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Overlord of War

(This class was modified from a class I had located online. If you know whom the original poster of the class is, please point me towards them so I can give proper credit)

Overlords are the Kings and Queens of Netherworlds. World rulers that can cause massive levels of devestation across the landscape. Some are capable of conquering galaxies and destroying planets, while others are content to sit at home and watch anime. Regardless they still harbor an extreme respect among demonkind and are considered the most powerful kind of demon class. Overlords of War specialize in martial combat, skillfully slaying opponents with their weapons and commanding the battlefield with their evil laugh and physical might.

Alignment: Any

Hit Die: d10

Requirements

To qualify to become a Overlord of War, a character must fulfill all the following criteria.

Race: any

Base Attack Bonus: +10

Skills: Intimidate 10 ranks

Feats: Leadership, Deva, or Aura of the King ability of Omega Sentinel or Gideon/Divine Majin

Special: To become an Overlord is a very difficult task. There are several ways to obtain the power however, so if one way isn't right for you, try the other options, a true overlord would take the easiest way out anyway....

* If you are born into noble lineage and inherit the title of overlord from a parent or relative when they pass away. This is possibly the easiest way to become an overlord, but also very difficult as only a select few will be from noble lineage.

* Invade another netherworld and destroy, or capture the overlord. By the law of... well.. violence, This will entitle you to the netherworld and anything in it.

*You can also challenge the overlord to battle, However it is required to be on Live television and to have an expensive corporate sponsorship.....

*Simply being overly badass... if one just oozes badassery, they can almost instantly become an overlord....

Class Skills

The Overlord of War's class skills (and the key ability for each skill) are Climb (Str), Acrobatics (Dex), Perception (Wis), Intimidate (Cha), Bluff (Cha), Craft (int), Gather Information (Cha), Swim (Str), Sense Motive (Wis), and any two martial knowledge skills (Int).

Skill Ranks at Each Level: 4 + Int modifier.

Table: Overlord of War
Level Base Attack Bonus Fort Save Ref Save Will Save Special Techniques Readied
1st +1 +1 +0 +0 Overlord's Laugh, Aura of Power, Overlord's Crest +1 level of existing class
2nd +2 +1 +1 +1 Overlord's Crest +1 level of existing class
3rd +3 +2 +1 +1 Overlord's Crest, Aura of Debilitation   +1 level of existing class
4th +4 +2 +1 +1 Overlord's Crest +1 level of existing class
5th +5 +3 +2 +2 Overlord's Crest, Overlord's Might +1 level of existing class

Class Features

All of the following are class features of the Overlord of War prestige class.

Techniques Readied:

At every level a Overlord of War gains the ability to ready martial techniques as if they had leveled up in it's previous class. If it had more than one previous class you must choose which class at Each level. You do not learn new techniques from this and must still train to learn them just as before.

Overlord's Crest (Su):

A Overlord of War learns to harness true demonic powers unheard of by other demons. As such, they tap into the very power of their netherworld it's self and reach truly limitless power. At 2nd level, and every level after that, you can choose an overlord's crest.

Lord's Armor: You gain a +1 deflection bonus to your armor class that stacks with all other deflection bonuses. This can be taken more than once.

Fast Healing: You gain Fast healing 2. This can be taken more than once.

Thick Skinned: You gain Damage Reduction 2 overcome by nothing. This can be taken more than once.

Resistance: You gain resistance 5 to any two elements, This increases to 10 at 5th level. This can be taken more than once.

Supremacy: You gain a +2 bonus to any Ability score. This can be taken more than once, but only once for every ability score.

Overlord's Quickness: All of your movement speeds increase by +10 feet.

Incite Rage: You can incite rage a number of times per day equal to 3+Charisma modifier. This works as a Rage spell that effects all allies within 30 feet and lasts 1 round per level. At 5th level the spell grants a further +2 bonus to Strength and Constitution.

Martial Supremecy: You gain a +1 to the saving throws of your techniques of a certain type (Monster, Axe, Sword, Unique...). This bonus increases by +1 at 5th level. This can be taken multiple times but only once for a specific weapon type.

Martial Practice: You gain 2 additional readied techniques a day. This can be taken more than once.

Superior Skill: Choose one skill, you gain a +6 overlord bonus to that skill. This can be taken more than once, but only once for each skill.

Extension Aura: This increases all of your Aura Abilities by 10 feet, this increases by another 10 feet at 5th level.

Violent Strike: A number of times per day equal to your Overlord of War level, you can make a Violent strike. This attack is made at a -4 penalty but deals an additional amount of damage equal to twice your overlord level. This is activated as a swift action.

Mettle: You can utilize the effects of Evasion for all fortitude saving throws. This cannot be chosen until level 3.

Improved Mettle: As improved evasion but for fortitude saving throws. This cannot be chosen until level 5.

Supreme Vassals: Your Followers and Cohorts from leadership gain the Advanced Monster Simple template. Add the level adjustment to their level to determine what their maximum level can be.

Undying Vassals: For a number of rounds each day equal to your Overlord of War Level, your followers from leadership will not die from hit point damage, and will continue fighting even at negative hit points. The effects of damage however will effect them once the duration is over. Activating this is an instant action. This can only be chosen at level 5.

Greater Vassal: Your Cohort from leadership can now be one level lower than you. This stacks with other abilities that are similar. If you take this Overlord's Crest a second time, you gain another Cohort, however it's level is determined by normal Leadership rules.

Greater Deva: When a creature is effected by your Deva ability, you can choose to effect them with a confusion spell instead of the fear effect. Alternatively you can choose to make the fear effect last for minutes instead of rounds. In addition, when using the Order's Wrath effect, you can select a single alignment when selecting this ability. Creatures of that alignment are treated as Chaotic outsiders for this.

Greater Laugh: The Morale Bonuses you grant from the Overlord's laugh also apply to you. In addition they stack with morale bonuses from other sources than an Overlord's laugh. Finally the bonus that it grants to attack rolls increases by +1 and the creatures also gain a +1 bonus to armor class and a +1 to saving throws when using your Overlord's Laugh. These bonuses increase by +1 at 5th level.

Netherrealm: You are the absolute ruler of your domain. When in your Netherworld or the domain in which you rule, you have a certain degree of power that you don't otherwise possess anywhere else. While within your realm, you gain a +2 bonus to all d20 rolls, and once per day you can reroll any d20 roll. This can be done even after hearing the results of the first, however the second roll must be kept.

Greater Netherrealm: You must possess Improved Netherrealm to select this. Select a single Cleric Domain. To determine your level as a cleric for the purpose of using your domain abilities, you use twice your levels in Overlord of War, Overlord of Magic, Demon General, Gideon/Divine Majin, Omega Sentinel, Shura, Vampire Tyrant, or Werewolf Lord to a max of 20th level. These abilities use Charisma instead of Wisdom, and you add the spells to your list of techniques known. This domain must match your character, and must have some sort of theme. This domain can only be used while you are within your domain or within your Netherworld.

Improved Netherrealm: You must possess Netherrealm to select this. While within your Netherworld or domain, you can use the spell Teleport a number of times equal to your Overlord Level.

Ultimate Netherrealm: You must possess the Greater Netherrealm ability to select this. Once per day, you can choose to designate an area of land 200 feet wide in all directions for every level you possess in this class, as your Netherworld or Domain. This lasts for 1 round per level in this class and is a move action to activate.

Stamina: You gain the Combat Stamina and Revengeance feats as bonus feats without needing to meet the prerequisites.

Overload: You gain the Overload feat as a bonus feat. You must possess the Combat Stamina and Revengeance feats to select this.

Sneak Attack: Use your Overlord of War levels as rogue or ninja levels to determine your sneak attack damage. If you do not possess sneak attack damage already, you gain the sneak attack damage of a rogue of your Overlord of War Level.

Smite Alignment: Once per day you can smite a creature of an opposing alignment. This alignment must be decided when you take this ability. This can be Smite Good, Smite Chaos, Smite Neutral, Smite Evil, or Smite Law. This works as the paladin's smite ability using your overall character level. You can use this 1 additional time each day at 5th level.

Overlord Technique: You gain the feat Arcane/Divine/Technique Thesis for any one technique that you possess. You can select this multiple times, gaining it's effects for a different technique each time.

Expanded Technique: You can add a single weapon technique from one weapon category to another. This weapon must have similar capabilities (Such as not allowing a Gun to use a Fist Technique). The technique can simply be performed with that kind of weapon, it's saving throw still uses the same ability score.

Royal Dominion (Ex): The Overlord Designates an area of it’s royal dominion. This can be an area that the Overlord rules over, or an area where the Overlord is extremely well known. This area can be up to 2 miles per Overlord level. This area is often times populated by followers of the Overlord from the Leadership feat, and if the Overlord possesses the Renown Vigilante talent, or the Dragon’s Draconic Renown, it applies to this location as well. Some Overlords can be granted larger areas of royal dominion if the story calls for it. If the Overlordis good aligned, The Overlord gains followers as if it’s leadership score was an amount higher equal twice your Overlord of war class levels. In addition, the people of the area of renown are treated as followers. This works identically to the Vigilante Social talent, and the Overlord is always considered to be in its social identity when speaking to anyone other than an enemy or someone who has taken hostile actions toward the Overlord. If the Overlord is evil aligned, The Overlord gains followers as if it’s vile leadership score was an amount higher equal to twice the creature’s level in Overlord of War, with some of the people of the settlement following them and gathering other unsavory figures over time. The Overlord is always treated as being in his vigilante identity for the purposes of the feat, but he can apply the Diplomacy effect to creatures who share a common goal with him (such as criminals, or guards in an evil city) and have an initial attitude of at least indifferent. Neutral Overlords select which one they will follow at this level and cannot alter it without some sort of story arc that allows them to try and become a better (Or worse) person.

Royal Monument (Ex): The Overlord must possess the Royal Dominion ability to select this. The Overlord selects two kinds of Facilities. They can now buy said facilities for the craft value instead of the normal price. If the facility is placed within the region of their Royal Dominion, it’s community effects apply to every creature within the Dominion. This can be selected multiple times.

Overlord's Laugh (Su):

At 1st level the Overlord learns to master his evil laugh. As a Full Round action the Overlord can let loose a powerful laugh. Any auras the Overlord has are doubled in size for 1 round per level in Overlord of War. After using the Overlord’s laugh, allies within 120 feet gain a +1 morale bonus to attack rolls, saving throws, armor class, or skill checks, selected by the Overlord whenever he uses the laugh. This bonus lasts for 1 round per Overlord of War level and increases by +1 at every level after 1st. At 3rd level this becomes a standard action, and at 5th level this can be used as a move action. This can be used once per day for every level you possess in Overlord of War.  

Aura of Power (Su):

At 1st level An Overlord exudes extreme power and makes his foes feel worthless. An Overlord learns to improve his aura of superiority. If the Overlord does not possess the Aura of Superiority class ability from Omega Sentinel or Gideon they gain that ability, using their Overlord of War level as their Omega Sentinel level to determine it’s strength.

If the Overlord already possesses the Aura of Superiority class feature, the penalty it imposes increases by another -2  and it now also applies to saving throws, ability checks, and skill checks. The penalty increases by another -1 at levels 3 and 5. Enemies within this aura have their fast healing lessened by an amount equal to your Overlord of War level. If the enemy possesses no fast healing they take damage equal to your Overlord of War level every round, bypassing all Damage reduction.

Aura of Debilitation (Su):

At 3rd level, The Overlord of War becomes a master of combat and all who stand against him are struck with intense fear. An Overlord learns to improve his aura of superiority. If the Overlord does not possess the Aura of Malice class ability from Omega Sentinel or Gideon they gain that ability, using their Overlord of War level as their Omega Sentinel level to determine it’s strength.

When the Overlord demoralizes an opponent with intimidation while they are within their aura, the duration is doubled. The Overlord of War can select another ability from the Omega Sentinel’s Aura of Malice class ability, or they can select from the following list instead.

·        Intimidated enemies within the aura that are immune to critical hits have their immunity lowered to 75% fortification. All creatures with fortification have their fortification lowered by 25% within this area.

·        Intimidated enemies who enter the aura are also sickened and dazzled for the same duration without any saving throw.

·        Critical hits against enemies within your aura automatically succeed.

·        All allies within your aura are effected by a bless spell.

·        Any enemy miss chance within your aura is lowered by 25% to a minimum of 0.

·        Whenever you land a critical hit on an intimidated creature they are staggered with no saving throw.

·        Damage you deal to intimidated creatures within your aura is increased by an amount equal to your constitution damage.

Overlord's Might (Su):

At 5th level an Overlord of War reaches the pinnacle of power, a destructive force blazing through the battlefield, destroying all in it's path. Once Per Day As a Standard action you can access an Overlord's true strength, temporarily shattering your Crest and gaining immense power. Your features shift and contort to show your true might. You gain a +6 Bonus to Strength and Constitution, a +3 bonus to Natural armor, your darkvision increases by 60 feet and you gain Spell Resistance 15+ your Overlord of War Levels + 1/2 any other levels. All weapons and natural attacks that you utilize deal damage as if they were one size larger. In addition you gain an additional ability depending on which aspect you choose. Once chosen the first time it can never be altered. In addition they gain an ability to their aura of superiority based on this selection. If the Overlord does not possess the Aura of the King class ability from Omega Sentinel or Gideon they gain that ability while in this form regardless of the aspect they select, using their Overlord of War level as their Omega Sentinel level to determine it’s strength. If they gain the Aura of the King ability through this, they do not gain the aura ability from their selected aspect.

· Anarchic aspect (Only select if Chaotic): You gain the following abilities: an additional +2 bonus to Constitution, damage reduction 10/lawful, resist acid 10, electricity 10, and sonic 10, a +4 bonus on saves against poison, blindsense 30 feet, and a fly speed of 60 feet (good maneuverability). You gain a bite attack dealing 2d6 points of damage. Your natural weapons and any weapons you wield are considered chaotic-aligned for the purpose of overcoming Damage Reduction.

Allies within your aura gain +1d10 to a type of d20 roll of your choice every round. Each ally gets this once per turn to that kind of d20 roll. All enemies are treated the same way, however the d6 imposes a penalty instead.

· Axiomatic aspect (Only select if Lawful): You gain the following abilities: an additional +2 bonus to Strength, damage reduction 10/chaotic, resist cold 10, electricity 10, and fire 10, a +4 bonus on saves against poison, low-light vision, and a fly speed of 60 feet (good maneuverability). You gain 2 slam attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered lawful-aligned for the purpose of overcoming Damage Reduction.

Allies within your aura gain +fast healing 5. All enemies have their fast healing lowered by 5 every round. If the enemy doesn’t have fast healing it takes 5 damage that bypasses damage reduction.

· Fiendish aspect: You gain the following abilities: an additional +2 bonus to Strength, damage reduction 10/good, resist acid 10, cold 10, and fire 10, a +4 bonus on saves against poison, see in darkness, and a fly speed of 60 feet (good maneuverability). You gain 2 claw attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered evil-aligned for the purpose of overcoming Damage Reduction.

Allies within your aura gain the benefits of the bane enchantment for all of their weapons. The bane is against any enemy that the Overlord has targeted during the round. In addition all enemies within the aura have their damage reduction lowered by 5.

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