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Need Help Designing a Diplomatic/Strategist Prestige Class
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<blockquote data-quote="Emperor Valerian" data-source="post: 1949290" data-attributes="member: 15043"><p>I don't really have a battle system yet... right now we're just using the basic 3.5 combat stuff.</p><p></p><p></p><p>This is what I have so far. There are quite a few holes:</p><p></p><p>STRATEGIST</p><p></p><p></p><p></p><p>Hit Dice: d4</p><p></p><p>Requirements: <em>Need something for this slot</em></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Class Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Sense Motive (Wis), Spellcraft (Int)</p><p></p><p>Skill Points: 2 + Int mod per level</p><p></p><p>Lvl...BAB...Fort..Ref..Will </p><p>1.....+0........+0......+0.....+2</p><p>2.....+1........+0......+0.....+3</p><p>3.....+1........+1......+1.....+3</p><p>4.....+2........+1......+1.....+4</p><p>5.....+2........+1......+1.....+4</p><p>6.....+3........+2......+2.....+5</p><p>7.....+3........+2......+2.....+5</p><p>8.....+4........+2......+2.....+6</p><p>9.....+4........+2......+2.....+6</p><p>10...+5........+3......+3....+7</p><p></p><p></p><p>Level - - - - - - - - - - Special</p><p>1st - - - - - - - - - - Leadership, Armor of Fortune I, +1 level existing spellcaster class level</p><p>2nd - - - - - - - - - - Bend to Your Will I</p><p>3rd - - - - - - - - - - Tactician, + level existing spellcaster class level</p><p>4th - - - - - - - - - - The Winds Obey Me I</p><p>5th - - - - - - - - - - Armor of Fortune II, +1 level existing spellcaster class level</p><p>6th - - - - - - - - - - Bend to Your Will II</p><p>7th - - - - - - - - - - Improved Leadership, +1 existing spellcaster class level</p><p>8th - - - - - - - - - - The Winds Obey Me II</p><p>9th - - - - - - - - - - Armor of Fortune III, +1 existing spellcaster class level</p><p>10th - - - - - - - - - - Bend to Your Will III </p><p></p><p></p><p></p><p>Leadership - Starting at 1st level, the Strategist gains free use of the leadership feat, as described in the DMG</p><p></p><p>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.</p><p></p><p>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..</p><p></p><p>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.</p><p></p><p>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:</p><p></p><p>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.</p><p>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.</p><p></p><p>Armor of Fortune II – Same as Armor of Fortune I, except the armor bonus increases from +2 to +4.</p><p></p><p>Bend to Your Will II – <em>Need something for this slot</em></p><p></p><p>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.</p><p></p><p>The Winds Obey Me II - <em>Need something for this slot</em></p><p></p><p>Armor of the Fortune III - Same as Armor of Fortune II, except the armor bonus increases from +4 to +6.</p><p></p><p>Bend to Your Will III - <em>Need something for this slot</em></p><p></p><p></p><p></p><p></p><p>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. </p><p></p><p>For the "Winds Obey Me II" I was thinking of giving weekly use of the <em>Control Weather</em> spell, slightly modified to allow something light thunderstorms year round (or perhaps in winter, it becomes thundersnow).</p><p></p><p>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 <em>detect thoughts</em> for one of them, and either <em>domination</em> or <em>mass sugggestion</em> 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.</p><p></p><p>Requirements still pose another problem. A minimum Cha score will likely be there, but as for skill ranks, I'm open to suggestions.</p></blockquote><p></p>
[QUOTE="Emperor Valerian, post: 1949290, member: 15043"] 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: [i]Need something for this slot[/i] 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 – [i]Need something for this slot[/i] 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 - [i]Need something for this slot[/i] 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 - [i]Need something for this slot[/i] 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 [i]Control Weather[/i] 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 [i]detect thoughts[/i] for one of them, and either [i]domination[/i] or [i]mass sugggestion[/i] 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. [/QUOTE]
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