Fearsome Overlord (Pathfinder Dread Archetype)

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Fearsome Overlord Dread[edit]

This is an archetype of the Dread class.

The concept of fear is usually something that foes can run or hide from, an external force that threatens the individual from the outside. However, what can be done about an enemy whose terrifying influence has already entered your mind.

Fearsome Overlord Dread Features[edit]

Collective: A fearsome overlord develops the ability to use psionic power to a psychic network through which he may affect them. As a standard action, a fearsome overlord can join any number of willing targets into his collective (up to his limit, see below). The fearsome overlord must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The collective can contain up to his key ability modifier or half his dread level, whichever is higher. The fearsome overlord is always considered a member of his own collective, and does not count against this limit.

The fearsome overlord can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until the member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A fearsome overlord is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy below).

A fearsome overlord can manifest certain powers through his collective. If a dread power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may manifest any power with the Network Descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass dread), any compatible spell or power with a range greater than touch can also be used through the collective.

At 15th level, a fearsome overlord’s collective range is limitless on the same plane as the fearsome overlord

At 19th level, a fearsome overlord’s range reaches even across other planes and dimensions.

This ability replaces devastating touch


Malice: The fearsome overlord gains Unwilling Participant as a bonus feat at 1st level, using his charisma modifier in place of wisdom to determine the save DC of effects.

Fearmonger Powers: The fearsome overlord adds the [Network] descriptor to all of the following powers: all powers with the [fear] descriptor, demoralize, id insinuation, mind over the immaterial, tortured visions, spiritual lordship, mindwipe, personality parasite, sensory cascade, and induce nightmare.

Spirit of Many: A fearsome overlord of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power’s range or would normally be immune to the power. Whenever he manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and is treated as a supernatural ability (bypassing Power Resistance and becoming immune to dispel attempts), although it still provokes an attacks of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws - their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The fearsome overlord also adds the following augment to all powers with the network descriptor:

Augment: For every additional power point you spent, you can choose an additional target, so long as the target is a member of your collective.

This ability replaces the terror gained at 2nd level. Terrors are learned normally starting at 4th level.

Fearsome Collective: All creatures that are part of the fearsome overlord’s collective take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within the fearsome overlord’s collective. This ability functions only while the fearsome overlord remains conscious, not if he is unconscious or dead.

This ability replaces aura of fear.

Collective Terror: The fearsome overlord is capable of channeling his terrors through his collective. As a standard action, the fearsome overlord may target a single creature within his collective. That creature is treated as if it had been attacked by devastating touch for the purpose of being affected by a single terror the fearsome overlord possesses.

In addition, the dread can instead choose to make an intimidate check against a target within their collective, regardless of distance. This ability is considered to have the [Network] descriptor, and can be augmented by spirit of many.

Frightful Induction: At 3rd level, the fearsome overlord gains the ability to force targets into their collective upon contact. When the fearsome overlord strikes a creature with a melee attack, he may expend a use of his terrors to induct the creature into his collective as per the unwilling participant feat. The creature is allowed a saving throw against this effect.

This ability replaces channel terror.

Omnipresent Fear: At 11th level, the fearsome overlord gains the ability to hunt down any creature which would try to run from them. They automatically know the location of any creature in their collective, and can expend a use of their terrors to view them as the remote viewing power without a saving throw (ML equal to dread level).

This ability replaces twin fear.


New Dread Terror:

Maddening Fear: The Dread’s attack deals sanity damage equal to the dread’s level. A creature is allowed a will save (DC 10 + your charisma modifier + 1/2 your dread level) to halve this damage.


Original Source Legendary Games: Terrors from the Id


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