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Need Help Designing a Diplomatic/Strategist Prestige Class
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<blockquote data-quote="Quickleaf" data-source="post: 1949924" data-attributes="member: 20323"><p>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.</p><p></p><p>Here are some more unique wind-manipulating ideas:</p><p></p><p>Give the PrC special uses of the Control Weather and Control Winds spells. Here are the basic changes I'd make for each spell:</p><p></p><p><strong>Control Weather</strong> -- 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.</p><p>When casting Control Weather, you may call upon any one of these effects:</p><p style="margin-left: 20px">-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.</p> <p style="margin-left: 20px">-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. </p> <p style="margin-left: 20px">-Fog of War</p><p></p><p><strong>Control Winds</strong> -- 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.</p><p style="margin-left: 20px">-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.-</p> <p style="margin-left: 20px">-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.</p> <p style="margin-left: 20px">-Voiced on the Wind</p><p></p><p>Another thought... </p><p></p><p><strong>Glib Casting: </strong>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.</p><p>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.</p><p></p><p>Have you thought of a name? How about General of the Four Winds?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 1949924, member: 20323"] 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: [B]Control Weather[/B] -- 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: [INDENT]-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[/INDENT] [B]Control Winds[/B] -- 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. [INDENT]-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[/INDENT] Another thought... [B]Glib Casting: [/B]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? [/QUOTE]
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