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Need Help Designing a Diplomatic/Strategist Prestige Class
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<blockquote data-quote="Quickleaf" data-source="post: 1950806" data-attributes="member: 20323"><p><strong>Thoughts on prerequisites</strong></p><p></p><p>Skills: Diplomacy 6 ranks, Bluff 6 ranks, Sense Motive 6 ranks, Knowledge (Tactics) 8 ranks</p><p></p><p>Abilities: Cha 15+</p><p></p><p>Spells: Ability to cast Control Winds and Suggestion</p><p></p><p>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</p><p></p><p></p><p>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.</p><p></p><p>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?</p><p></p><p></p><p>Storyteller, I like your idea alot....</p><p>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..........</p><p></p><p><strong>Rumors of the Undefeated General:</strong> (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.</p><p></p><p><strong>General's Vow of Vengeance:</strong> (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).</p><p></p><p><strong>Meeting of the Generals:</strong> (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.</p><p></p><p><strong>Regain the Soldier's Trust:</strong> (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.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 1950806, member: 20323"] [b]Thoughts on prerequisites[/b] 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.......... [B]Rumors of the Undefeated General:[/B] (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. [B]General's Vow of Vengeance:[/B] (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). [B]Meeting of the Generals:[/B] (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. [B]Regain the Soldier's Trust:[/B] (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. [/QUOTE]
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