Overlord (3.5e Class)
You like the flavor of the warlock, but flying around and hurting people with a pink beam is too girlish? Want something that fights like a man? Open the stage for ...
The Overlord
Overlord on his Nightmare Steed
There was a time, when fiends begat mortal children. A time when questing lords of darkness harnessed the power of the abyss to fuel their might, and wrote the ancient tomes that are lost in crypts, volcanoes and the depths of the ocean. A time when evil gods walked the earth to smite those who opposed them. The overlords are the chosen ones, destined to bring a new dawn to such an age and complete the eternal cycle. In them, they carry the seed of this ancient power of chaos and evil. They may embrace this fate, they may deny it, they may renounce it, they may fight it in their hybris.The ancient might that is in their veins makes them fearsome warriors, destined to lead an army on one of the many sides in the eternal struggles that turn the wheel of time.
Adventures: Overlords do not "adventure". They seek power and they conquer.Sometimes, they grasp that their is a higher goal behind it all. That the power they seek will serve a purpose. Sometimes, they will understand they went to far, and seek atonement.The classic overlord is the anti-hero, both in the sense of tragic protagonist and villain.
Characteristics: Overlords are melee powerhouses. They draw their magic might from the same sources as the warlock. But contrary to them, they do not blast the enemy, they face him steel against steel. They can inscribe signets in their weapons, shields and armor to enhance them with magic might.
Alignment: Overlords must be either Chaotic Evil or Neutral Evil.
Religion: Overlords follow the gods that humanity chose to forget, ancient, alien powers that demand rituals no sane mind would want to endure. Redeemed overlords tend to go for the opposite and worship lawful good gods like Heironeous.
Background: It might be the curse of their blood, but overlords never seem to come from ordinary mundane backgrounds. They are the rejected orphans raised by witches, the kids abducted by demon cults, the bored sons of ancient and corrupt patrician families and the evil twin brothers of the prince...
Races: Overlords come from any race. In fact, races that already share a trace of demonic blood, such as tieflings, are the most common.They are the dangerous masterminds that are able to turn unplanned raids into an invasion. And in areas where the majority of the population is human, of course most overlords will also be human.
Other classes: Overlords have a deep respect for authority backed by power, and expect the same in others.While their habit of seeing anyone else as either a threat, a tool or a minion may be unsettling, they are way to smart to reject anyone just by appearance. They have suffered this fate themselves often enough to know the error of this way.
Role: Overlords stand in the front line. If they are powerful enough, they can afford a line of minions before them, but there is no question they will be where everybody can see them to follow their command.
Character Themes
Conqueror
The Conqueror is on an eternal quest for power. He sees everybody who is more powerful as a potential obstacle, and anybody who is weaker as a potential minion. Their ultimate goal is to raise an army and to gain a domain where they can rule, a base from where they can finally conquer the whole known world.
Redeemed
Redeemed overlords are those who understood that there are means fighting for beyond the quest for ultimate power. In fact, playing a redeemed overlord might be the only one to include such a character in a usual good-aligned group. Redeemed overlords themselves are chaotic good or chaotic neutral. They still have their powers, but they may choose not to use certain invocations, such as those that summon undead. They will still have a hard time cooperating with characters like Paladins, but then, this is a great opportunity for roleplaying.
Megalomaniac
“It's impossible, I tell you, impossible! My trap was perfect! HOW DID HE DO IT? I have to know! Somebody tell me, it's not fair! There was no way, I tell you! No way he could have gotten out! Somebody tell me! Do you hear me! SOMEBODY TELL ME HOW HE DID IT! I have to know! I HAVE TO KNO-O-O-O-OW!”
Where the Conqueror is a strategist and warlord, the megalomaniac is a scheming madman. He is the kind that builds an evil lair full of minions, and construct a doomsday device to extort power. He devises death traps for his enemies, and kidnaps princesses and princes to lure heroes in his lair. When undisturbed, he trains his menacing laughter in front of a mirror.
Coward
“You loved my father, I know. But so did I. That makes us brothers, doesn't it? Smile for me now, brother.” [stabs him]
The coward uses his black armor and menacing demeanor to shield his inner weaknesses. His invocations provide the means to trick his enemies in combat to gain an unfair advantage. Inside, he is a broken and frightened soul, but he will never show it to anyone.
The Henchman
“And now, your highness, we will discuss the location of your hidden rebel base...”
The henchman is the loyal servant and army leader of an even darker power on or behind the throne. He wields considerable power, and he is feared by everyone, but deep inside he knows that he, too, is a pawn on the chess board.
The Slayer
“Maim! Kill! Burn!!! Maim! Kill! Burn!!!”
All the slayer loves and enjoys is a good blood bath. He is a combat machine. He doesn't care who he is fighting for, he doesn't care what he is fighting for, as long as there is a fight.
The Dark Gladiator
“Are you not entertained? Are you not entertained? Is this not why you are here?”
Face it, you're a showman. You fight to please the masses. You're supernatural, you're creepy, you're efficient. The crowds love you. Sure, you're the evil, and you're there to make somebody else shine, but you know, they are afraid of you. And that's why the arena needs you. If they only knew that you are for real...
Leading an army to battle
Game Rule Information
Starting Gold
6d6 times 10
Starting Age
"As fighter"
Level | Base Attack Bonus |
Saving Throws | Invocations Known |
Special | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +2 | - | Signet, Favored Energy Type | |||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +3 | 1 | New Invocation (least), Detect Magic | |||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +3 | 1 | Damage reduction 1/good or lawful | |||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +4 | 2 | Second Energy Type | |||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +4 | 2 | Mounted Combat, Fast Signet | |||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +2 | +5 | 3 | Signet bonus +1 | |||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +2 | +5 | 3 | Damage reduction 2/good or lawful | |||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +2 | +6 | 4 | Fiendish Resilence 1, Double Signet | |||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +3 | +6 | 4 | Nightmare Steed | |||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +3 | +7 | 5 | New Invocation (least or lesser), Signet bonus +2 | |||||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +3 | +7 | 5 | Damage reduction 3/good or lawful | |||||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +4 | +8 | 6 | Signet Change | |||||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +4 | +8 | 6 | Fiendish Resilence 2 | |||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +4 | +9 | 7 | Signet bonus +3 | |||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +5 | +9 | 7 | Damage reduction 4/good or lawful | |||||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +5 | +10 | 8 | New Invocation (least, lesser or greater), Fiendish Resilence 3 | |||||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +5 | +10 | 8 | Signet bonus +4 | |||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +6 | +11 | 9 | Fiendish Resilence 5, Swift Change | |||||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +6 | +11 | 9 | Damage reduction 5/good or lawful | |||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +6 | +12 | 10 | New Invocation (least, lesser, greater or dark), Signet bonus +5 | |||||||||||||||||||||||||||||||||||
Class Skills: The overlords class skills are: Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Use Magic Device (Cha) |
Class Features
All of the following are class features of the Overlord.
Weapon and Armor Proficiency
Overlords are proficient with all simple and martial weapons, all armors and all shields.
Signet
The overlord can inscribe glowing signets in his melee weapons, shields and armors to mark them as his possessions, and to give them enchanted powers while he is using them.
Inscribing a signet takes 10 minutes per item. A signet remains active for 24 hours. The signet power is active only when the warlord wears or wields the item (unless otherwise stated). Items with a channeled invocation are treated as magic items.
He can use a signet either to fill an item with energy or to channel one invocation into it. The effect of channeling an invocation differs from invocation to invocation, see the list below (next posting). He can still cast a channeled invocation normally.
One item can only hold one invocation or one type of energy. Also, he can channel a specific invocation only in one item, so he can only use either the weapon or shield or armor effect of that invocation. At first level, he does not know any invocation yet, but he can channel energy into his items (see favored element).
Favored energy type
The overlord selects one type of energy. He can channel this type of energy into weapons, shields and armor. Weapons deal bonus damage of the selected type, shields and armor grant energy resistance. The bonus damage of the weapon depends on the highest type of Invocation he can channel:
highest invocation | bonus damage | energy resistance |
---|---|---|
None | 1d4 | 2 |
Least | 1d6 | 5 |
Lesser | 1d8 | 10 |
Greater | 2d6 | 15 |
Dark | 2d8 | 20 |
He can channel one type of energy in several items, but the energy resistance does not stack.
Detect Magic
Beginning at 2nd level, an Overlord can use Detect Magic as the spell at will. His caster level equals his class level
Invocations
The overlord can learn and use evocations just like a warlock (see CA 7, 130). He can learn all evocations from the Warlock list, except for eldritch essences, as he does not possess the eldritch blast. Contrary to the Warlock, the Overlord is not hindered by armor or shields when using his invocations.
Damage Reduction
Fortified by his ancestral powers, the overlord gains damage reduction. The DR is overcome by good weapons if he is of evil alignment, by lawful weapons if he is of chaotic alignment, and by both types if he is both.
Second energy type
The Overlord can choose a second type of energy that he can use for his signet.
Mounted Combat
The overlord gains Mounted Combat as a bonus feat. If he already has that feat, he may select another feat that has Mounted Combat as a prerequisite. He must fulfill all prerequisites of this feat.
Fast Signet
The Overlord can inscribe signets in only one minute.
Signet bonus
When he bestows his signet upon a weapon, armor or shield, the item gains an enchantment bonus equal to his signet bonus. If the weapon already has an enchantment bonus, use either the existing bonus or the signet bonus if it is higher. Shields get the enchantment bonus both to AC as well as attack and damage when used for a shield bash.
Fiendish Resilience
Once per day, as a free action, he can enter a state that lasts for 2 minutes. while in this state he gains fast healing 1
At 13th level the fast healing improves to fast healing 2. at 18th level the fast healing improves to fast healing 5
Double Signet
You can inscribe 2 signets into one item, either two invocations or one invocation and one energy type. Still, you can use each invocation you know only in one item at the same time.
Nightmare Steed
You can call a Nightmare as your loyal mount. You can call the mount as a full-round action at will from the fiendish realm where it resides. This ability is the equivalent of a spell of a level equal to one-third the Overlord’s level. The mount immediately appears adjacent to the Overlord and remains until dismissed, or a maximum of 24 hours. The mount is the same creature each time it is summoned, though the Overlord may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. Should the Overlord’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Overlord may not summon another mount for 24 hours. Code:
Overlord Level | Bonus HD | Natural Armor Adj. | Str Adj. | Special |
---|---|---|---|---|
9-10th | +0 | +0 | +0 | Empathic link, share invocations, evasion, share saving throws |
11th-13th | +2 | +4 | +1 | improved evasion |
14th-16th | +4 | +6 | +2 | Improved speed (+10 ft.) |
17th-20th | +6 | +8 | +3 | Spell resistance (Overlord level +5) |
Signet Change
When the Overlord is wearing or wielding an item that carries his signet, he can change the element or the invocation channeled into it as a standard action.
Swift Change
As signet change, but as a swift action.
Drow Overlord, traitor
Invocations and their signet abilities
Baleful Utterance
Weapon: The weapon bestows the Improved Sunder feat upon the wielder
Armor, Shield: The item is immune to the Shatter spell and sunder attempts
Beguiling Influence
Weapon: You can feint with the weapon as a move-equivalent action.
Shield: You retain your shield bonus to AC even when flatfooted by a feint.
Armor: Your armor shines so impressively that all attempts to use Charisma-based skills (excluding Use Magic Device) against you suffer a -6 penalty.
Breath of the Night
Weapon: The weapon is able to cut through fog and make it disappear. As a standard action, you can take a swing around and rid all or selected squares within 5 ft. of fog. If the fog is of magical nature, you must succeed at a caster level check against the spell.
Shield: As a swift action, you can focus on the signet and fill the square you occupy with fog. The fog grants concealment, but you can see through it unhindered. It stays where it was created, unless it is moved by wind. It disperses naturally after 1d6 rounds.
Armor: The surface of the armor takes a grey, wavering, fog-like texture. In any kind of fog that grants concealment, you gain total concealment instead.
Charm
Weapon: Your weapon strikes become a thing of great, if dark, beauty. Once per round, an opponent struck by your weapon must make a will save (DC 10 + half overlord level + Cha bonus) or be dazed for one round, simply watching the flashing twirl of your weapon.
Shield: Your shield is coated in bright, shining colours. As a standard action, you can attempt to fascinate all foes in a 60 ft. cone with your shield, as per Fascinate spell. They must succeed at a saving throw against 10 + half your overlord level + Charisma bonus to shake of the effect.
Armor: Your armor is cast in a gleaming and sparkling glamour, giving you a +4 circumstance bonus to the save DC of all Enchantment (charm) effects.
Chilling Tentacles
Weapon: You can stretch your weapon out like a tentacle, which increases reach by 5 ft. You can still hit closer opponents.
Shield: Your shield becomes fringed with small tentacles, that grasp at any object that strikes it. An opponent who misses you in combat must make a DC 15 strength check or lose the weapon, which falls to the ground in your square.
Armor: Your armor grows two tentacles that can leash out at opponents. Treat as two natural weapons that have the same stats as a whip.
Curse of Despair
Weapon: Once per round, the weapon can deliver the Curse of Despair with successful attack.
Shield: If you successfully save against a curse effect, the curse is redirected at the originator.
Armor: You are immune to all penalties through curse effects.
Dark Discorporation
Weapon: Your weapon is not transformed during Dark Discorporation, and you can still wield it normally to attack.
Shield: Your shield is not transformed during Dark Discorporation, and you still gain its AC bonus.
Armor: Your armor is transformed with you during Dark Discorporation, allowing you to keep your armor bonus to AC.
Dark Foresight
Weapon: Within 24 hours after the invocation is cast on the weapon, you do not need to draw it, as long as it is on the same plane as you. It automaticly teleports into your hand if you need it.
Shield: Within 24 hours after the invocation is cast on the shield, you do not need to draw it, as long as it is on the same plane as you. It automaticly teleports into your hand if you need it.
Armor: Within 24 hours after the invocation is cast on the armor, you do not need to wear it, as long as it is on the same plane as you. It automaticly teleports onto your body in case you are attacked.
Dark One's Luck
Weapon: You can reroll one attack, but each reroll reduces your luck bonus to saves granted by the invocation by one for 24 hours.
Shield, Armor: As above, but instead you force your enemy to reroll his attack.
Darkness
Weapon: The weapon automaticly dispels any light effect it touches. You need to succeed at a caster level check if the light is of magical origin.
Shield: The shields AC bonus is also a save bonus against all spells with the [Light] descriptor.
Armor: The armor takes a jet black texture whenever the wearer is in a dark area, negating the armor check penalty on Hide checks.
The Dead Walk
Weapon: The weapon can Detect Undead at will.
Shield: -
Armor: As long as the Overlord is wearing the armor, he is under an affect equal to an invisibility to undead spell.
Devil's Sight
Weapon: The weapon detects Outsiders (as per Detect Undead, but different creature type) at will.
Shield: -
Armor: While wearing the armor, you gain an additional +1 insight bonus to AC against outsiders.
Devour Magic
Weapon: Once per round, on successful attack, target is subject to effect of Devour Magic Invocation. Shield, Armor: Once per round, you can try to devour a spell targeted at you or the square you are in as an immediate action.
Earthen Grasp
Weapon: A bludgeoning weapon deals +1d6 extra damage
Shield: You gain a +4 bonus against attempts to trip or bull rush you.
Armor: You can Meld into Stone at will, but also into earthen surfaces and move freely and exit at new points
Enervating Shadow
Weapon: The weapon dispels spells and effects with the [Light] descriptor on touch, with a caster level equal to your class level. In addition, it deals one point of Strength damage (no save).
Shield: -
Armor: The armor is completely black, giving you a +5 circumstance bonus on Hide checks. Foes grappling you must make a Fortitude save at the beginning of their turn or take a -4 penalty to Strength for 5 rounds. If you have the Enervating Shadow Invocation activated normally at the same time, only one save is made for grappling foes, but at a -4 penalty.
Entropic Warding
Weapon: The weapon ignores 20% miss chance from any source. A 50% miss chance is in effect normally.
Shield: An effect similar to Entropic Shield protects the Overlord from melee attacks. These have a 20% miss chance.
Armor: 10% miss chance contently
Fell Flight
Weapon: As a standard action, you can send the melee weapon to attack a foe within 60 ft. It returns to your hand.
Shield: You can order the shield to hover in front of you, giving you protection without requiring you to hold it in your hands.
Armor: -
Flee the Scene
Weapon: As a full-round action, you can teleport your weapon to attack an enemy within 30 ft. from behind, while you keep an illusory weapon in your hand. The enemy loses his Dexterity bonus to AC against the attack.
Shield: -
Armor: -
Hungry Darkness
Weapon: Upon a successful critical hit, the effects of the invocation are released with your opponent's square as the center of the darkness.
- your DM may decide to have this ability only activate a number of times before the invocation must be re inscribed
Shield: ?
Armor: when you are hit with a melee attack you can activate this invocation as a swift action. If you have already taken you you battle turn this round it takes you swift action form your next round, if not it counts as if you had activated it on your turn. Until the invocation is released your armor imbucked with this invocation grants you a competence bonus on hide checks depending on your highest invocation class available.*
- your DM may decide to have this ability only activate a number of times before the invocation must be re inscribed
highest invocation | hide bonus |
---|---|
Least | +2 |
Lesser | +5 |
Greater | +10 |
Dark | +15 |
Leaps and Bounds
Weapon: -
Shield: Your shield becomes a trampolin. Anybody taking a Jump from your shield receives a +4 circumstance bonus.
Armor: Your armor becomes light and bouncy, and you suffer no armor check penalty on Balance, Jump and Tumble checks.
Miasmic Cloud
Weapon: Once per round, your weapon attack has the additional effect of a Touch of Fatigue spell.
Shield: -
Armor: You are immune to fatigue.
Path of Shadow
Weapon: traps one opponent of equal or lesser HD than you on the "Plane of Shadow", unless recalled early, the victim is released when the signent is dispelled the creature escapes and spends 2 rounds stunned due to the trip. While on the "Plane of Shadow," they gain the healing benefits of this invocation, only one subject can be imprisoned at a time.
Shield: same as weapon, but from shield bash, or can be used for a free, always successful disarm attempt
Armor: same but is preformed when hit with a natural attack, or can be used for a free, always successful disarm attempt
Retributive Invisibility
Weapon: The weapon becomes invisible. This gives a +4 circumstance bonus to the Feint maneuver.
Shield: -
Armor: The armor becomes invisible. Treat this like the glamered enchantment. If these enchantments are dispelled, the same damage effect appears as when the invocation is dispelled.
See the Unseen
Melee Weapon: While holding the weapon, you can fight as if having the Blind-Fight feat.
Shield: Your shield becomes a mirror, and in its reflection all invisible creatures become visible.
Armor: -
Spiderwalk
Weapon: -
Shield: -
Armor: Sticky patches grow from your gauntlets and shoes, negating the armor check penalty for climbing in your armor.
Stony Grasp
Weapon: A bludgeoning weapon deals +1d10 damage
Shield: -
Armor: -
Summon Swarm
Weapon: You can direct the summoned swarm with your blade. If you perform an attack or another combat action with your weapon that round, you successfully keep up concentration for the swarm. The swarm attempts to attack the same enemy you attack.
Shield: -
Armor: Your armor successfully protects against any type of swarm creature of the animal or vermin type. Swarms simply don't attack you, even if you are in the same space.
Tenacious Plague
Weapon: The locusts can form a weapon arm, wielding your sword and using your attack bonus. (?)
Shield: -
Armor: Your armor successfully protects against any type of swarm creature of the animal or vermin type. Swarms simply don't attack you, even if you are in the same space. You gain the Wild Empathy Ability towards animal and vermin type swarms.
Voidsense
Weapon: -
Shield: -
Armor: Your armor dampens sound and smell, making you undetectable with blindsense.
Voracious Dispelling
Weapon, Shield, Armor: If you use Voracious Dispelling to dispel a magic item, you can put that item's enchantment on your own weapon, shield or armor, if appropriate.
Walk Unseen
Weapon: -
Shield: -
Armor: as Glamered enchantment
Wall of Gloom
Weapon: -
Shield: -
Armor: Surround yourself with Gloom. (?)
Wall of Perilous Flame
Weapon: Your weapon licks with fire, exploding into a torrent when spun. As a full round action, you can perform a whirlwind attack, even if you do not have the feat. This attack does an additional 2d6 fire damage on a successful hit.
Shield: -
Armor: The Overlord can walk through walls of fire unharmed.
Warlock's Call
The Warlock's call signet can be inscribed in any object, not only weapons and armor. The Overlord can try to contact the item up to one day per caster level after he inscribed his signet and send a message to whoever holds or owns the object at the moment.
Word of Changing
Weapon: Once per round, you can effect an opponent that you successfully hit in melee combat with the Word of Changing.
Shield: If you successfully save against a shapechange or polymorph effect, that effect is redirected at the original caster.
Armor: You gain a +4 bonus to saves against shapechange and polymorph effects.
Feats
HELLFORGE [Item Creation]
You can permanently inscribe your signets.
Prerequisite: Signet
Benefit: You can create permanent magic items by inscribing your signet. These items are created according to the rules for creating magic arms and armor. This includes price, XP cost and crafting time. You can give the item an enhancement bonus up to your signet bonus, and you can add either one elemental effect or an invocation. The cost for invocation powers is: Least +1, Lesser +2, Greater +3 and Dark +4.
New Invocations
Fire Shield
(Lesser, 4th)
This invocation has the same effect as a fire shield spell, except that the duration is extended to 24 hours.
Weapon: Shield: If the Overlord succeeds at a Reflex save against a spell with the fire descriptor targeted at him or the square he is in, the spell is reflected at the original caster. Armor:
Ghostwalk
(Greater, 7th)
The Warlock becomes ethereal with all his equipment, as per spell Ethereal Jaunt, except that the effect may last up to 24 hours. If he spends more than one hour on the ethereal plane, he must succeed at a Will save upon return (DC 10 + hours spent) or be dazed for 1 round per point by which he failed the save.
Weapon: Gains the Ghost Touch ability. Shield: Gains the Ghost Touch ability and protects from ethereal attacks. Armor: Protects from ethereal attacks.
Spikewalker
(Lesser, 3rd)
Knifelike spikes shoot from the ground below the Overlord within 5 feet of him. If this invocation is active, at the beginning of each of his turns, each friend and foe in his square or adjacent to him takes 1d4 piercing damage, plus one for each 4 caster levels, unless they succeed at a Reflex save for half. The Overlord can choose to dismiss the spikes for a round at the beginning of his turn before the damage is done. If the Overlord is not touching the ground at the beginning of his turn, no damage is done but the invocation remains active. As long as the Overlord is touching the ground, his square and all adjacent squares are treated as difficult terrain. The Overlord himself is unharmed by the invocation.
Weapon: add spikes (+1d6 piercing damage) to a slashing or bludgeoning weapon Shield: add spikes to a shield Armor: Add spikes to armor
Epic Overlord
This class uses material from the Epic Warlock on the WotC Homepage.
A being of fell magic, an epic overlord is a supernatural force incarnate, losing all but the smallest fragment of his humanity.
Level | Special | ||||||||||||||||||||||||||||||||||||||||
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21st | - | ||||||||||||||||||||||||||||||||||||||||
22nd | - | ||||||||||||||||||||||||||||||||||||||||
23rd | damage reduction 6/lawful or good | ||||||||||||||||||||||||||||||||||||||||
24th | - | ||||||||||||||||||||||||||||||||||||||||
25th | - | ||||||||||||||||||||||||||||||||||||||||
26th | damage reduction 7/lawful or good | ||||||||||||||||||||||||||||||||||||||||
27th | - | ||||||||||||||||||||||||||||||||||||||||
28th | - | ||||||||||||||||||||||||||||||||||||||||
29th | damage reduction 8/lawful or good | ||||||||||||||||||||||||||||||||||||||||
30th | - | ||||||||||||||||||||||||||||||||||||||||
2 + Int modifier skill points per level. |
Invocations
The epic overlord's caster level is equal to his class level. He does not learn additional invocations.
Damage Reduction
The epic overlord's damage reduction increases by 1 point (to 6/lawful or good) at 23rd level and by 1 additional point for every four levels thereafter (7/lawful or good at 27th, 8/lawful or good at 31st, and so on).
Bonus Feats
The epic overlord gains a bonus feat every three levels higher than 20th (23rd, 26th, 29th, and so on). Bonus feats must be chosen from the following list.
Epic Overlord Bonus Feat List
Bonus Feats: Epic Warlock Bonus Feats: Additional Magic Item Space, Augmented Alchemy, Craft Epic Magic Arms and Armor, Damage Reduction, Dark Transient*, Devastating Critical, Dire Charge, Efficient Item Creation, Energy Resistance, Epic Extra Invocation*, Epic Fiendish Resilience*, Epic Fortitude, Epic Leadership, Epic Prowess, Epic Reputation, Epic Signet**, Epic Spell Penetration, Epic Toughness, Extended Lifespan, Extra Epic Invocation*, Fast Healing, Great Charisma, Great Strength, Improved Combat Casting, Legendary Commander, Legendary Rider, Master of the Elements*, Morpheme Savant*, Overwhelming Critical, Paragon Visionary*, Shadowmaster*, Souleater Incarnate*, Spellcasting Harrier, Superior Initiative, Verminlord*.
- These feats can be found on the linked page on the WotC Homepage.
- See below
EPIC SIGNET [Epic]
Items with your signet are even stronger.
Prerequisite: Signet bonus +1
Benefit: The enhancement bonus of items with your signet is increased by +1.
Special: This feat can be taken multiple times. Its effects stack, up to a maximum signet bonus of your overlord level divided by 3.
See also
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