Showing posts with label house rules. Show all posts
Showing posts with label house rules. Show all posts

Monday, 5 March 2007

The Droaam Warlord prestige class

Home-brewed content! This is my first attempt at creating a prestige class. I created it with Greg's character in mind but I might use it for some NPCs.

Warlords are the rulers of communities of barbaric humanoids. They may rise from these communities themselves, or be heroes who take control of a barbaric tribe. Warlords are typically barbarians, fighters or other martial classes who sacrifice some of their physical training in order to become more effective leaders.

Requirements
Base attack bonus: +5
Feats: Leadership
Skills: Intimidate 8 ranks

Class skills: Bluff, Diplomacy, Handle Animal, Intimidate, Knowledge (local), Ride, Sense Motive

Hit die: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2
Fearsome reputation, bonus language
2nd
+1
+3
+0
+3
Inspire rage 1/day, battle intimidation
3rd
+2
+3
+1
+3
Hold the line, bonus language
4th
+3
+4
+1
+4
Inspire rage 2/day
5th
+3
+4
+1
+4
Greater battle intimidation, bonus language


Fearsome reputation (Ex)
A warlord adds his class level to Intimidate checks.

Battle intimidation (Ex)
Starting at 2nd level, a warlord can use Intimidate to demoralize an opponent in battle as a move action (rather than a standard action).

Bonus language (Ex)
Although most monstrous creatures speak Common, a good warlord knows that he can rule more effectively if he speaks the first language of his subjects. At 1st, 3rd and 5th level the warlord gains a bonus language from among those spoken by his subjects or the creatures of the surrounding area (excluding secret languages such as Druidic). A typical list would be Giant, Gnoll, Goblin, and Orc.

Inspire rage (Sp)
Beginning at 2nd level, you can incite your allies to fly into a rage while attacking. This functions as the rage spell, except that it is a language-dependant effect and can be negated by magical silence. You must continue speaking or shouting while you concentrate to maintain the effect, and the effect lasts for as long as you concentrate plus one round per level. At 4th-level, you can use this ability twice per day.

Hold the line (Ex)
When you reach 3rd level, your followers and allies are more frightened of you than they are of their enemies. Whenever an ally or follower who can see you is subject to a fear effect that allows a Will save, you can make an Intimidate check as an immediate action, and the ally uses this check result in place of their Will save if it is higher. You cannot use this ability if you yourself shaken or otherwise suffering from a fear effect.

Greater battle intimidation (Ex)
At 5th level, a warlord can demoralize an opponent in battle as a swift action.

Tuesday, 23 January 2007

Ring of Insignificance

For reference, these are the rules for the new item that Imre has requested for his character.

Ring of Insignificance
This gold ring sparkles with light and is decorated with fine patterns, but as soon as it is worn the patterns fade and it appears lustreless and tarnished. The ring makes the wearer appear less important to casual observers.

It grants:

* A +5 competence bonus to Hide checks used to blend in to crowds.
* A +5 competence bonus to Disguise checks used to appear as an ordinary member of the wearer's race.
* A +5 competence bonus to Bluff checks used to convince someone that the wearer is unimportant or not worth bothering with.

Faint illusion; CL 1st; Forge Ring, disguise self; Price 3,000gp.

Balancing notes

There are already several items in the core rules that grant a +5 bonus to checks in a single skill (e.g. the ring of jumping or the cloak of elvenkind). This one grants bonuses to three different skills but only in certain situations, so I reckon it's about as powerful. In case it's more powerful I've increased the price a bit (from 2,500 to 3,000).

Campaign setting notes

In Eberron, the ring was most likely created by House Phiarlan or House Thurrani, the elven dragonmarked houses whose business is espionage. How it came into Imre's character's hands is a story for another day, although it is quite possible that it belonged to an elven spy when Droaam was part of Breland, and was then left in Droaam when the Brelish forces withdrew.