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Need Help Designing a Diplomatic/Strategist Prestige Class
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<blockquote data-quote="Emperor Valerian" data-source="post: 1950197" data-attributes="member: 15043"><p>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.</p><p></p><p>Anyway, the revised <strong>General of the Four Winds</strong></p><p></p><p></p><p></p><p>Hit Dice: d4</p><p></p><p>Requirements: <em>Need help here</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, Master Tactician, +1 level existing spellcaster class level</p><p>2nd - - - - - - - - - - Bend to Your Will I, Tactical Bond </p><p>3rd - - - - - - - - - - Voice of Power, + level existing spellcaster class level</p><p>4th - - - - - - - - - - The Winds Obey Me I</p><p>5th - - - - - - - - - - Knowledge of the Elements, +1 level existing spellcaster class level</p><p>6th - - - - - - - - - - Bend to Your Will II, Master Tactician 2</p><p>7th - - - - - - - - - - Improved Leadership, +1 existing spellcaster class level</p><p>8th - - - - - - - - - - The Winds Obey Me II</p><p>9th - - - - - - - - - - Bend to Your Will III, +1 existing spellcaster class level</p><p>10th - - - - - - - - - - General of the Four Winds</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></p><p>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.</p><p></p><p>Bonuses to yours and allied:</p><p>- damage rolls</p><p>- melee attack rolls</p><p>- ranged attack rolls </p><p>- Armor Class</p><p>- All Saves</p><p></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></p><p>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.</p><p></p><p></p><p>Voice of Power – A truly gifted general understands the power that words hold over those about to engage in battle. </p><p></p><p><em>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?</em></p><p></p><p> </p><p>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.</p><p></p><p>-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></p><p>-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></p><p>-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.</p><p></p><p></p><p>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:</p><p>- +1d6 fire</p><p>- +1d6 electricity</p><p>- +1d6 sonic</p><p>- +1d6 acid</p><p>- +1d6 cold</p><p>These effects will last x minutes/strategist level.</p><p></p><p></p><p>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.</p><p></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></p><p>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.</p><p>When calling for a change in the weather, you can choose from among the following: </p><p></p><p>-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></p><p>-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></p><p>-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</p><p></p><p>-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</p><p></p><p></p><p>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.</p><p></p><p>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)</p><p></p><p></p><p>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.</p><p></p><p>X/week you can call forth a wind possessing one of the following elements: fire, electricity, cold, or acid. <em>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?</em></p><p></p><p></p><p></p><p>Now, is this still underpowered? Or is it overpowered?</p></blockquote><p></p>
[QUOTE="Emperor Valerian, post: 1950197, member: 15043"] 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 [b]General of the Four Winds[/b] Hit Dice: d4 Requirements: [i]Need help here[/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, 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]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?[/i] 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. [i]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?[/i] Now, is this still underpowered? Or is it overpowered? [/QUOTE]
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