if I wanted some kind of allied mage summoning, or boosted Leadership effect, or dragon-summoning stuff?

Ziegander
2015-08-25, 12:14 PM
Here, I think I can do this:


The Glorious God-Emperor of Man

Hit Die: d10
Alignment: Lawful, Non-Good


https://s-media-cache-ak0.pinimg.com/736x/b2/ff/1a/b2ff1ac39f789836f4fb137a2f724321.jpg



Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+1
+2
+0
+2
Battle Leader, God-Emperor, War Magic
3
1
—
—
—
—
—
—
—
—


2nd
+2
+3
+0
+3
Divine Resistance, Leadership
4
2
—
—
—
—
—
—
—
—


3rd
+3
+3
+1
+3
Might Makes Right, Ur-Priest 1
4
2
1
—
—
—
—
—
—
—


4th
+4
+4
+1
+4
Whirlwind of Blood
4
3
2
—
—
—
—
—
—
—


5th
+5
+4
+1
+4
Extra Followers
4
3
2
1
—
—
—
—
—
—


6th
+6/+1
+5
+2
+5
Dragon Ally 1
4
3
3
2
—
—
—
—
—
—


7th
+7/+2
+5
+2
+5
Winds of Fortune
4
4
3
2
1
—
—
—
—
—


8th
+8/+3
+6
+2
+6
Death Knell
4
4
3
3
2
—
—
—
—
—


9th
+9/+4
+6
+3
+6
Channeled Power
4
4
4
3
2
1
—
—
—
—


10th
+10/+5
+7
+3
+7
Dragon Ally 2
4
4
4
3
3
2
—
—
—
—


11th
+11/+6/+1
+7
+3
+7
Ur-Priest 2
4
4
4
4
3
2
1
—
—
—


12th
+12/+7/+2
+8
+4
+8
Crack the Earth
4
4
4
4
3
3
2
—
—
—


13th
+13/+8/+3
+8
+4
+8
Legendary Commander
4
4
4
4
4
3
2
1
—
—


14th
+14/+9/+4
+9
+4
+9
Dragon Ally 3
4
4
4
4
4
3
3
2
—
—


15th
+15/+10/+5
+9
+5
+9

4
4
4
4
4
4
3
2
1
—


16th
+16/+11/+6/+1
+10
+5
+10
Break the Planes
4
4
4
4
4
4
3
3
2
—


17th
+17/+12/+7/+2
+10
+5
+10

4
4
4
4
4
4
4
3
2
1


18th
+18/+13/+8/+3
+11
+6
+11
Dragon Ally 4
4
4
4
4
4
4
4
3
3
2


19th
+19/+14/+9/+4
+11
+6
+11
Ur-Priest 3
4
4
4
4
4
4
4
4
3
3


20th
+20/+15/+10/+5
+12
+6
+12

4
4
4
4
4
4
4
4
4
4



Class Skills (2+Int per level): All skills.

Weapon and Armor Proficiency
A Glorious God-Emperor of Man is proficient with all simple and martial weapons and with all armors and shields.

Spells
A Glorious God-Emperor of Man casts arcane spells drawn from the Warmage spell list (Complete Arcane, pg 90). He can cast any spell he knows without preparing it ahead of time the way a Cleric or Wizard must. When a Glorious God-Emperor of Man gains access to a new level of spells, he automatically knows all spells for that level listed on the Warmage spell list.

To cast a spell, a Glorious God-Emperor of Man must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Glorious God-Emperor of Man's spell is 10 + the spell's level + the Glorious God-Emperor of Man's Charisma modifier. Like other spellcasters, a Glorious God-Emperor of Man can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells for a high Strength score (see Table 1-1, page 8 of the Player's Handbook).

Unlike a Cleric or Wizard, a Glorious God-Emperor of Man need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Battle Leader (Ex): When he is not casting spells, a Glorious God-Emperor of Man can inspire all allies within 100ft per class level in one of the following ways:


Affected allies add the Glorious God-Emperor of Man's Charisma modifier to attack rolls.
Affected allies add one-and-one-half times the Glorious God-Emperor of Man's Charisma modifier to damage rolls.
Affected allies subtract the Glorious God-Emperor of Man's Charisma modifier from any damage they would be dealt.
Affected allies gain temporary hit points at the starts of their turns equal to one-and-one-half times the Glorious God-Emperor of Man's Charisma modifier.
Affected allies add the Glorious God-Emperor of Man's Charisma modifier to saving throws they make, and at the ends of their turns make a new saving throw against each ongoing, harmful spell, ability, or effect they suffer from, ending and/or removing each such spell, ability, or effect on a successful save.

Starting one of the above effects is a standard action. Once activated, an effect can be maintained as long as the Glorious God-Emperor of Man likes, though he may only have one such effect active at one time. Starting a new effect requires another standard action. While utilizing one of the above effects, a Glorious God-Emperor of Man cannot cast any spells that are not Stilled and Silent (Still Spell and Silent Spell metamagic feats). To activate Battle Leader, The Glorious God-Emperor of Man must be able to see and hear his allies, and to be affected by Battle Leader an ally must be able to see and hear the Glorious God-Emperor of Man.

God-Emperor (Ex): At 1st-level Glorious God-Emperor of Man gains a +2 perfection bonus to one ability score and a +1 perfection bonus to all other ability scores. At 4th level and every four levels thereafter he gains an additional +1 perfection bonus to one ability score of his choice that stacks with all other such bonuses to his ability scores.

War Magic (Ex): A Glorious God-Emperor of Man does not suffer arcane spell failure and may use his weapon and/or shield to make somatic gestures when casting spells from the Warmage spell list. When he casts a spell that deals damage he adds the spell's level times his Strength modifier to the damage dealt by the spell. Finally, whenever he makes a successful attack with a weapon he may expend a spell slot of any level to make that attack a critical hit and deal additional Cold, Electricity, or Fire damage with that attack (his choice) equal to 1d8 per slot level. Expending a 0-level slot in this way does not make the attack a critical hit, but still adds 1d6 additional damage.

Divine Resistance (Su): Starting at 2nd level, a Glorious God-Emperor of Man's disdain for the gods grants him a bonus to saving throws against divine spells equal to his Intelligence modifier. Furthermore, even on a failed saving throw, he suffers only half damage from divine spells and from the spell-like or supernatural abilities of Celestials and Fiends.

Leadership: At 2nd level, a Glorious God-Emperor of Man gains the Leadership and Epic Leadership feats as bonus feats and a +4 bonus to his Leadership score. His cohort and followers may be 1 level lower than him, though any followers he gains for this level and all levels until 5th must be half Commoners and the other half any combination of other NPC classes. Alternatively, these followers may be animals whose challenge rating are each no higher than half the normal class level allowed for a follower. Animals selected in this way always obey the Glorious God-Emperor of Man's commands.

Might Makes Right (Ex): At 3rd level, a Glorious God-Emperor of Man adds his Strength modifier to his Leadership score and adds 1 to his Leadership score whenever he reduces an enemy with a CR at least half his class level to 0 or fewer hit points.

Ur-Priest (Su): Beginning at 3rd level, Glorious God-Emperor of Man discovers how to steal power from the gods to use their might against them. Choose one Cleric domain. You gain the domain power associated with that domain and add its spells to your spell list. At 11th and 19th levels, choose another domain in this way.

Whirlwind of Blood (Ex): At 4th level a Glorious God-Emperor of Man gains the Cleave, Great Cleave, and Whirlwind Attack feats as bonus feats. Starting at 4th level his critical threat range with melee weapons increases by 1 and the critical multiplier of melee weapons he wields increases by 1 as well.

Extra Followers: At 5th level a Glorious God-Emperor of Man gains the Extra Followers feat as a bonus feat.

Dragon Ally (Ex): Starting at 6th level, you gain the services of any creature of the Dragon type with a CR of 4 or less. It follows your commands faithfully and regards you as a close, personal friend. Treat this ability like the Druid's Animal Companion ability, granting this dragon bonus HD, natural armor, etc except that your effective Druid level is equal to your Glorious God-Emperor of Man level minus 4.

At 10th level, you gain the services of another creature of the Dragon type with a CR of 8 or less. Your effective druid level regarding this dragon is equal to your Glorious God-Emperor of Man level minus 8.

At 14th level, you gain the services of another creature of the Dragon type with a CR of 12 or less. Your effective druid level regarding this dragon is equal to your Glorious God-Emperor of Man level minus 12.

At 18th level, you gain the services of another creature of the Dragon type with a CR of 16 or less. Your effective druid level regarding this dragon is equal to your Glorious God-Emperor of Man level minus 16.

Winds of Fortune (Su): Starting at 7th level, whenever a Glorious God-Emperor of Man casts a beneficial spell on an ally he may choose to have that spell affect all other allies within 100ft per class level.

Death Knell (Ex): Starting at 8th level, whenever a Glorious God-Emperor of Man scores a critical hit against a creature with a melee weapon, that creature must succeed on a Constitution saving throw (a Dexterity saving throw for Constructs and a Charisma saving throw for Undead; DC 10 + half your level + your Strength modifier) or be instantly destroyed/killed.

Channeled Power (Ex): Starting at 9th level, a Glorious God-Emperor of Man gains a +1 bonus to caster level for each allied spellcaster within 10ft per class level. On its turn, any spellcaster in that range may use a full-round action to increase the save DC of the next spell cast by the Glorious God-Emperor of Man by 1.

Crack the Earth (Ex): As a full-round action, a Glorious God-Emperor of Man of 12th level or higher who is wielding a melee weapon may duplicate the effects of an Earthquake spell starting at any square within his melee reach except that the Area of the effect is a 120ft cone and the effect itself (and all consequences thereof) is extraordinary. Fissures opened by this effect do not close after 1 round, but creatures that fall into them are dealt additional bludgeoning damage (6d6 by falling rocks when on Open Ground, 3d6 by rushing waters when in a River, Lake, or Marsh).

Legendary Commander: At 13th level, a Glorious God-Emperor of Man gains the Legendary Commander feat as a bonus feat.

Break the Planes (Ex): As a standard action, a Glorious God-Emperor of Man of 16th level or higher who is wielding a melee weapon may approximate the effects of a Gate spell starting in any square within his melee reach, tearing a hole in the fabric of space. This ability may be used to perfectly duplicate the Planar Travel effect of the Gate spell, or can be used to open a portal in the immediate vicinity of either a particular being or kind of being. Unique beings are under no compulsion to come through the gate or help you in any way (though they may do so of their own accord), but you may call non-unique beings through the portal and command them for up to 1 hour per level, so long as their total HD does not exceed your character level.

Well, that's it, I know there's some dead levels in there, but I couldn't think of anything else do add. I'm sure you can though. Is this more or less what you're looking for?

MatrixStone93
2015-08-25, 12:40 PM
Here, I think I can do this:


The Glorious God-Emperor of Man

Hit Die: d10
Alignment: Lawful, Non-Good


https://s-media-cache-ak0.pinimg.com/736x/b2/ff/1a/b2ff1ac39f789836f4fb137a2f724321.jpg



Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+1
+2
+0
+2
Battle Leader, God-Emperor, War Magic
3
1
—
—
—
—
—
—
—
—


2nd
+2
+3
+0
+3
Divine Resistance, Leadership
4
2
—
—
—
—
—
—
—
—


3rd
+3
+3
+1
+3
Might Makes Right, Ur-Priest 1
4
2
1
—
—
—
—
—
—
—


4th
+4
+4
+1
+4
Whirlwind of Blood
4
3
2
—
—
—
—
—
—
—


5th
+5
+4
+1
+4
Extra Followers
4
3
2
1
—
—
—
—
—
—


6th
+6/+1
+5
+2
+5
Dragon Ally 1
4
3
3
2
—
—
—
—
—
—


7th
+7/+2
+5
+2
+5
Winds of Fortune
4
4
3
2
1
—
—
—
—
—


8th
+8/+3
+6
+2
+6
Death Knell
4
4
3
3
2
—
—
—
—
—


9th
+9/+4
+6
+3
+6
Channeled Power
4
4
4
3
2
1
—
—
—
—


10th
+10/+5
+7
+3
+7
Dragon Ally 2
4
4
4
3
3
2
—
—
—
—


11th
+11/+6/+1
+7
+3
+7
Ur-Priest 2
4
4
4
4
3
2
1
—
—
—


12th
+12/+7/+2
+8
+4
+8
Crack the Earth
4
4
4
4
3
3
2
—
—
—


13th
+13/+8/+3
+8
+4
+8
Legendary Commander
4
4
4
4
4
3
2
1
—
—


14th
+14/+9/+4
+9
+4
+9
Dragon Ally 3
4
4
4
4
4
3
3
2
—
—


15th
+15/+10/+5
+9
+5
+9

4
4
4
4
4
4
3
2
1
—


16th
+16/+11/+6/+1
+10
+5
+10
Break the Planes
4
4
4
4
4
4
3
3
2
—


17th
+17/+12/+7/+2
+10
+5
+10

4
4
4
4
4
4
4
3
2
1


18th
+18/+13/+8/+3
+11
+6
+11
Dragon Ally 4
4
4
4
4
4
4
4
3
3
2


19th
+19/+14/+9/+4
+11
+6
+11
Ur-Priest 3
4
4
4
4
4
4
4
4
3
3


20th
+20/+15/+10/+5
+12
+6
+12

4
4
4
4
4
4
4
4
4
4



Class Skills (2+Int per level): All skills.

Weapon and Armor Proficiency
A Glorious God-Emperor of Man is proficient with all simple and martial weapons and with all armors and shields.

Spells
A Glorious God-Emperor of Man casts arcane spells drawn from the Warmage spell list (Complete Arcane, pg 90). He can cast any spell he knows without preparing it ahead of time the way a Cleric or Wizard must. When a Glorious God-Emperor of Man gains access to a new level of spells, he automatically knows all spells for that level listed on the Warmage spell list.

To cast a spell, a Glorious God-Emperor of Man must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Glorious God-Emperor of Man's spell is 10 + the spell's level + the Glorious God-Emperor of Man's Charisma modifier. Like other spellcasters, a Glorious God-Emperor of Man can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells for a high Strength score (see Table 1-1, page 8 of the Player's Handbook).

Unlike a Cleric or Wizard, a Glorious God-Emperor of Man need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Battle Leader (Ex): When he is not casting spells, a Glorious God-Emperor of Man can inspire all allies within 100ft per class level in one of the following ways:


Affected allies add the Glorious God-Emperor of Man's Charisma modifier to attack rolls.
Affected allies add one-and-one-half times the Glorious God-Emperor of Man's Charisma modifier to damage rolls.
Affected allies subtract the Glorious God-Emperor of Man's Charisma modifier from any damage they would be dealt.
Affected allies gain temporary hit points at the starts of their turns equal to one-and-one-half times the Glorious God-Emperor of Man's Charisma modifier.
Affected allies add the Glorious God-Emperor of Man's Charisma modifier to saving throws they make, and at the ends of their turns make a new saving throw against each ongoing, harmful spell, ability, or effect they suffer from, ending and/or removing each such spell, ability, or effect on a successful save.

Starting one of the above effects is a standard action. Once activated, an effect can be maintained as long as the Glorious God-Emperor of Man likes, though he may only have one such effect active at one time. Starting a new effect requires another standard action. While utilizing one of the above effects, a Glorious God-Emperor of Man cannot cast any spells that are not Stilled and Silent (Still Spell and Silent Spell metamagic feats). To activate Battle Leader, The Glorious God-Emperor of Man must be able to see and hear his allies, and to be affected by Battle Leader an ally must be able to see and hear the Glorious God-Emperor of Man.

God-Emperor (Ex): At 1st-level Glorious God-Emperor of Man gains a +2 perfection bonus to one ability score and a +1 perfection bonus to all other ability scores. At 4th level and every four levels thereafter he gains an additional +1 perfection bonus to one ability score of his choice that stacks with all other such bonuses to his ability scores.

War Magic (Ex): A Glorious God-Emperor of Man does not suffer arcane spell failure and may use his weapon and/or shield to make somatic gestures when casting spells from the Warmage spell list. When he casts a spell that deals damage he adds the spell's level times his Strength modifier to the damage dealt by the spell. Finally, whenever he makes a successful attack with a weapon he may expend a spell slot of any level to make that attack a critical hit and deal additional Cold, Electricity, or Fire damage with that attack (his choice) equal to 1d8 per slot level. Expending a 0-level slot in this way does not make the attack a critical hit, but still adds 1d6 additional damage.

Divine Resistance (Su): Starting at 2nd level, a Glorious God-Emperor of Man's disdain for the gods grants him a bonus to saving throws against divine spells equal to his Intelligence modifier. Furthermore, even on a failed saving throw, he suffers only half damage from divine spells and from the spell-like or supernatural abilities of Celestials and Fiends.

Leadership: At 2nd level, a Glorious God-Emperor of Man gains the Leadership and Epic Leadership feats as bonus feats and a +4 bonus to his Leadership score. His cohort and followers may be 1 level lower than him, though any followers he gains for this level and all levels until 5th must be half Commoners and the other half any combination of other NPC classes. Alternatively, these followers may be animals whose challenge rating are each no higher than half the normal class level allowed for a follower. Animals selected in this way always obey the Glorious God-Emperor of Man's commands.

Might Makes Right (Ex): At 3rd level, a Glorious God-Emperor of Man adds his Strength modifier to his Leadership score and adds 1 to his Leadership score whenever he reduces an enemy with a CR at least half his class level to 0 or fewer hit points.

Ur-Priest (Su): Beginning at 3rd level, Glorious God-Emperor of Man discovers how to steal power from the gods to use their might against them. Choose one Cleric domain. You gain the domain power associated with that domain and add its spells to your spell list. At 11th and 19th levels, choose another domain in this way.

Whirlwind of Blood (Ex): At 4th level a Glorious God-Emperor of Man gains the Cleave, Great Cleave, and Whirlwind Attack feats as bonus feats. Starting at 4th level his critical threat range with melee weapons increases by 1 and the critical multiplier of melee weapons he wields increases by 1 as well.

Extra Followers: At 5th level a Glorious God-Emperor of Man gains the Extra Followers feat as a bonus feat.

Dragon Ally (Ex): Starting at 6th level, you gain the services of any creature of the Dragon type with a CR of 4 or less. It follows your commands faithfully and regards you as a close, personal friend. Treat this ability like the Druid's Animal Companion ability, granting this dragon bonus HD, natural armor, etc except that your effective Druid level is equal to your Glorious God-Emperor of Man minus 4.

At 10th level, you gain the services of another creature of the Dragon type with a CR of 8 or less. Your effective druid level regarding this dragon is equal to your Glorious God-Emperor of Man minus 8.

At 14th level, you gain the services of another creature of the Dragon type with a CR of 12 or less. Your effective druid level regarding this dragon is equal to your Glorious God-Emperor of Man minus 12.

At 18th level, you gain the services of another creature of the Dragon type with a CR of 16 or less. Your effective druid level regarding this dragon is equal to your Glorious God-Emperor of Man minus 16.

Winds of Fortune (Su): Starting at 7th level, whenever a Glorious God-Emperor of Man casts a beneficial spell on an ally he may choose to have that spell affect all other allies within 100ft per class level.

Death Knell (Ex): Starting at 8th level, whenever a Glorious God-Emperor of Man scores a critical hit against a creature with a melee weapon, that creature must succeed on a Constitution saving throw (Charisma saving throw for Constructs and Undead; DC 10 + half your level + your Strength modifier) or be instantly destroyed/killed.

Channeled Power (Ex): Starting at 9th level, a Glorious God-Emperor of Man gains a +1 bonus to caster level for each allied spellcaster within 10ft per class level. On its turn, any spellcaster in that range may use a full-round action to increase the save DC of the next spell cast by the Glorious God-Emperor of Man by 1.

Crack the Earth (Ex): As a full-round action, a Glorious God-Emperor of Man of 12th level or higher who is wielding a melee weapon may duplicate the effects of an Earthquake spell starting at any square within his melee reach except that the Area of the effect is a 120ft cone and the effect itself (and all consequences thereof) is extraordinary. Fissures opened by this effect do not close after 1 round, but creatures that fall into them are dealt additional bludgeoning damage (6d6 by falling rocks when on Open Ground, 3d6 by rushing waters when in a River, Lake, or Marsh).

Legendary Commander: At 13th level, a Glorious God-Emperor of Man gains the Legendary Commander feat as a bonus feat.

Break the Planes (Ex): As a standard action, a Glorious God-Emperor of Man of 16th level or higher who is wielding a melee weapon may approximate the effects of a Gate spell starting in any square within his melee reach, tearing a hole in the fabric of space. This ability may be used to perfectly duplicate the Planar Travel effect of the Gate spell, or can be used to open a portal in the immediate vicinity of either a particular being or kind of being. Unique beings are under no compulsion to come through the gate or help you in any way (though they may do so of their own accord), but you may call non-unique beings through the portal and command them for up to 1 hour per level, so long as their total HD does not exceed your character level.

Well, that's it, I know there's some dead levels in there, but I couldn't think of anything else do add. I'm sure you can though. Is this more or less what you're looking for?

I love you.

I mean yes.

Hey, could I chain Efreeti with that last thing?

noob
2015-08-25, 12:44 PM
Well now this warlord have no mustache because of that he have only a quarter of the power.

Ziegander
2015-08-25, 02:09 PM
Quick! SOMEONE PHOTOSHOP A YELLOW MUSTACHE ON THAT GUY!

jiriku
2015-08-28, 10:47 PM
By giving up its yellow mustache for the ability to chain-gate efreeti, this class truly sacrifices power for flavor.

MatrixStone93
2015-09-03, 06:12 PM
The moustache is kinda important.

Also, this was BEFORE TFS made that funny Moustache video. I sometimes wonder if timetravellers steal my thoughts to troll me. Though TFS is awesome and they probably thought of the moustache thing without having to steal my thoughts, because they're that awesome.