dungeonmaster heathy wrote:
"Slimeer?! Ees theet you?"
ulgulanoth wrote:
!
Hey, 2 questions regarding dragons. 1. Under True Dragons, it says dragons cast spells as Sorcerers. But the statblocks given for gold dragons include Prayer, Divine Favor, Cure spells, and other divine spells. What gives? And how would this interact with giving a gold dragon Sorcerer levels? 2. If a gold dragon were to use its Alter Self ability to take the form of a humanoid, put on humanoid armor and magic items, and then change back - what would happen to that equipment?
It has long been my belief that purely martial leader-type classes are badass and great. The Warlord was by far my favorite thing about 4E, but since my group and I prefer Pathfinder I haven't gotten to play it much. Unfortunately, Pathfinder lacks a way to really do this concept well; the closest it comes is the Battle Herald, which is a prestige class dependent upon Bard and Cavalier levels. I wanted a base class, and I didn't want to have to use magic or have a horse. After Paizo announced ten new classes, none of which were even close to what I was missing, I figured - screw it, I'll do it myself. And so in a three-hour frenzy of typing in the face of impending finals, the General was born. Its features are heavily inspired by both the 4E Warlord and some material from 3.5's Tome of Battle, but I think it stands alone fairly well, although it's my first attempt at homebrew ever. The General
War is not always about one soldier’s skills or strength. As any professional military leader will tell you, with proper leadership and direction, even an inferior force can often achieve victory, and a grand force under a great commander can become unstoppable. Some rely on their knowledge of tactics and battlefield insight, thinking on their feet and changing their party’s strategy to counter any situation. Others eschew such an academic method of command; rather, they inspire their companions to great deeds with the power of their personality. Regardless, any military force acting towards a single purpose under the guidance of a skilled leader will almost always win out over a simple group of individuals.
Class Skills
(Since I can't figure out how to do a table on this board or even if it's possible, this will have to do.)
Class Features by Level:
1: Leadership Style, Leadership Pool
2: Strategic Exploit 3: Teamwork Feat 4: Strategic Exploit, Act As One 5: Improved Aid, Brothers in Arms +1 6: Strategic Exploit 7: Teamwork Feat, No Man Left Behind 8: Strategic Exploit 9: Brothers in Arms +2 10: Strategic Exploit 11: Teamwork Feat, Favorable Terrain 12: Strategic Exploit 13: Brothers in Arms +3, Unwavering Loyalty 14: Strategic Exploit 15: Teamwork Feat 16: Strategic Exploit 17: Brothers in Arms +4 18: Strategic Exploit 19: Teamwork Feat 20: Strategic Exploit, God of War Class Features
Weapon and Armor Proficiency
Leadership Style
Leadership Pool
Strategic Exploits
Strategic Exploits:
Always Vigilant [Tactical]: As long as the general has at least 1 leadership point remaining, he and all his allies within 30 feet gain a bonus on perception checks to detect hidden enemies equal to the general’s Intelligence modifier (minimum 1). The general must be at least 4th level to select this exploit. At 8th level, the general may spend 1 leadership point to grant each ally within 30 feet Uncanny Dodge for 1 round. At 12th level, the general may spend 1 additional leadership point to instead grant them Improved Uncanny Dodge.
Boost Morale [Inspiring]: As a standard action, the general can spend 1 leadership point to direct a word of encouragement to an ally within 30 feet. The ally gains fast healing equal to general’s Charisma modifier (minimum 1) for a number of rounds equal to the general’s class level. For every 2 general levels above 2nd, the fast healing increases by 1, to a maximum of +5 at 12th level. At 6th level, the general can spend 2 leadership points to use this exploit as a move action. Boost Morale, Mass [Inspiring]: As a standard action, the general can spend 3 leadership points to grant all allies within 30 feet fast healing equal to the general’s Charisma modifier (minimum 1) for a number of rounds equal to the general’s class level. The general must be at least 10th level and already know the Boost Morale exploit before selecting this exploit. Command Action [Tactical]: As a standard action, a general may spend 1 leadership point to allow 1 ally within 30 feet to make a single melee or ranged attack. He may spend 1 additional leadership point to grant this attack a bonus on its attack and damage rolls equal to the general’s Intelligence modifier (minimum 1). At 6th level, he may spend 1 additional leadership point to use this exploit as a move action; any one ally may only benefit from it once per round. At 10th level, he may spend 3 leadership points as a full-round action to allow 1 ally within 30 feet to take a full attack action. Command Movement [Tactical]: As a move action, a general may spend 1 leadership point to allow 1 ally within 30 feet to take a single move action. This can be for movement, standing up from prone, or anything else, but it provokes attacks of opportunities as normal. He may spend 1 additional leadership point to grant a bonus to AC against opportunity attacks provoked by this movement equal to the general’s Intelligence modifier (minimum 1). Distracting Strike: When the general hits an opponent with a weapon attack, he may spend 1 leadership point to make the target flat-footed against the next attack made by one of the general’s allies within 1 round. Draw Attention: As an immediate action, when an opponent threatening the general makes a melee attack against one of the general’s allies, the general may spend 1 leadership point to force the enemy to attack the general instead. In the case of a full attack action, this ability only applies to one attack. The general must be at least 6th level to select this exploit. At 10th level, the general may spend an additional leadership point to allow the ally on whom the attack was originally targeted to make an opportunity attack against the enemy. If this attack hits, the opponent’s attack takes a penalty equal to the general’s Intelligence or Charisma modifier (minimum 1). At 14th level, the general may spend 2 additional leadership points to move up to his speed into the threatened area of the enemy before redirecting the attack. Expert Flanking: As long as the general has at least 1 point remaining in his leadership pool, he and any ally who is flanking with him gains a bonus on their attack rolls against the flanked target equal to the general’s Intelligence or Charisma modifier (minimum 1). Hard as Steel [Inspiring]: As a swift action, the general may spend 1 leadership point to grant all allies within 30 feet a bonus on Fortitude saves equal to the general’s Charisma modifier (minimum 1). This bonus lasts a number of rounds equal to the general’s class level. Hold the Line: As long as the general has at least 1 point remaining in his leadership pool, all adjacent allies gain a bonus to their CMD against Bull Rush and Overrun maneuvers equal to the general’s Intelligence or Charisma modifier (minimum 1). Inspiring Blow [Inspiring]: As a standard action, a general may spend 4 leadership points and make an attack roll against an enemy. If the attack hits and deals damage, one ally within 30 feet is affected as if by the Heal spell, using the general’s class level as the caster level. The general must be at least 12th level to select this exploit. Instant Brace: As an immediate action when an enemy charges one of the general’s allies within 30 feet, the general may spend 1 leadership point to allow that ally to make an attack of opportunity against the charging enemy with a bonus to the damage roll equal to the general’s Intelligence or Charisma modifier (minimum 1). At 8th level, the damage dealt is doubled before applying the general’s bonus. No Escape [Tactical]: When an enemy takes a 5-foot step, the general may spend 1 leadership point as an immediate action to allow one ally within 30 feet who was threatening that opponent to either make an attack of opportunity against that opponent anyway, with a bonus to the damage roll equal to the general’s Intelligence modifier (minimum 1), or to take a 5-foot step as an immediate action. Positioning Assist [Tactical]: When the general hits an opponent with a melee attack, he may spend 1 leadership point to make that opponent unable to make opportunity attacks for 1 round. In addition, as long as the general has at least 1 point left in his leadership pool, allies that start their turn adjacent to him gain a bonus on AC against opportunity attacks equal to the general’s Intelligence modifier (minimum 1). Press Forward: As a swift action, a general may spend 1 leadership point to grant each ally within 30 feet a bonus on Bull Rush and Overrun combat maneuvers equal to the general’s Intelligence or Charisma modifier (minimum 1). Ready for Anything: As an immediate action when initiative is rolled, a general may spend 1 leadership point to grant each ally within 30 feet a bonus on the roll equal to the general’s Intelligence or Charisma modifier (minimum 1). At 6th level, he may spend 1 additional point to allow each ally within 30 feet to act in the surprise round, even if they would otherwise be unable to. Reflexive Shot: As an immediate action when an ally within 30 feet is targeted by a ranged attack, the general may spend 2 leadership points to make a ranged attack against the attacking enemy. This attack is resolved before the enemy’s attack, and if it hits and deals damage, the enemy takes a penalty on all its ranged attack rolls that round equal to the general’s Intelligence or Charisma modifier (minimum 1). The general must be at least 8th level and already know the Warning Cry exploit before selecting this exploit. Snap Out Of It, Soldier! [Inspiring]: As a standard action, the general may spend 2 leadership points to grant one ally within 30 feet a second Will save against one effect currently affecting them that a Will save can end, with a bonus equal to the general’s Charisma modifier (minimum 1). The general must be at least 6th level to select this exploit. Spell Assist [Tactical]: When the general hits an opponent with an attack, he may spend 1 leadership point to give the target a penalty on its next saving throw made within 1 round equal to the general’s Intelligence modifier (minimum 1). Stand Against the Storm [Inspiring]: Spend 1 leadership point as a swift action and select one ally adjacent to you. As long as you and that ally do not move and remain adjacent, you each gain a bonus to AC and CMD equal to your Charisma modifier (minimum 1), and are considered to be flanking any enemy who both of you threaten. The general must already know the Expert Flanking exploit before selecting this exploit. Strategic Retreat [Tactical]: As a standard action, a general can spend 1 leadership point to allow each ally within 30 feet to take a 5-foot step as an immediate action; they must end their movement further from the nearest enemy. At 10th level, he can instead allow them each to move up to their speed as an immediate action without provoking attacks of opportunity. An ally may only take this movement if they are being threatened by at least one opponent, and they must end their movement further away from all opponents that were threatening them. In addition, each ally that moved gains a bonus to AC against ranged attacks equal to the general’s Intelligence modifier (minimum 1) for 1 round. Strike the Heart: As a standard action, a general may spend 1 leadership point to grant an ally within 30 feet a bonus on critical confirmation rolls equal to the general’s Intelligence or Charisma modifier (minimum 1) for 1 round. At 10th level, the general may instead spend 2 points to increase the critical threat range of one ally’s weapon within 30 feet by ½ the general’s Intelligence or Charisma modifier (minimum 1) for 1 round. This increase stacks with Improved Critical, the Keen special quality, and any other effects that improve a weapon’s critical threat range, except another general’s Strike the Heart ability. The general must be at least 6th level to select this exploit. Tactical Genius [Tactical]: As a swift action, the general may spend 4 leadership points and rearrange the initiative order however he wishes. This ability may not be used during the surprise round. The general must be at least 12th level to select this exploit. Take Down the Caster! [Tactical]: When an enemy begins casting a spell, a general may spend 2 leadership points as an immediate action to allow one ally within 30 feet to make a ranged attack against that enemy. The enemy takes a penalty to its concentration check to keep the spell equal to the general’s Intelligence modifier (minimum 1). The general must be at least 8th level before selecting this exploit. Unbreakable [Inspiring]: As a standard action, the general may spend 2 leadership points to grant damage reduction x/-, where x equals the general’s Charisma modifier (minimum 1), to each ally within 30 feet. This damage reduction lasts a number of rounds equal to ½ the general’s class level. The general must be at least 12th level to select this exploit. Volley Strike: As a standard action, the general may spend 1 leadership point to make a melee attack against an enemy of his size or smaller. If this attack hits, it deals damage equal to the general’s Strength modifier (minimum 1) and pushes the enemy back 5 feet. If the enemy ends this movement adjacent to one of the general’s allies, that ally may make an attack of opportunity against the target, with a bonus on the damage roll equal to the general’s Intelligence or Charisma bonus (minimum 1). Only one ally may make this attack, regardless of how many allies are adjacent to the enemy after its movement. Walk It Off [Inspiring]: As a standard action, a general may spend 2 leadership point to allow an ally within 30 feet to ignore a number of points of ability damage or drain to either Strength, Dexterity, or Constitution equal to the general’s Charisma modifier (minimum 1) for a number of rounds equal to the general’s class level. This ability does not stack with itself; the ally must select a different ability score to gain the benefit for. The general must be at least 8th level to select this exploit. At 16th level, the general may instead spend 4 leadership points to allow an ally within 30 feet to ignore the same number of negative levels for the same duration. This does not prevent the ally from dying if their total number of negative levels equals or exceeds their hit dice, nor does it return lost spell slots. War Leader’s Charge: As a full-round action, a general can spend 2 leadership points and make a charge attack. Each ally within 30 feet may also make a charge attack as an immediate action, gaining a bonus on the damage roll equal to the general’s Intelligence or Charisma modifier (minumum 1). The general must be at least 10th level to select this exploit. Warding Shield: As an immediate action, a general wielding a shield (other than a buckler) can spend 1 leadership point to grant himself and each ally adjacent to him a bonus on Reflex saves equal to his Intelligence or Charisma bonus (minimum 1) for 1 round. This bonus is increased by 1 if the general is wielding a tower shield. The general must be at least 4th level to select this exploit. At 8th level, he can spend 1 additional leadership point to also grant each adjacent ally Evasion for 1 round. At 12th level, he can spend 1 additional leadership point (for a total of 3) to instead grant them Improved Evasion. Warning Cry: As an immediate action when an ally within 30 feet is targeted by a ranged attack, the general may spend 1 leadership point to grant that ally a bonus on AC against the next ranged attack against them equal to the general’s Intelligence or Charisma modifier (minimum 1) within 1 round. Teamwork Feat
Act As One
Improved Aid
Brothers in Arms
No Man Left Behind
Favorable Terrain
Unwavering Loyalty
God of War
General Feats:
Battlefield Insight Prerequisite: Leadership Style class feature, 16 Int or 16 Cha, 14 Wis, Combat Expertise Benefit: You may also add half your Wisdom bonus to any general class feature which allows you to use either Intelligence or Charisma, including your leadership pool. Broad Influence
Deputize
Extra Leadership Points
Extra Strategic Exploit
Improved Act As One
Versatile Leadership
General Archetypes
Class Skills: A high seas captain adds Acrobatics, Appraise, Bluff, Disguise, Escape Artist, and Stealth to his class skills. He does not gain Heal, Knowledge (Nobility), Linguistics, or Ride as class skills. Saves: A high seas captain uses the good Fortitude and Reflex save progression, but the poor Will save one. Weapon and Armor Proficiency: A high seas captain is proficient in all simple and martial weapons as well as the whip, boarding gaff, spiked chain, harpoon, boomerang, hand crossbow, grappling hook, lasso, net, pistol, and blunderbuss. He is proficient in light armor and bucklers. Terror on the High Seas
Death Before the Mast
Wolves of the Sea
That Famous Ol’ Spiced
Strategic Exploits
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