A Monster for Every Season: Summer 2
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  1. - Top - End - #1
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    OldWizardGuy

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    Default War Wizardry (feat, magic items, spells)

    Recently read through Heroes of Battle and inspiration struck.

    Battle Magic
    Your spells can be adapted for greater effect on the battlefield.

    Prerequisites
    Caster level 5th.

    Once per day you may spend 10 minutes to prepare a special 10-foot-radius circle of power. You may prepare this circle virtually anywhere you like but it is typically placed at a vantage point from which you can survey a battlefield.

    Once the circle is complete, any spell you cast from within it is automatically enlarged, extended, and widened, without applying any metamagic adjustments. Additionally, you gain a +1 bonus to your caster level while within the circle.

    You may freely leave the circle and return to it without breaking its power. The circle provides no benefits to any spellcaster other than yourself, and its power expires after 24 hours (after which you may recreate it).

    Magic Items
    Ballista of Blasting
    This ballista takes up a 5-foot space and is crafted from darkwood with mithral fixtures forged in the shape of thunderbolts. Once per round it may be used to fire an enlarged chain lightning spell (1 primary target, 13 secondary targets, 13d6 electricity damage) out to a maximum range of 1,840 feet.
    Strong evocation; CL 13th; Craft Magic Arms and Armour, Enlarge Spell, chain lightning; Price 163,000 gp; Weight 400 lb.

    Banner of Victory
    This large standard is decorated with martial or mystical symbols - the coat of arms of a noble kingdom, the horned skull icon of a deity of evil, or similar. While held aloft it generates the effects of a broadened prayer spell (radius 1000 feet), aiding the bearer's allies and hindering her enemies. The effects of the prayer apply only to creatures within range and end immediately if the banner is lowered.

    The bearer must use both hands to wield the banner but is otherwise free to act (e.g. by moving, giving orders, casting spells without somatic components, and so forth).
    Moderate enchantment; CL 11th; Craft Wondrous Item, Enlarge Spell, prayer; Price 95,040 gp; Weight 9 lb.

    Catapult of Explosions
    This heavy catapult takes up a 15-foot space and is crafted from oak with adamantine fixtures forged in the shape of flames. Once per round it may be used to fire an enlarged widened fireball spell (40-foot-radius spread, 10d6 fire damage) out to a maximum range of 1,840 feet.
    Strong evocation; CL 13th; Craft Magic Arms and Armour, Enlarge Spell, Widen Spell, fireball; Price 163,000 gp; Weight 3,000 lb.

    Enchanted Guard Tower
    This round, three-level tower is made from pure white stone and usually built to guard a holy site or remote outpost. Once activated by the command word, it automatically fires an enlarged holy smite spell once per round at the nearest enemy creature(s). The tower cannot detect invisible or hidden enemies itself but can be directed to fire at them by a good-aligned creature who can.
    Moderate evocation [Good]; CL 9th; Craft Wondrous Item, Enlarge Spell, holy smite, creator must be good; Price 131,000 gp; Weight -

    Helm of Heroism
    This winged helm is forged of gleaming golden metal with a visor that exposes its wearer's face. The wearer gains the benefit of a constant heroism effect.
    Faint enchantment; CL 5th; Craft Wondrous Item, heroism; Price 45,000 gp; Weight 3 lb.

    Helm of Horror
    This adamantine helm is forged in the shape of fanged, horned skull. All living enemies within 30 feet of the wearer must make a Will save (DC 13) each round or become frightened for 3 rounds, though they are shaken for 1 round even on a successful save. Creatures with more than 6 HD are immune to this effect.
    Faint necromancy; CL 3rd; Craft Wondrous Item, scare; Price 48,000 gp; Weight 3 lb.

    Solar Chariot (Minor Artifact)
    This chariot is forged from golden metal, drawn by celestial steeds, and surrounded by a perpetual blaze of sunlight and fire. It carries a user and up to one other passenger through the air with a fly speed of 100 feet (perfect maneuverability). The occupants benefit from fire shield (both chill and warm versions) and radiate daylight, and the user may fire a sunbeam once per round as a free action. Finally, once per day as a full-round action the user may fire an enlarged widened sunburst.
    Strong evocation; CL 20th

    Spells
    Illusory Troops
    Illusion (Figment)

    Level: Sor/Wiz 4
    Components: V, S
    Casting Time: 10 minutes
    Range: Long (400 ft. + 40 ft./level)
    Effect: Up to two illusory soldiers/level
    Duration: 1 hour/level
    Saving Throw: Will disbelief (if interacted with)
    Spell Resistance: No

    The bandits blanch as the platoon of orcs emerges from the forest and surrounds them. You chuckle in relief to see the party illusionist leading the brutes.

    You create the visual, audible illusion of up to 2 humanoid soldiers per caster level, of any one race you choose. The soldiers must be armed and armoured in the same way (e.g. all guerilla archers in leather armour, or all in full plate and wielding greatswords, but not a combination of the two) but you are otherwise free to control the cosmetic details of their appearance.

    The soldiers "obey" your telepathic and verbal commands and the verbal commands of any creature you designate at the time of casting. They vanish if they go beyond the spell's range from you or if struck in combat (unless you can make them react realistically).

    Illusory Legions
    Illusion (Figment)

    Level: Sor/Wiz 6
    Components: V, S
    Casting Time: 10 minutes
    Range: Long (400 ft. + 40 ft./level)
    Effect: Up to ten illusory soldiers/level
    Duration: 1 hour/level
    Saving Throw: Will disbelief (if interacted with)
    Spell Resistance: No

    The enemy force shrinks in the face of your armies. Countless goblin warriors, interspersed with trolls and worg-riders, array themselves in preparation for the combat. The humans are clearly on the verge of breaking ranks and fleeing - and you hope they do, before your outrageous bluff is tested!

    This spell functions as illusory troops, save that it creates more soldiers and you may intermix any number of different types of melee or ranged soldier.

    Additionally, in place of two illusory soldiers you may instead create an illusory specialised unit (e.g. cleric, arcane spellcaster, cavalry on a mundane or magical mount, etc.). Furthermore, in place of five illusory soldiers you may instead create a Large-sized soldier (typically some creature of the giant type). These illusory specialised and Large units function exactly as illusory soldiers and you may create any number of them in this way, provided you can reduce the number of illusory soldiers appropriately.
    Last edited by rferries; 2018-02-23 at 08:36 PM.

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    RedWizardGuy

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    Default Re: War Wizardry (feat, magic items, spells)

    Quote Originally Posted by rferries View Post
    Battle Magic
    Is the intention that this lets you extend all your buffs for free? I feel like it's probably not, but without that (and frankly even with it), it's bad in the vast majority of cases. This should either be some kind of ritual you can get without investing four feats, or a PrC of some kind (which would need to distinguish itself from the War Weaver somehow).

    Banner of Victory
    95k GP seems like a lot to ask for a +1/-1 swing. In particular, this seems to indicate that you expect people to resolve mass battles by using the standard combat rules for all the participants, which sounds horrifying.

    The bearer must use both hands to wield the banner but is otherwise free to act (e.g. by moving, giving orders, casting spells without somatic components, and so forth).
    What happens if I do take a hand off? How long does the bonus turn off for?

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    OldWizardGuy

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    Default Re: War Wizardry (feat, magic items, spells)

    Quote Originally Posted by Cosi View Post
    Is the intention that this lets you extend all your buffs for free? I feel like it's probably not, but without that (and frankly even with it), it's bad in the vast majority of cases. This should either be some kind of ritual you can get without investing four feats, or a PrC of some kind (which would need to distinguish itself from the War Weaver somehow).

    95k GP seems like a lot to ask for a +1/-1 swing. In particular, this seems to indicate that you expect people to resolve mass battles by using the standard combat rules for all the participants, which sounds horrifying.

    What happens if I do take a hand off? How long does the bonus turn off for?
    Battlemagic - although you could indeed use it to extend buff spells while in a dungeon, you have to invest 3 feats and as with Extend Spell really don't get much more of a benefit beyond the base spells (spells with rounds/level duration still won't last beyond 1 encounter, and spells with longer durations would probably last long enough anyways).

    Banner of Victory - yeah the cost is high, and that's actually only 1/5th of the official price by RAW! (I gave a huge discount due to the two-handed effect). I saw it more as a psuedo-artifact/quest objective that the PCs have to acquire for their army/steal from the enemy army... for PCs the best use would be to give to a hireling, I guess.

    The effect ends instantly whenever the banner isn't held aloft with 2 hands, and vice versa.

    Thanks for the comments!

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    Bugbear in the Playground
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    Default Re: War Wizardry (feat, magic items, spells)

    Quote Originally Posted by rferries View Post
    Banner of Victory - yeah the cost is high, and that's actually only 1/5th of the official price by RAW! (I gave a huge discount due to the two-handed effect). I saw it more as a psuedo-artifact/quest objective that the PCs have to acquire for their army/steal from the enemy army... for PCs the best use would be to give to a hireling, I guess.

    The effect ends instantly whenever the banner isn't held aloft with 2 hands, and vice versa.
    Of course, a creature with more than two hands could hold it and an actual weapon. For example, a character with four hands could carry it and a two-handed weapon, instead of taking bundles of extra weapons.

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    OldWizardGuy

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    Default Re: War Wizardry (feat, magic items, spells)

    Quote Originally Posted by Morphic tide View Post
    Of course, a creature with more than two hands could hold it and an actual weapon. For example, a character with four hands could carry it and a two-handed weapon, instead of taking bundles of extra weapons.
    Indeed! Large creatures could probably wield it one-handed too. Though I can't see PCs wasting their LA and Powerful Build/Multiweapon Fighting abilities just for a prayer effect.

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    RedWizardGuy

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    Default Re: War Wizardry (feat, magic items, spells)

    Quote Originally Posted by rferries View Post
    Battlemagic - although you could indeed use it to extend buff spells while in a dungeon, you have to invest 3 feats and as with Extend Spell really don't get much more of a benefit beyond the base spells (spells with rounds/level duration still won't last beyond 1 encounter, and spells with longer durations would probably last long enough anyways).
    Sure. But even in a military campaign, doing mass battles is not going to be the majority of the action, so spending four feats for a minor-to-moderate bonus to your effectiveness in those scenes is a hard sell. I think it would be fine if it was just one feat (i.e. no pre-reqs) that gave you the bonuses while you cast in the circle. Maybe give it a CL limit so you don't stick it on your 1st level Wizards.

    Banner of Victory - yeah the cost is high, and that's actually only 1/5th of the official price by RAW! (I gave a huge discount due to the two-handed effect). I saw it more as a psuedo-artifact/quest objective that the PCs have to acquire for their army/steal from the enemy army... for PCs the best use would be to give to a hireling, I guess.
    The thing is, it's just ... not that impressive. It's a +2 (relative) bonus. I mean, it's possible that could swing a battle, but having an adventure were the quest is to steal an item of "minor numeric bonus" sound super unsatisfying.

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    WhiteWizardGirl

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    Default Re: War Wizardry (feat, magic items, spells)

    I love it, I really do. For the prayer banner, I would at least give it a range such that it could affect an entire army, +/-1 may not be much, but when it's on 10,000 people instead of 100, it's a big difference.

    I'm gonna throw a couple things here. On my phone, so forgive the lack of pricing and depth.

    Resonant Ballista
    As a ballista, but casts Shatter and Sound Burst as 20th level caster on what is hit.

    (Greater) Thundering Ballista
    As a ballista, but casts (greater) shout in all directions from what is hit, affecting what is hit as well.

    (Greater) Banner of Shadows
    Makes any Illusory units act as if created by (Greater) Shadow Conjuration, making them partly real.

    Ram of the Wizard
    Looks like a battering ram, but casts Open/Close on any door hit, Knock on any locked door hit, and Passwall on any surface not opened by the prior two (possibly tier these as lesser, normal, and greater)
    Last edited by ShiningStarling; 2018-02-23 at 03:42 PM.

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    DruidGuy

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    Default Re: War Wizardry (feat, magic items, spells)

    Quote Originally Posted by ObliviMancer View Post
    Ram of the Wizard
    Looks like a battering ram, but casts Open/Close on any door hit, Knock on any locked door hit, and Passwall on any surface not opened by the prior two (possibly tier these as lesser, normal, and greater)
    How large is the battering ram? I want to laugh really hard when I think of an army heaving a massive ram against a gigantic door, and all that happens is *click* (like it being unlocked).
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    killing and eating a bag of rats is probably kosher.
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    Bugbear in the Playground
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    Default Re: War Wizardry (feat, magic items, spells)

    Quote Originally Posted by rferries View Post
    Indeed! Large creatures could probably wield it one-handed too. Though I can't see PCs wasting their LA and Powerful Build/Multiweapon Fighting abilities just for a prayer effect.
    The thing is that Multiweapon Fighting isn't as good as going Ubercharger, and the additional feats eaten up to duel wield two-handed weapons are prohibitive in an Ubercharger build. And when you aren't MWF, you still have four hands to bring to task. There's real arguments to be made for a Thri-Kreen being able to cast spells with somatic components while using a two-handed weapon, as they still have two hands free to use the normal somatic components.

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    WhiteWizardGirl

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    Default Re: War Wizardry (feat, magic items, spells)

    Quote Originally Posted by Goaty14 View Post
    How large is the battering ram? I want to laugh really hard when I think of an army heaving a massive ram against a gigantic door, and all that happens is *click* (like it being unlocked).
    That was exactly the idea :3

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    OldWizardGuy

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    Default Re: War Wizardry (feat, magic items, spells)

    Quote Originally Posted by Cosi View Post
    Sure. But even in a military campaign, doing mass battles is not going to be the majority of the action, so spending four feats for a minor-to-moderate bonus to your effectiveness in those scenes is a hard sell. I think it would be fine if it was just one feat (i.e. no pre-reqs) that gave you the bonuses while you cast in the circle. Maybe give it a CL limit so you don't stick it on your 1st level Wizards.

    The thing is, it's just ... not that impressive. It's a +2 (relative) bonus. I mean, it's possible that could swing a battle, but having an adventure were the quest is to steal an item of "minor numeric bonus" sound super unsatisfying.
    Battlemagic - fair point! I've replaced the prereqs with CL 5. Something to remember is the Enlarged and Widened effects though - although Extending certain spells (fog cloud etc.) might be useful on a battlefield, the real meat comes from the other effects in combination with fireball etc.

    Banner - also fair. I saw it as something of limited benefit for PCs (given the loads of other bonuses they already have), but much more useful for the 1st-level NPCs fighting alongside them. I've increased the radius to 1000 feet. When used in large-scale battles between two equal forces of low-level NPCs, it can now be safely assumed that the side that has the banner will win.

    Quote Originally Posted by ObliviMancer View Post
    I love it, I really do. For the prayer banner, I would at least give it a range such that it could affect an entire army, +/-1 may not be much, but when it's on 10,000 people instead of 100, it's a big difference.

    I'm gonna throw a couple things here. On my phone, so forgive the lack of pricing and depth.

    Resonant Ballista
    As a ballista, but casts Shatter and Sound Burst as 20th level caster on what is hit.

    (Greater) Thundering Ballista
    As a ballista, but casts (greater) shout in all directions from what is hit, affecting what is hit as well.

    (Greater) Banner of Shadows
    Makes any Illusory units act as if created by (Greater) Shadow Conjuration, making them partly real.

    Ram of the Wizard
    Looks like a battering ram, but casts Open/Close on any door hit, Knock on any locked door hit, and Passwall on any surface not opened by the prior two (possibly tier these as lesser, normal, and greater)
    Thanks for the suggestion re: Banner radius, I've added it in.

    I quite like your siege weapons - I was considering adding sonic damage and a deafening effect to the Ballista of Blasting too.

    The Banner of Shadows would be more of an artifact than mine hehe! Conjuring up armies at will, very impressive.

    Ram of the Wizard - I like the contingencies. I second how amusing it would be to see in action, too.

    Quote Originally Posted by Morphic tide View Post
    The thing is that Multiweapon Fighting isn't as good as going Ubercharger, and the additional feats eaten up to duel wield two-handed weapons are prohibitive in an Ubercharger build. And when you aren't MWF, you still have four hands to bring to task. There's real arguments to be made for a Thri-Kreen being able to cast spells with somatic components while using a two-handed weapon, as they still have two hands free to use the normal somatic components.
    No argument here! :) In any event, such a PC would be paying LA/feats/etc to use such a build, so they've earned the right to use the banner more easily.

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    WhiteWizardGirl

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    Default Re: War Wizardry (feat, magic items, spells)

    There, added some more, statted out stuff, yay

    Create Undead Commander
    Prereq: Battle Magic, Spell Focus (Necromancy), ability to cast Create Undead
    Benefit: When you cast Create Undead, the created creature gains the ability to transmit your orders to a number of mindless undead equal to half your CL without the need for you to control those mindless undead separately, so long as the undead it controlls have less HD than it.
    Special: A wizard may select this feat as one of their bonus feats

    Create Undead General
    Prereq: Create Undead Commander, Greater Spell Focus (Necromancy), ability to cast Create Greater Undead
    Benefit: As Create Undead Commander, save that it is for the Create Greater Undead spell, and they control Undead Commanders. They may control a number of Commanders equal to your CL. If the General has less HD than you, advance its HD to equal yours. Through this feat, you need only maintain control over your generals to to have control over your commanders and their subordinates.
    Special: A wizard may select this feat as one of their bonus feats

    (Lesser, Greater) Thundering Ballista
    These ballistas are often decorated with depictions of crumbling cities or horrific storms. All types of this ballista cast a modified Shatter on what is hit. It acts as a normal Shatter when targeting a creature, but changes as follows when striking large objects, such as ground or walls. Note: The radius ends at the end of such objects, and does not affect anything on or near the object directly.
    Lesser: a 5 ft. radius takes the damage, can affect materials up to the hardness of worked stone.
    Normal: a 15 ft. radius takes the damage, can affect materials up to the hardness of reinforced stone.
    Greater: A 30 ft radius takes the damage, can affect materials up to the hardness of iron.
    Moderate (for lesser), Strong evocation; CL 5th, 9th, 13th; Craft Magic Arms and Armour, Enlarge Spell (all), Empower Spell(normal and greater), Heighten Spell (greater), Shatter; Price 36,000 gp, 108,000 gp, 218,400 gp; Weight 400 lb.

    Civilization's Bane
    Long ago, several shamans from many barbarian tribes sacrificed themselves to great this terrible weapon against the cities that they raided. This variation of Thundering Ballista can affect materials of any hardness, and Shatters up to a 300 ft. radius of the object fired upon.
    Minor Artifact; Strong Evocation, CL 20th, Weight 500 lb.

    (Greater) Banner of Shadows
    This Banner appears to be a perfectly normal banner of whatever appearance is needed by the user. It may be used as an optional focus for casting Illusory Troops (or Illusory Legions for Greater). If this is done, the units created by the spell give off no magical aura, and are treated as if created by (Greater) Shadow Conjuration, making them quasi-real. Use that spell to determine what statistics it should give your units, based on possible 1st level summons (4th for Greater). In addition, the user may make 1 unit per 4 caster levels of the user appear to be wielding an identical banner, giving off identical magic auras, though not having any function of their own.
    Normal: Strong Illusion; CL 17th; Craft Wondrous Item, Enlarge Spell, Twin Spell, Magic Aura, Shadow Conjuration, Illusory Troops; Price 306,000 gp; Weight 4 lb.
    Greater: Minor Artifact; Strong Illusion; CL 20th; Weight 4 lb.

    Banner of the Shade Hordes
    In times gone by, the great Shade Lords gathered to create this weapon of unparalleled power. It acts as a Greater Banner of Shadows in all respects, save that it is an optional focus for ANY Illusion, and it is affected as if by the Shades spell, using possible 6th level summons for statistics.
    Major Artifact, Extreme Illusion; CL 30th; Weight 4 lb.

    Ram of the Wizard
    Made by wizards with a love for laughing at people who value physical exertion, this Battering Ram casts Open/Close on any door hit. If that doesn't open it, it casts Knock. If that doesn't open it, it casts Passwall. These spells affect any door of any type, regardless of composition or size, with the exception of the Passwall effect, which while it encompasses the entire door, if the material is impermiable to Passwall, then the Passwall function will have no affect as normal. If all else fails, then it's still a battering ram, but the glorious anti-climax is lost.
    Strong Transmutation; CL 9th; Craft Magic Arms and Armor, Open/Close, Knock; Price 108,000 gp; Weight Heavy lb.
    Last edited by ShiningStarling; 2018-04-10 at 06:13 PM.

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    Bugbear in the Playground
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    Default Re: War Wizardry (feat, magic items, spells)

    Funnily enough, I think Create Undead General is less useful than the Commander version, and a hypothetical Animate Dead version would be absolutely absurd. This is because the low-level Undead are often extremely HD inefficient, which is better here for giving you expanded control in a small number of easily-protected bodies. Now, if there was some kind of mega-Zombie template that was a vast sack of HD and durability effects, then I might consider General. Because at the CL Greater Create Undead is useful at, you're far past the point of actually getting it's full effect due to the lack of super-high-HD Undead.

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    OldWizardGuy

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    Default Re: War Wizardry (feat, magic items, spells)

    Nice work, ObliviMancer! I might iron out the Create Undead Commander feat like so:

    Create Undead Commander
    You can conjure up an undead general to command your necromantic legions.

    Prerequisites
    Spell Focus (necromancy), Knowledge (religion) 14 ranks, ability to cast create undead.

    Benefits
    Once per day when you cast create undead, you may choose to designate the created creature as your undead commander. If you do so, the creature is automatically under your control but does not count towards any limit of undead that you can control (e.g. via the rebuke undead class feature or similar). Additionally, the creature's racial Hit Dice are advanced to equal your character level.

    As a full-round action you may transfer control of any number of undead you control (e.g. via animate dead, control undead, rebuke undead, etc.) to the commander's control. Undead you transfer no longer count towards the limit of undead you can control. The commander can control a number of Hit Dice of undead equal to up to twice its character level (any excess become uncontrolled). In this way, you may control more undead (through your commander) than you would normally be allowed.

    As a full-round action (or if the commander is destroyed), you may regain control of any undead you transferred, subject to your normal limits of control (any undead beyond this limit become uncontrolled).

    You may only control one undead commander at a time. Whenever you create a new one, transfer control of the older one and any undead it commanded between yourself and the new commander as you desire (any excess become uncontrolled).

    Special
    You may select Create Undead Commander more than once, allowing you to control one additional commander each time. Whenever you would create more commanders than you are allowed to control, you may choose which of the older ones loses their status.

    If a commander possesses the Create Spawn ability, it may not control more than twice its character level in creatures created through that ability (regardless of the normal limit). Such creatures always remain under the commander's control (even if it becomes uncontrolled) and cannot be transferred to you.

    Create Greater Undead Commander
    You can conjure up an undead warlord to command your necromantic legions.

    Prerequisites
    Create Undead Commander, Greater Spell Focus (necromancy), Spell Focus (necromancy), Knowledge (religion) 18 ranks, ability to cast create greater undead.

    Benefits
    The commander(s) you control via Create Undead Commander may be created via the create greater undead spell.
    Last edited by rferries; 2018-02-27 at 01:53 AM.

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    WhiteWizardGirl

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    Default Re: War Wizardry (feat, magic items, spells)

    Thanks!

    I like the commander change, but I actually forgot while writing that the original intent was that the general control your commanders, that way a necromancer with HEAVY feat investment could make a truly massive undead horde, because honestly? That's something D&D lacks, real scale and mechanics for dealing with huge scale, heck the siege weapon rules are almost hilariously bad, and there's basically nothing as far as mass combat rules. I love the thought of wizards and such influencing combat of macro scales, I love that you made this thread. <3

    So lemmie take a crack at that general feat again. I'm going to use my version of Undead Commander, mostly because its only limit on how many you can have is your ability to control, which was my original intent. I do like your version, but for an already feat heavy path, taking the feat once per unit seems like overkill. plus, lesser undead are HD inefficient, i like using # of undead instead of HD. Also tweak Commanders to control CL # of undead instead of half.

    Create Undead General
    Prereq: Create Undead Commander, Greater Spell Focus (Necromancy), ability to cast Create Greater Undead
    Benefit: As Create Undead Commander, save that it is for the Create Greater Undead spell, and they control Undead Commanders. They may control a number of Commanders equal to your CL. If the General has less HD than you, advance its HD to equal yours. Through this feat, you need only maintain control over your generals to to have control over your commanders and their subordinates.
    Special: A wizard may select this feat as one of their bonus feats
    Last edited by ShiningStarling; 2018-03-01 at 03:01 PM.

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