Need Help Designing a Diplomatic/Strategist Prestige Class

I'm running a game for several friends in a 3.5 homebrew heavily influenced by the Chinese classic The Romance of the Three Kingdoms. One of my players is in love with the book, and especially one character, Zhuge Liang, who is called a 'wizard,' and acted as a battlefield commander and aide to one of the main contenders for the Chinese throne.

He's been looking for a prestige class for his 9th level sorcerer, and I'd like to try to draw up a prestige class that'd have the flavor of this character, as well as the other 'strategists' from this period in history. Unfortunately, I've never once designed a prestige class before. Ever.

So I'm looking for some help. I have a general idea for something, based on this character and others from the novel, what I'd like the benefits of this class to be:

1) Some method controlling battlefield weather. In the novels, just before the great Battle of Red Cliffs Zhuge Liang called on a south wind to aid his attack. Something scaleable, possibly. Control Weather at higher levels, possibly?

2) Some way of manipulating and insulting others to a specified action. Various strategist aides did this throughout the novel to force battle on more favorable conditions. One of the ideas bouncing in my head was a special form of suggestion, which can be used a few times in written form. Maybe have its DC increased by the level of this prestige class.

3) In my homebrew, the confuscian scholars of ancient China are roughly D&D wizards. Since these same scholars were usually the strategists in the novel, I'd like the class to retain some spellcasting. Maybe an increase in spellcaster level every other level of the prestige class?

4) Most of these 'strategists' were particularly good at guessing what an enemy's response and future plans were. Maybe a spell-like ability, such as clairvoyance at higher levels?

Some of the main unresolved issues in my mind are how large should this prestige class be? 5 or 10 levels? What, perhaps are some other benefits that might fit into this overall concept?

And what should the requirements be to get into this prestige class? I'm pretty sure some ranks in diplomacy, sense motive, spellcraft and innuendo would be required. How much, I am not sure. A certain wisdom score? Intelligence score?

I also had a couple ideas for possible feats this class could include. These were ripped off the WotC boards... I'm not sure how useful they may be.

Commander [General]
You attract more low-level followers to your service.
Prerequisites: Charisma 15+, Leadership, leadership score of 13 or higher.
Benefit: You double the number of 1st level followers you can attract according to your leadership score. You also gain 1 additional 2nd level follower.
Special: You may select this feat multiple times. Its effects stack. A second doubling counts as a tripling, and a third as a quadrupling.

Tactician [General]
With your understanding of the flow of combat, you can direct allies to take advantage of openings in an enemy’s defense, or you can shout out warnings to help them protect themselves.
Prerequisites: Intelligence 13+.
Benefit: You can use the aid another action from up to 60 ft. away, giving a bonus to her next attack roll or to her Defense against an opponent’s incoming attack, so long as the attack in question occurs before your next action. This feat even allows you to aid allies with regard to ranged attacks. This feat can only assist a creature by increasing its attack roll or Defense score.
 
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What mass combat rules are you using (if any)? The prestige class should make use of those rules.

Don't worry, making your own PrC isn't that hard, and with all the material you have so far it will be a snap! :)

If you use some kind of a reputation system, consider this for your written intimidation spell-like ability: If the general receiving the message doesn't take the move you suggest, their reputation suffers X number of points. If not using reputation, this could be a minor curse that incurs -2 on all CHA-based checks within a certain group (e.g. military hierarchy).

Personally, I would go for a 10-level class if your group can get together to play a lot. Otherwise, a 5-level class would be appropriate for shorter, less frequent games. This depends alot on how generously you award XP.

I'm really into "power list now choose" style classes. If you have the time and inclination, providing a special ability every other level (or even every 3 levels) which a player can choose from a list...WEll, your player would love you for it. Perhaps a list of abilities using weather to one's advantage in battle. For example, winds that increase the range of your archer's arrows.

Also, what if your sorcerer's prestige class allowed them to give advice to a general before battle? The sorcerer would sacrifice a number of hit points, attack bonus, damage bonus, or defense bonus, which the general would then gain (untilt the battle's end). This represents a caster who would be behind the front line of combat, while the general wades into battle.

My last idea is an improved Tactitian feat, exclusive to the prestige class...

Voice of the Tactitian [trained only]
Your voice carries when giving commands to your men.
Prerequisite: Int 13+, Tactitian
Benefit: Your Aid Another ability can extend to cover ALL allies within 60 feet burst who follow your commands. The entire military unit must gain the same benefit (e.g. everyone gets +2 ranged attack).

Cheers!
 

Have you considered modifying the Marshall (MiniHB)? Its Aura's fit the whole Tactical Advantage angle, give it a few added advantages (like a Spell casting progression) and it should make a good PrC
 

I don't really have a battle system yet... right now we're just using the basic 3.5 combat stuff.


This is what I have so far. There are quite a few holes:

STRATEGIST



Hit Dice: d4

Requirements: Need something for this slot






Class Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Sense Motive (Wis), Spellcraft (Int)

Skill Points: 2 + Int mod per level

Lvl...BAB...Fort..Ref..Will
1.....+0........+0......+0.....+2
2.....+1........+0......+0.....+3
3.....+1........+1......+1.....+3
4.....+2........+1......+1.....+4
5.....+2........+1......+1.....+4
6.....+3........+2......+2.....+5
7.....+3........+2......+2.....+5
8.....+4........+2......+2.....+6
9.....+4........+2......+2.....+6
10...+5........+3......+3....+7


Level - - - - - - - - - - Special
1st - - - - - - - - - - Leadership, Armor of Fortune I, +1 level existing spellcaster class level
2nd - - - - - - - - - - Bend to Your Will I
3rd - - - - - - - - - - Tactician, + level existing spellcaster class level
4th - - - - - - - - - - The Winds Obey Me I
5th - - - - - - - - - - Armor of Fortune II, +1 level existing spellcaster class level
6th - - - - - - - - - - Bend to Your Will II
7th - - - - - - - - - - Improved Leadership, +1 existing spellcaster class level
8th - - - - - - - - - - The Winds Obey Me II
9th - - - - - - - - - - Armor of Fortune III, +1 existing spellcaster class level
10th - - - - - - - - - - Bend to Your Will III



Leadership - Starting at 1st level, the Strategist gains free use of the leadership feat, as described in the DMG

Armor of the Fortune I – It is said that Heaven itself watches some in battle, and it is these who have the keeness, insight and nerve to outflank legions months in advance. On the battlefield, fortune favors you. You gain a +2 luck bonus to Defense while wearing no armor. You lose this bonus when rendered unconscious or otherwise helpless.

Bend to Your Will I – Many times one must lead one’s opponent into a trap, and the greatest of strategists can often manipulate their foes into acting according to their will. 3 times/ week, as a spell-like ability, you may influence others as if you cast a suggestion spell of your current caster level. This influence may be spoken for those in your presence, or written for those who are not. The DC of this spell is increased by an additional +2 on top of caster level, etc..

Tactician - With your understanding of the flow of combat, and your removed view of the action, you can direct allies to take advantage of openings in an enemy’s defense, or you can shout out warnings to help them protect themselves. You can use the aid another action from up to 60 ft. away, giving a bonus to her next attack roll or to her Defense against an opponent’s incoming attack, so long as the attack in question occurs before your next action. This feat even allows you to aid allies with regard to ranged attacks. This feat can only assist a creature by increasing its attack roll or Defense score.

The Winds Obey Me I - The most skilled commanders realize that weather ultimately can decide the fate of a battle. With this skill, as a spell like ability, you can call forth one of the following abilities:

1) A great wind is called up from behind your forces, aiding the range of your allies archery. Longbows and heavy crossbows wielded by your allies gain an additional 20 feet to their range increments, shortbows and light crossbows gain an additional 10 feet to said increments. In dry conditions, the dust raised by this wind also will blow into the eyes of the enemy, who take a –2 on all attack rolls while this is in effect. These effects lasts for 10 minutes/caster level.
2) A large mist, with the effects desribed under obscuring mist, settles on an the area within a half-mile of the caster. Duration, etc., are described under obscuring mist.

Armor of Fortune II – Same as Armor of Fortune I, except the armor bonus increases from +2 to +4.

Bend to Your Will II – Need something for this slot

Improved Leadership – A truly talented strategist soon becomes known, and others will follow him. Your leadership score increases by +4, and the number of 1st and 2nd level followers you are allowed doubles.

The Winds Obey Me II - Need something for this slot

Armor of the Fortune III - Same as Armor of Fortune II, except the armor bonus increases from +4 to +6.

Bend to Your Will III - Need something for this slot




So far, the Armor of Fortune seems to me the most likely to be removed. At this point, its just a a placeholder really, if I can think of anything else to put in its place.

For the "Winds Obey Me II" I was thinking of giving weekly use of the Control Weather spell, slightly modified to allow something light thunderstorms year round (or perhaps in winter, it becomes thundersnow).

I'm satisfied with the first part of "Bend to Your Will," but the other two parts I'm not sure of. One of the ideas running in my head is a long range version of detect thoughts for one of them, and either domination or mass sugggestion for the other slot. I'm still wrestling with what exactly I want these parts to do. I know the concept, just not the mechanics.

Requirements still pose another problem. A minimum Cha score will likely be there, but as for skill ranks, I'm open to suggestions.
 

What makes a prestige class special is what it can do that sets it apart from what a character without the class can do. Why create a prestige class that has a main power like Control Winds when the character you're creating the class for would be able to cast Control Weather at that point anyway?

Concentrate on making a class that's different from what a character could do without it, but not drastically different in power. The 'written suggestion' ability sounds neat, and it's different enough from existing abilities to give the class a unique low level flavor. Improved Leadership is an excellent ability, expand on it through several levels to allow the character to lead armies at high levels. Make them masters of army magic.

Consider making a Wizard/Bard hybrid, along the lines of the existing Wizard/Cleric and Wizard/Rog hybrids, that allows the Wizard (at the cost of a few feats) to continue with more or less full spellcasting progression and Bardic people influencing powers.

The most important thing to keep in mind when creating a spellcasting prestige class is that trading off spell caster levels is a huge hit in power and flexibility that becomes more and more pronounced at higher levels. A low level ability that gives a constant effect similar to bless seems neat at low levels, but if you trade a caster level for it, it means that at some higher level you have bless instead of Wish.

Since the character you are creating the class for is already 9th level, keep in mind that trading even a single caster level means that the abilities that you are getting that level should be a match for the 5th-6th level spells they would be getting instead, plus the flexibility of the extra lower level spells they're missing out on. If possible, it should also scale a bit to match the really high level abilities they've given up for it 9 levels from now when they don't get 9th level spells because they have this ability instead. That's only for a single caster level loss.

Since they are army specialists, let them buff entire armies with low powered effects to compensate for the high power effects they're missing. If you're feeling brave, let them do the same thing to enemy armies with low power debuffs.

If you're trading 5 caster levels over the next 10 for prestige class abilities, and the character doesn't enter the class until 10th level, make sure that the highest level class abilities are more powerful than the 8th and 9th level spells they're trading for them because of the flexibility that they lose. Consider giving the following, possibly based on school affinity, for the final powers of a 10 level caster prestige class that costs 5 caster levels, with maybe an x/day usage limit.

- animate ancestral armies of terra cotta soldiers
- summon swarms of elemental spirits
- cause whole armies to become blured, invisible, or mirror imaged
- cause the dead of the enemy to all rise against them
- True Strike, Magic Weapon or Align Weapon on the entire army
- grant a d6 elemental damage to every attack of every soldier
- Protect your entire army from Evil/Chaos/Law/Good
- Charm your enemies entire army

As a possible simpler version, at 6th level, let them cast any 1st level spell they know on up to 10*class level^2 people. At 8th level, 2nd level spells. At 10th level, 3rd. The powers they're given up for this could probably kill major chunks of the enemy army.

Trading away caster levels is a big, big price to pay. There are 9th level spells that do things like blind all evil creatures within 100'/caster level, no save, no SR, and your character gets something else instead.
 

How about:

Legion Spell [Metamagic]
Prerequisite: Chain Spell, Enlarge Spell, Leadership
Benefit: You may cast a self only, touch, or single target spell on
up to (caster level)^2 targets within Long range. A legion spell
uses up a spell slot six levels higher than the spell's actual level.
 
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I really really like the idea of army buffs at the higher levels... never considered that. I think I'll try to put that into remaking this thing. Hmm...

The weather part is part of the flavor of this class (the major character its based on used this often... it was part of the reason he was held in awe), so it needs to be present somewhere. Perhaps instead of two groups, just one feat, around 4th level, that grants him use of Control Weather x/day. A true wizard could get this as a 7th level spell around 13th level, so that would be about right. I'd also like to keep the tactician feat, as a part of the "buffing others" kind of theme of the class. Should that be moved to the second level of the PrC?

So let's say the Armor of Fortune is completely struck away, and the first Bend to Your Will is moved to first level. I'd like to have at least two layers of "Bend to Your Will," with the second granting some kind of clairvoyance, as the characters this is based on tended to be able to predict their opponents moves with uncanny ease. I'm not sure how to quite grant it... maybe something that changes the knowledge of a scry attempt to automatically "firsthand?"

Mass buffs and benefits at hte higher levels of the PrC... check. The extra elemental damage, ancestral terra cotta armies, and the legion spell sounds like excellent candidates. Maybe something like calling on ancestral spirits to gain insight (insight bonus to attacks for allies), or some fear based spells against opposing forces... hmm.

Back to the drawing board.
 

Level - - - - - - - - - - Special
1st - - - - - - - - - - Leadership, Master Tactician, +1 level existing spellcaster class l
2nd - - - - - - - - - - Tactical Bond, Bend to Your Will I,
3rd - - - - - - - - - - +1 level existing spellcaster class level
4th - - - - - - - - - - The Winds Obey Me I
5th - - - - - - - - - - Strategic Command, +1 level existing spellcaster class level
6th - - - - - - - - - - Master Tactician 2, Bend to Your Will II
7th - - - - - - - - - - Improved Leadership, +1 existing spellcaster class level
8th - - - - - - - - - - The Winds Obey Me II
9th - - - - - - - - - - +1 existing spellcaster class level
10th - - - - - - - - - - Bend to Your Will III


Tactical Bond - You understand the need for singular focus and and unity amongst the Commanders of a successful army and thus gain a telepathic Bond with other allied commanders on the feild allowing quick communication between you

Master Tactician - your mastery of the Battlefield and Skill in command is such that all allies within a 60 ft radius able to hear or see your commands get to add your Strategist level to rolls when you use Aid another actions. You can use the Master Tactician action for any one of the following bonuses, at Level 6 you can use 2 actions simultaneously

Tactical Actions
  • Bonus on damage rolls.
    Bonus on melee attack rolls.
    Bonus on ranged attack rolls
    Bonus to Armor Class.
    Bonus on all saves.

Strategic Command: Once per day you can use your Tactical Bond to simultaneously communicate with your whole army. This allows you to use Master Tactician and Bend Your Will abilities over a much greater area

Bend to Your Will II – Your understanding of you opponent is such that you can manipulate them into acting according to your will. Once per week, as a spell-like ability, you may dominate others as if you cast a Dominate person spell of your current caster level.

The Winds Obey Me II - Your command is so great that even the very weather submits to you. 3 times/week you can use one of the following spell-like abilities

Voices on the Wind - There are voices on the wind and the Strategist learns to listen to them. Attuning yourself to the Battlefeild winds gives you information on the area within a radius of 1 mile/Caster level. Information includes the nature of the terrain including waterways, vegetation, animals and built structures like roads, towns and bridges. Also the presence and location of people and any unnatural creatures or activity. Concentrating for a further 10 minutes allows you to identify more precise details about any located thing, person or creature.

Fog of War - A fog so thick that it obscures vision and slows movement settles on an the area within a half-mile of the caster. Those caught in the fog suffer - 10 penalty to all Wis checks until the Fog is dispersed.

Control Weather - you can control the weather, even creating unseasonable weather conditions if you so choose.You are able to affect the direction and strength of the winds around you but not speciifc applications

Mirage A veil of mist rises which causes the terrain to be concealed by a mirage effect that changes the appearance of the terrain concealling structures and creatures as the spell Mirage Arcana

Bend to Your Will III - um still Need something for this slot
 
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Kilroy said:
Why create a prestige class that has a main power like Control Winds when the character you're creating the class for would be able to cast Control Weather at that point anyway?

The answer is - the class uses a similar thematic effect to acheive very different results that are not written down in the Control Winds spell. This raises a really good point - making the *feel* of the control winds ability unique with special abilities.

Here are some more unique wind-manipulating ideas:

Give the PrC special uses of the Control Weather and Control Winds spells. Here are the basic changes I'd make for each spell:

Control Weather -- Can weave one level of metamagic for free. There is no 10 minute delay (if you so wish) after the spell is cast for the changes to take effect, or you can delay the changes for up to 1 hour. You can call forth any weather during any season (e.g. a blizzard in summer). +2 caster level for purposes of being dispelled/counterspelled.
When casting Control Weather, you may call upon any one of these effects:
-Storm Bluff: This summons terrible looking storm clouds between you and the opposing force. Only a Spellcraft check (DC = your spellcaster level + strategist PrC level) determines it is magically summoned, but even then everyone thinks that it is the most powerful storm they've ever seen. Most generals will turn back or otherwise delay their offensive in the face of such a storm. Provided your troops are veterans, having witnessed terrible storms before or your use of this ability, they are unaffected. Leser troops, however, may also be afraid of the storm. Of course, no storm actually occurs.
-Mirage of the Great Army: By summoning weather effects that reduce or blur visibility (heat wave, rain, etc), you can make it appear as if your forces are 100% larger than they actually are.
-Fog of War​

Control Winds -- One level of metamagic for free. You may combine any three wind directions (for example, a rotating downdraft moving from east to west), and the eye of calm air you create at the center can be up to 160 feet in diameter (instead of 80). You may also vary the wind strength according to different areas (e.g. strong winds nearest the "eye" and windstorm farther away), though this is not precise control.
-Archer's Wind: A great wind is called up from behind your forces, aiding the range of your allies archery. Longbows and heavy crossbows wielded by your allies gain an additional 20 feet to their range increments, shortbows and light crossbows gain an additional 10 feet to said increments. In dry conditions, the dust raised by this wind also will blow into the eyes of the enemy, who take a –2 on all attack rolls while this is in effect. These effects lasts for 10 minutes/caster level.-
-Aegis of the Winds: A rotating wind circles your legions as long as they maintain close formation, deflecting ranged weapon fire. All troops affected get temporary access to the Deflect Arrows feat.
-Voiced on the Wind​

Another thought...

Glib Casting: X number times per day, you can substitute written language for any and all components of a charm/compulsion spell. The spell may be designated to only function when a certain target reads it. It will last until read or for 1 day/strategist level. Because of the hidden nature of the magic, using detect magic allows a DC 25 Spellcraft check to detect the presence of compulsion magic.
Spells this works with include: cause fear, charm person, lesser confusion, sleep, calm emotions, enthrall, charm monster, dominate person, confusion, deep slumber, fear, glibness, modify memory, mind fog, and maybe feeblemind.

Have you thought of a name? How about General of the Four Winds?
 
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Well, here's the next draft of this idea. And since I'm designing a PrC for one of my players, I thought it might be nice to design one for the other player also... which I'm going to start after this one gets ironed out.

Anyway, the revised General of the Four Winds



Hit Dice: d4

Requirements: Need help here






Class Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Sense Motive (Wis), Spellcraft (Int)

Skill Points: 2 + Int mod per level

Lvl...BAB...Fort..Ref..Will
1.....+0........+0......+0.....+2
2.....+1........+0......+0.....+3
3.....+1........+1......+1.....+3
4.....+2........+1......+1.....+4
5.....+2........+1......+1.....+4
6.....+3........+2......+2.....+5
7.....+3........+2......+2.....+5
8.....+4........+2......+2.....+6
9.....+4........+2......+2.....+6
10...+5........+3......+3....+7


Level - - - - - - - - - - Special
1st - - - - - - - - - - Leadership, Master Tactician, +1 level existing spellcaster class level
2nd - - - - - - - - - - Bend to Your Will I, Tactical Bond
3rd - - - - - - - - - - Voice of Power, + level existing spellcaster class level
4th - - - - - - - - - - The Winds Obey Me I
5th - - - - - - - - - - Knowledge of the Elements, +1 level existing spellcaster class level
6th - - - - - - - - - - Bend to Your Will II, Master Tactician 2
7th - - - - - - - - - - Improved Leadership, +1 existing spellcaster class level
8th - - - - - - - - - - The Winds Obey Me II
9th - - - - - - - - - - Bend to Your Will III, +1 existing spellcaster class level
10th - - - - - - - - - - General of the Four Winds



Leadership - Starting at 1st level, the Strategist gains free use of the leadership feat, as described in the DMG


Master Tactician - your mastery of the Battlefield and Skill in command is such that all allies within a 60 ft radius able to hear or see your commands get to add your Strategist level to rolls when you use Aid another actions. You can use the Master Tactician action for any one of the following bonuses, at Level 6 you can use 2 actions simultaneously.

Bonuses to yours and allied:
- damage rolls
- melee attack rolls
- ranged attack rolls
- Armor Class
- All Saves


Bend to Your Will I – Many times one must lead one’s opponent into a trap, and the greatest of strategists can often manipulate their foes into acting according to their will. 3 times/ week, as a spell-like ability, you may influence others as if you cast a suggestion spell of your current caster level. This influence may be spoken for those in your presence, or written for those who are not. The DC of this spell is increased by an additional +2 on top of caster level, etc..


Tactical Bond - Communication is important in any conflict, and your singular focus and ability to judge the situation grants you a spell-like ability to gain telepathic communication with all within 100 feet of you. This ability can be used for (Strategist class level) * 5 minutes per day.


Voice of Power – A truly gifted general understands the power that words hold over those about to engage in battle.

I eventually want this slot to have the general be able to give his troops courage, or alternately scare his opponents. I’m weighing between a simple mass CAUSE FEAR or an enlarged SHOUT. Any ideas?


The Winds Obey Me I - Control Winds -- One level of metamagic for free. Your grasp of the interlinkings between wind and water, heaven and earth have become so fine tuned that you can manipulate even the indomitable winds to your will. Once a week per caster level, you can call forth a wind to do one of these three functions.

-Archer's Wind: A great wind is called up from behind your forces, aiding the range of your allies archery. Longbows and heavy crossbows wielded by your allies gain an additional 20 feet to their range increments, shortbows and light crossbows gain an additional 10 feet to said increments. In dry conditions, the dust raised by this wind also will blow into the eyes of the enemy, who take a –2 on all attack rolls while this is in effect. These effects lasts for 10 minutes/caster level.-

-Aegis of the Winds: A rotating wind circles your legions as long as they maintain close formation, deflecting ranged weapon fire. All troops affected get temporary access to the Deflect Arrows feat.

-Voices on the Wind - There are voices on the wind and the Strategist learns to listen to them. Attuning yourself to the Battlefield winds gives you information on the area within a radius of 1 mile/Caster level. Information includes the nature of the terrain including waterways, vegetation, animals and built structures like roads, towns and bridges. Also the presence and location of people and any unnatural creatures or activity. Concentrating for a further 10 minutes allows you to identify more precise details about any located thing, person or creature.


Knowledge of the Elements – The Heaven’s have truly blessed you to know the inner workings of the elements, of how wind, water, earth and fire all interact and are intertwined. Using this knowledge, x/week (?) you can grant yourself and those within 30 feet of you an elemental bonus to damage from their weaponry. Choose from among the following:
- +1d6 fire
- +1d6 electricity
- +1d6 sonic
- +1d6 acid
- +1d6 cold
These effects will last x minutes/strategist level.


Bend to Your Will II – Same as Bend to Your Will I, save that your tongue is skilled enough now that you can Dominate others as opposed to merely casting suggestion to them.


Improved Leadership – A truly talented strategist soon becomes known, and others will follow him. Your leadership score increases by +4, and the number of 1st and 2nd level followers you are allowed doubles.


The Winds Obey Me II - Control Weather – Your abilities to understand and move the forces of nature have increased even beyond the dreams of most mortals. You now can not only control the winds, but weather itself. From when you call forth a change in weather there is at least a 10 minute delay for the changes to take effect, or you can delay the changes for up to 1 hour. You can call forth any weather during any season (e.g. a blizzard in summer). +2 caster level for purposes of being dispelled/counterspelled.
When calling for a change in the weather, you can choose from among the following:

-Storm Bluff: This summons terrible looking storm clouds between you and the opposing force. Only a Spellcraft check (DC = your spellcaster level + strategist PrC level) determines it is magically summoned, but even then everyone thinks that it is the most powerful storm they've ever seen. Most generals will turn back or otherwise delay their offensive in the face of such a storm. Provided your troops are veterans, having witnessed terrible storms before or your use of this ability, they are unaffected. Leser troops, however, may also be afraid of the storm. Of course, no storm actually occurs.

-Mirage of the Great Army: By summoning weather effects that reduce or blur visibility (heat wave, rain, etc), you can make it appear as if your forces are 100% larger than they actually are.

-Fog of War - A fog so thick that it obscures vision and slows movement settles on an the area within a half-mile of the caster. Those caught in the fog suffer - 10 penalty to all Wis checks until the Fog is dispersed.Fog of War

-Mirage A veil of mist rises which causes the terrain to be concealed by a mirage effect that changes the appearance of the terrain concealing structures and creatures as the spell Mirage Arcana


Bend to Your Will III - Your acuity to the power of language has risen to the heights of the greatest prose, a trait only the most virtuous can aspire to. 10/week (?) you can cast any compulsion or charm spell through written prose. The spell may be designated to only function when a certain target reads it. It will last until read or for 1 day/strategist level. Because of the hidden nature of the magic, using detect magic allows a DC 25 Spellcraft check to detect the presence of compulsion magic.

Spells available include: cause fear, charm person, lesser confusion, sleep, calm emotions, enthrall, charm monster, dominate person, confusion, deep slumber, fear, glibness, modify memory, mind fog, feeblemind, insanity, demand, or sympathy (help figuring out this exact list would be appreciated)


General of the Four Winds – Your are a living legend, the will of Heaven manifested on Earth. Your knowledge of the weather and the winds can now be combined to crush your foes.

X/week you can call forth a wind possessing one of the following elements: fire, electricity, cold, or acid. Trying to develop this from here. For sure it’ll cause damage on a per round basis on a wide area. Does it hold back and stun opponents? Blind them? Confuse them?



Now, is this still underpowered? Or is it overpowered?
 
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