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*Dungeons & Dragons
Prestige Class: Warlord of Kilsad
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<blockquote data-quote="Torx" data-source="post: 44043" data-attributes="member: 2730"><p>Looking for some feedback on 5 priestly prestige classes meant to bring back the feeling of 2nd edit. specialty priests. I <strong>know</strong> I've made them too powerful, particularly the entry requirements. The point is to focus them on being a cleric for minimum 3 levels before entering the new class (something I probably need to rethink). So some feedback would be appreciated.</p><p></p><p>Two last notes: All abilities are treated as spell-like abilities unless otherwise noted. Members of these prestige classes are forbidden from casting spells belonging to the banned domains.</p><p></p><p>Warlord of Kilsad</p><p></p><p>Requirements:</p><p>Alignment: Any save Lawful Good</p><p>Ability Score: Str 16, Wis 14</p><p>Base Attack Bonus: +3</p><p>Skills: Concentration 6, Ride 3</p><p>Feats: Alertness</p><p>Spellcasting: 2nd level Divine spells</p><p></p><p>Domains: Destruction, Strength, War</p><p>Banned Domains: Air, Animal, Chaos, Earth, Evil, Fire, Good, Knowledge, Law, Luck, Magic, Plant, Sun, Travel, Trickery, Water</p><p></p><p>Lvl Att F R W Spells Special</p><p>1 -- 1 --1--0--0--+1divine Bonus Feat</p><p>2 -- 2 --2--0--0--+1divine Bonus Leadership Feat</p><p>3 -- 3 --3--1--1--+1divine Able to obtain Weapon Specialization</p><p>4 -- 4 --4--1--1--+1divine Cannot be Flanked</p><p>5 -- 5 --5--2--1--+1divine Bonus Feat</p><p>6 -- 6 --6--2--2--+1divine Reputation*</p><p>7 -- 7 --7--3--2--+1divine </p><p>8 -- 8 --8--3--2--+1divine</p><p>9 -- 9 --9--4--3--+1divine Bonus Feat</p><p>10--10-10--4--3--+1divine Turn Sway*</p><p></p><p>Class Features:</p><p>Hit Die: 1d12</p><p>Class Skills: Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Wilderness Lore (Wis) </p><p>Skill Points at each level: 2 + Int modifier</p><p>Weapon and Armor Proficiency: Armor (heavy) and below, Shield, Simple Weapon, Martial Weapon (all). Favored weapon is Greatsword.</p><p>Weapon and Armor Restrictions: None.</p><p></p><p>*Reputation: The Warlord's reputation precedes her, be it good or bad. Commonfolk will begin regard the Warlord befitting the actions she has performed in combat, valor, and destruction.</p><p>*Turn Sway: The Warlord is able to turn the sway of a large battle in which she holds some form of command, or can assume such. In any large battle (over 15 participants), the Warlord may spend a full-round action to issue commands. This provides everyone fighting on the Warlord's side a +3 to attack bonus, +2 to all reflex saves, +1 to all fortitude saves, and a +2 to armor bonus. Plus, if the opponent has any special defenses or weaknesses, the Warlord has a 5% chance per Warlord level to convey this to the participants, even if she is unaware of the particulars.</p></blockquote><p></p>
[QUOTE="Torx, post: 44043, member: 2730"] Looking for some feedback on 5 priestly prestige classes meant to bring back the feeling of 2nd edit. specialty priests. I [b]know[/b] I've made them too powerful, particularly the entry requirements. The point is to focus them on being a cleric for minimum 3 levels before entering the new class (something I probably need to rethink). So some feedback would be appreciated. Two last notes: All abilities are treated as spell-like abilities unless otherwise noted. Members of these prestige classes are forbidden from casting spells belonging to the banned domains. Warlord of Kilsad Requirements: Alignment: Any save Lawful Good Ability Score: Str 16, Wis 14 Base Attack Bonus: +3 Skills: Concentration 6, Ride 3 Feats: Alertness Spellcasting: 2nd level Divine spells Domains: Destruction, Strength, War Banned Domains: Air, Animal, Chaos, Earth, Evil, Fire, Good, Knowledge, Law, Luck, Magic, Plant, Sun, Travel, Trickery, Water Lvl Att F R W Spells Special 1 -- 1 --1--0--0--+1divine Bonus Feat 2 -- 2 --2--0--0--+1divine Bonus Leadership Feat 3 -- 3 --3--1--1--+1divine Able to obtain Weapon Specialization 4 -- 4 --4--1--1--+1divine Cannot be Flanked 5 -- 5 --5--2--1--+1divine Bonus Feat 6 -- 6 --6--2--2--+1divine Reputation* 7 -- 7 --7--3--2--+1divine 8 -- 8 --8--3--2--+1divine 9 -- 9 --9--4--3--+1divine Bonus Feat 10--10-10--4--3--+1divine Turn Sway* Class Features: Hit Die: 1d12 Class Skills: Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Wilderness Lore (Wis) Skill Points at each level: 2 + Int modifier Weapon and Armor Proficiency: Armor (heavy) and below, Shield, Simple Weapon, Martial Weapon (all). Favored weapon is Greatsword. Weapon and Armor Restrictions: None. *Reputation: The Warlord's reputation precedes her, be it good or bad. Commonfolk will begin regard the Warlord befitting the actions she has performed in combat, valor, and destruction. *Turn Sway: The Warlord is able to turn the sway of a large battle in which she holds some form of command, or can assume such. In any large battle (over 15 participants), the Warlord may spend a full-round action to issue commands. This provides everyone fighting on the Warlord's side a +3 to attack bonus, +2 to all reflex saves, +1 to all fortitude saves, and a +2 to armor bonus. Plus, if the opponent has any special defenses or weaknesses, the Warlord has a 5% chance per Warlord level to convey this to the participants, even if she is unaware of the particulars. [/QUOTE]
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