Governator Paragon Path

the Jester

Legend
So some pcs imc have recently become governors of an area, and this is a paragon path I wrote with them in mind that gives some warlordish abilities to the ruler of an area. I'm interested primarily in feedback on its balance. I concerned that it is too powerful, but would like a second opinion.

GOVERNATOR
“Let me explain how things work around here.”

Prerequisites: The character must rule over an area of at least 100 square miles or at least 2000 people. In addition, the character must be trained in Diplomacy.

Some adventurers, through hard work, ruthlessness or just plain dumb luck, end up ruling an area. This brings with it a whole slew of new responsibilities and different challenges. Some adventurers shrug these off and let their area fall to ruin, but others manage to rise to the challenge, even learning powers that aid them in facing the challenges awaiting a ruler.

A governator that loses control over the area he rules maintains his powers and may continue to advance in this paragon path; however, he or she is now known as a “governator in exile”. Most governators in exile spend their remaining years attempting to recapture a throne or other seat of power.

GOVERNATOR PATH FEATURES

Governator’s Command (11th level):
You may spend an action point to give an ally that you can see an extra standard action, rather than taking one yourself.

Governator’s Presence (11th level): You gain an aura with a radius equal to your charisma bonus. Allies within the aura gain +2 to their Will defense.

Great Charisma (16th level): Your charisma increases by 2 points.

GOVERNATOR EXPLOITS

Governorator’s Strike--- Governator Attack 11
Your blow is the sign for your allies to strike.
Encounter; Martial, Weapon
Standard Action; Melee
weapon
Attack: Charisma vs. AC; Target: One creature.
Hit: 1 [W] + Charisma modifier damage.
Effect: Choose one ally adjacent to the target. That ally makes an opportunity attack against the target. If the attack hits, you may choose another ally adjacent to the target, and that ally may also make an opportunity attack against the target. This continues until each ally adjacent to the target has attacked once or until an ally misses.

Mass Charge--- Governator Utility 12
You yell out to your allies, calling for a mass charge against an enemy. .
Daily; Martial
Standard Action; Close
burst 5
Target: One enemy in burst.
Effect: Choose a number of allies within the burst equal to your charisma bonus. Each of them may charge the target as a free of action. Any ally that does so grants combat advantage until the start of its next turn.

Authoritarian Command--- Governator Attack 20
You bark a command at your foe, demanding momentary obedience.
Daily; Martial, Charm
Standard Action; Ranged
5
Target: One enemy
Attack: Charisma vs. Will
Hit: The target is dominated until the end of your next turn.
--Aftereffect: The target is dazed (save ends).
Miss: The target is dazed (save ends).
 

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Fun!

Just thinking the powers through .. the L11 and L12 are of vastly different strength in the campaign where I'm one of three PC's .. versus the one I'm DM'ing which has five PC's.

Though I suppose the 3-PC game does wind up with considerably more NPC ally-assistance than the other game does.

I think from a DM's perspective they'll make Solos a bit weaker .. as they both focus-fire on a single enemy.

While a King or Governor, I might imagine, would be best at inspiring his wave of minions to charge the enemy's wave of minions ...

Maybe the second one wants to target multiple separate enemies, giving you more like a Braveheart feel, where your entire battle line charges their entire battle line?

Also, does it nerf Surprise a bit, if I can make my Surprised allies charge?

(On the other hand, isn't that kind of a cool power?)
 


Is there a precedent for having a paragon path give an attribute bonus? I fear that is an overly powerful effect.

I thought there was, but have been unable to find it. I may have been thinking of epic destinies.

Edit: What if it were instead a bonus to Bluff, Diplomacy, Insight and Intimidate? What would a good bonus be that would be a suitable 16th level feature, but wouldn't be too much? Is +3 to four skills too much, do you think?
 
Last edited:

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