Need Help Designing a Diplomatic/Strategist Prestige Class

Emperor Valerian said:
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?

A Storm of Vegenace Type effect perhaps? (I can't remember the specs of that spell of the top of my head but it is my favourite Driuid spell (Level 9 I beleive and it absolutely kicksas on the Battlefeild). The ability to give it different energy types is cool too

As to whether this class is overpowered on not will depend on the Prereqs (I'd aim at a minimum entry level of 10) - let me think on those (Diplomacy and Knowledge:Strategy are absolute must haves) otherwise its looking good...
 

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Has anyone run abilities similar to bardic knowledge such as Use Knowledge (Tactics) to give bonuses to mass combat situations if rolled as part of the planning phase?

Another thought: +1 per two levels to hit or initiative for squads you lead with X roll (DC: some such), provided you have Y time to plan with. Or gaining X bonus to Sense Motive when assessing Intelligence/opponents movements and tactics. Success means you have an effective surprise round against the opposing forces.

Not saying we should use the bards exact abilities. It would be nice to see unique abilities with this skill for your PrC
 
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Thoughts on prerequisites

Skills: Diplomacy 6 ranks, Bluff 6 ranks, Sense Motive 6 ranks, Knowledge (Tactics) 8 ranks

Abilities: Cha 15+

Spells: Ability to cast Control Winds and Suggestion

Special: Have led troops to victory in battle at least 3 times, and at least one of those times must have been against overwhelming odds


This makes entry into the prestige class possible for sorcerers of 10th level, provided they have taken Diplomacy, Sense Motive, and Knowledge (Tactics) as class skills (e.g. through a feat) so they can get the ranks needed. Otherwise, a sorcerer would have to be 16th level (8 ranks in a cross-class skill...knowledge tactics) to take the prestige class.

Btw, it's looking pretty cool. The "knowledge of elements" power seems a little too overt for this prestige class, however. Maybe you could get the same effect (increased damage of troop weapons) with more subtlety?


Storyteller, I like your idea alot....
Maybe in place of the "knowledge of elements" ability the following abilities could be incorporated in the PrC. These abilities require use of a "general's reputation" (in place of a Bard's performance skill). This skill check could be a General of the Four Winds level check, for example..........

Rumors of the Undefeated General: (DC 20) By spreading rumors in the enemy's camp, the enemy's troops suffer despair. Or perhaps they have heard of your terrifying reputation before coming to the battlefield. If a unit is made up of over 30% men who have survived a battle against you, the entire unit is contagiously affected with despair as these men tell of your ferocity in battle. A troop suffering despair suffers a -2 morale penalty to attack and damage. This lasts as long as the troop faces you in battle.

General's Vow of Vengeance: (DC 20) You speak to your troops before battle in a soft voice, swearing vengeance upon one who has wronged you. YOu cannot use this ability in conjunction with a bluff - you must really have a vendetta against the person. Alternately, you may use this ability with your troops against an enemy they have fought before who used dishonorable tactics. An affected troop gets +4 STR, +4 CON, but -2 AC. This effect lasts until the tide of battle shifts (or for first 3 rounds of combat +1 round/PrC level).

Meeting of the Generals: (DC 25) When you ride out to meet with the opposing army's general on the eve of battle, the sound of your voice causes you to become the focus of the encounter, and will prevent hostilities. As long you merely speak, the opponent general must make a Will save (DC 10+PrC level+CHA modifier) or be forced to listen. During this time you may attempt to intimidate the general. If your attempt succeeds, his entire army suffers the penalties you impose upon him. However, if he intimidates you, your army suffers the same consequences. This enchantment is broken if you cast a spell or preemptively attack.

Regain the Soldier's Trust: (DC 30) When you confront those who have abandoned their post in your army, you may attempt to convince such deserters of the err in their ways. Anyone hearing your speech must make a Will save (DC 10+PrC level+CHA modifier), or be compelled to rejoin your force, no matter what odds you will face. After the battle, however, many of the soldiers will revert to their old views, and are now immune to your use of this ability. If a soldier makes a DC 20 Sense Motive check, they realize that magic was used to convince them to return to the front and will become hostile toward you.
 
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Class Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Sense Motive (Wis), Spellcraft (Int)
I'd add some Knowledges... Specifically, Arcana, Geography, History, Local, Nobility. If you use Knowledge (Tactics) or something, they should get that too. :)
 

Darkness said:
I'd add some Knowledges... Specifically, Arcana, Geography, History, Local, Nobility. If you use Knowledge (Tactics) or something, they should get that too. :)

Oh no...someone agreed with me... IT'S THE END OF THE WORLD!!! :uhoh:


*Storyteller01, victim of thread debate shellshock*
 
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Yeah, adding the knowledges makes sense.

The knowledge elements idea was a placeholder that sounded neat, but I see your point. Hmm... I don't really know about some of the General of the Four Winds checks, though. I can predict the player (if he decides he likes this class... if not, I still plan on using it for an NPC or two they run into) will probably use the written component of suggestion and dominate for army banners to cause some fear in the enemy... he's rather smart like that. :)

Maybe instead something that makes use of diplomacy instead? *shrug* I dunno.
 

Here's the newest version:

GENERAL OF THE FOUR WINDS


Hit Dice: d4

Requirements: Diplomacy – 8 ranks, Sense Motive – 8 ranks
Abilities:
Cha 15+
Wis 12+
Special:
Must have led forces against overwhelming odds, and have emerged victorious in at least three battles.
or
Be able to trace a direct lineage to the Imperial family

Class Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana), Knowledge (Geography), Knowledge (Local), Knowledge (History), Knowledge (Nobility), 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 - - - - - - - - - - Call on Ancestors, +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.

Call on Ancestors – The Imperial line has sat upon the Jade Throne for eight centuries, and has a proud and long history of victory over less virtuous foes. Before or during a fight, as a free will action, you may call upon the memories of history, of battles past, reminding your followers of the previous great victories won by generals of Ak Konylu, and reminding them of your opponents’ shameful march against you. The fury raised by this harangue will give your allies within range of your voice a bonus of +4 Str and +4 Con, but their reckless anger will also give them a –2 to their AC.

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 may call upon the four winds and the elements to combine into a frightening form. Within 3 rounds of this call, a frightful dark storm cloud, covering an area of 440 feet radius, will form. You may place this cloud anywhere within one half mile of your current position.

The storm will last 1d4*5 rounds, and can be moved 30 ft./round at your discretion. During the first round of the storms existence, all creatures beneath the cloud must make a Fortitude save (DC 25) or be deafened for 1d4*10 minutes.

During the second round, acidic rain begins to pour from the cloud. All creatures underneath the cloud take 1d6 points acid damage (no save). Creatures susceptible to acid damage take double damage.

During the third round, six lightning bolts will emerge from the cloud, directed at targets of your own choosing. Each lightning bolt does 8d6 points electricity damage, but no two bolts can be directed at the same target (DC 25 Reflex save for half). Creatures susceptible to electricity take double damage.

During the fourth round, gigantic hailstones fall from the cloud. All creatures underneath the cloud take 5d6 damage, no save, from the great hailstones. Creatures susceptible to cold take double damage from the hail.

From the fifth round on until the end of the storm, a violent wind arises, drawing up dust from the earth, reducing visibility. Additionally, the storm’s rain changes to fire, immolating those in the area. All creatures underneath the cloud take 2d6 fire damage, no save, per round the storm remains in existence. In addition, the great buffeting winds and dust obscure all sight under the cloud, including darkvision, beyond five feet. Speed within the cloud is reduced by one half, due to the great winds, and the chaos disrupts spells cast within the cloud unless the spellcaster passes a Concentration check of DC 25 + the level of the spell the caster is attempting to cast.





I decided for the "General of the Four Winds" to modify and up the 'Storm of Vengeance' a little, considering that to take this prestige class, the spellcaster has to forego 9th level spells. I downgraded the lightning damage some because of the added fire damage, and changed to way the spells length is calculated to make it a little less random.

I thought it would be a little unfair to use the Knowledge (tactics) idea, considering that specific knowledge had never appeared in my campaign before. So I upped the diplomacy, sense motive, and added a wisdom check, as well as another special.
 
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