Journeying Jormungandr

Overlord GLOG Class

Here's a class inspired by the old minion-commanding Overlord games.

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Overlord

Skills: Courtesy and (1d6) Logistics, Foreign Parts, History, Literature, Soldier, Poetry

Starting Equipment: Black Leather Armor, cool cape, a two-handed weapon or a one-handed weapon and a shield, a whip

You get +2 on saves against fear, charm, and compulsion per [template].

A: Dark Lord

You are, in some respects, nobility. You are treated as a member of the nobility, understand etiquette, and can read and write well. Even without a formal rank, you are taken seriously by nobility and (begrudgingly) the church. Peasants view you as dangerous nobility (like a lord with a temper).

A: Black Spikes

You may grant your armor, weapons, and clothing a black, spiked appearance (or similar aesthetic), and it looks good (on you, at least). This has no mechanical effect, and ends when another creature takes ownership of the item (if the creature is consciously borrowing it, the effect persists).

You can wield weapons in a single hand as though you were two-handing them, so long as you're not using the other hand for a weapon or shield. Additionally, the overlord and his allies may choose to beat opponent within an inch of their lives instead of killing them.

A: Minions

Though you are always surrounded by a small horde of flying imp-like minions, they are not particularly effective and can collectively only perform a limited number of tasks. Minions always act on your turn, and do not have the initiative and will to be sent off on missions beyond your presence. They are surprising sneaky and always use your stealth roll.

As an action, you can command [templates] minions (if not in combat or another fast-paced scenario, you may instead command them all), assigning them to tasks of your choice. Some minions tasks require them to ROLL. On a 4-5, they are expended for the encounter (until you can take a minute to berate and torment them). On a 6, they die while performing the action. Multiple minions assigned to a single task ROLL together. Intelligent creatures can easily identify what task minions are assigned to, and single-target effects (such as attacks) can eliminate from specific assignments. A minion cannot act in its prior task and be assigned a new task in the same round.

When an effect refers to your command range, that range is 20 feet per [template], so long as the path there is not blocked or extremely obstructed. Any source that deals damage within 20 feet of you can target the minions (defense 10) - successful attacks expend 1 minion if they deal at least [templates] damage, and area-of-effect attacks that deal at least [templates] damage expend 1d3. If all minions are expended, they are instead killed. New minions will come to you when you rest, and always seem able to keep up with you when you move.

If a specific minion's stats are needed, they are as follows:

B: Warlord

Whenever you use your action to attack, you may also command a minion.

B: Sacrifice

You may sacrifice a minion (including an expended minion) to do any of the following as a reaction (no more than once per round). You must spend a minute to berate and torment your minions before you may use this ability again.

B: Dark Servant

Once per day, with a ritual that takes ten minutes and requires the sacrifice of a sentient (including a lower sentient, such as a minion or a goblin), you may conjure your dark servant. It lasts until it dies, is dismissed as an action, or you use this ability again. It is a monster with [templates - 1] HD, 6 HP per HD, AC as chain, can see in the dark, attacks for 1d8, and understands your languages. Choose [templates] of the following benefits (each benefit can be chosen only once):

The dark servant does not breathe, eat, or sleep.

C: Commanding Voice

Magical effects, injuries short of death, and physical muffling cannot bar your speech, and you can speak as loudly as 10 men. When combat begins, you immediately command a minion. Particularly weak-willed and pathetic beings, such as goblins, kobolds, common undead, levies, and serfs have difficulty resisting your commands when otherwise leaderless.

C: The Lash

Whenever you command as an action, you may either command an additional minion or increase [sum] for a single minion roll before the start of your next turn by [templates].

D: Dread Master

You are immune to being frightened, charmed, or compelled. At the start of your turn, you may command a minion.

D: Dark Fortress

You may, with a day's work in a fortified location you have well-established control over, turn it into a dark fortress. Your dark fortress has an additional number of minions each day equal to your limit, though you cannot bring them with you. Each round, 4 are automatically assigned according to your will to defend the fortress and perform duties around the fortress. While in the fortress, you choose how they are assigned and your range is extended to the entire fortress.

You can always find shady hirelings, and they are unusually loyal to you and cost only half what they would normally (unless of a variety that would expect a share, in which case they expect a share as normal).

You may have multiple dark fortresses, but not within a single region (typically, a day's travel by horse).

Tasks

Note then when minions are carrying specific items, they can only carry it up to your speed in the round they pick it up and twice your speed when they start the round carrying it (likely representing one or more handoffs), though they may always carry it (or otherwise move) to keep up with you.

#class #glog