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warlord [2013/06/17 13:53] – created kyeenadminwarlord [2017/03/30 18:53] (current) – [Class Abilities] archmage
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 ===== Class Attributes ===== ===== Class Attributes =====
  
-Hit Dice: d8 +<php>echo "<b><font color=\"#FFC671\">Hit Dice:</font></b>";</php> d8\\ 
-Alignment: Any +<php>echo "<b><font color=\"#FFC671\">Alignment:</font></b>";</php> Any\\ 
-Armor Proficiencies: All armor and shields (except tower shields) +<php>echo "<b><font color=\"#FFC671\">Armor Proficiencies:</font></b>";</php> Light armor, medium armor, and all shields (except tower shields)\\ 
-Weapon Proficiencies: All simple and martial weapons +<php>echo "<b><font color=\"#FFC671\">Weapon Proficiencies:</font></b>";</php> All simple and martial weapons\\ 
-Skill Points/Level: 4 + Int +<php>echo "<b><font color=\"#FFC671\">Skill Points/Level:</font></b>";</php> 4 + Int\\ 
-Class Skills:  Athletics (Str), Diplomacy (Cha), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis), Trade (Int), Warfare (Int)+<php>echo "<b><font color=\"#FFC671\">Class Skills:</font></b>";</php>  Athletics (Str), Diplomacy (Cha), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis), Trade (Int), Warfare (Int)\\
  
 ^ Level ^ BAB ^ Fort ^ Ref ^ Will ^ Special ^ Battle Orders ^ ^ Level ^ BAB ^ Fort ^ Ref ^ Will ^ Special ^ Battle Orders ^
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 ===== Class Abilities ===== ===== Class Abilities =====
  
-Inspiration (Ex):  At 1st level, the warlord gains +<php>echo "<b><font color=\"#FFC671\">Inspiration (Ex):</font></b>";</php> At 1st level, the warlord gains a pool of inspiration points which he can use to bolster the efforts of his allies. The number of points in a warlord’s inspiration pool is equal to half his warlord level + his Charisma modifier. A warlord may spend his inspiration to use the following abilities:
  
 +  * <php>echo "<i><font color=\"#BDDEFF\">Battle Inspiration (Ex):</font></i>";</php> As an immediate action, the warlord can spend 1 inspiration point to grant himself or an ally within 60 ft. a morale bonus on his next attack roll equal to the warlord’s Charisma modifier. If the attack hits and deals damage, it deals bonus damage equal to the warlord's Charisma modifier.
 +  * <php>echo "<i><font color=\"#BDDEFF\">Combat Leadership (Ex):</font></i>";</php> Whenever the warlord and his allies roll for initiative, the warlord may spend 1 inspiration point as a free action to grant himself and all his allies a bonus on their initiative rolls equal to the warlord’s Charisma modifier.
  
 +<php>echo "<b><font color=\"#FFC671\">Battle Orders (Ex):</font></b>";</php> The warlord’s commanding words exert an effect on allies in his vicinity. He can learn to produce different effects, or battle orders, over the course of his career. The warlord may have only one battle order active at a time. Activating a battle order is a swift action. The battle order remains in effect until the warlord uses a free action to dismiss it or activates another battle order. A warlord can have a battle order active continually; thus, an order can be in effect at the start of a combat encounter even before the warlord takes his first turn. Issuing a battle order involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A warlord sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best. Unless otherwise noted, a warlord’s battle orders affect all allies within 60 feet (including himself) who can hear the warlord. An ally must have an Intelligence score of 3 or higher and be able to understand the warlord’s language to gain the bonus. A warlord’s battle order is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.A warlord begins play knowing one battle order of his choice. As his warlord level increases, he gains access to new battle orders, as indicated on the table above. A battle order grants a +1 bonus to a specific roll, check, or defense. This bonus improves by an additional +1 at 5th level and every four levels thereafter. All bonuses granted by a warlord’s battle orders are circumstance bonuses that stack with each other, but not with circumstance bonuses granted from other abilities and effects. The available battle orders are listed below:
  
-pool of inspiration points which he can use to +  * <php>echo "<i><font color=\"#BDDEFF\">Battle Ardor:</font></i>";</php> The warlord grants bonus on all weapon damage rolls. 
 +  * <php>echo "<i><font color=\"#BDDEFF\">Defiant Stand:</font></i>";</php> The warlord grants a bonus on all saving throws. 
 +  * <php>echo "<i><font color=\"#BDDEFF\">Hold the Line:</font></i>";</php> The warlord grants a bonus to CMD. 
 +  * <php>echo "<i><font color=\"#BDDEFF\">Long Range Assault:</font></i>";</php> The warlord grants a bonus on all ranged attack rolls. 
 +  * <php>echo "<i><font color=\"#BDDEFF\">Double Time:</font></i>";</php> The warlord grants an increase in land speed equal to 5 feet per bonus of the battle order. 
 +  * <php>echo "<i><font color=\"#BDDEFF\">No Quarter:</font></i>";</php> The warlord grants a bonus on all damage rolls made against bloodied enemies. 
 +  * <php>echo "<i><font color=\"#BDDEFF\">Press the Attack:</font></i>";</php> The warlord grants a bonus on all melee attack rolls. 
 +  * <php>echo "<i><font color=\"#BDDEFF\">Inspire Toughness:</font></i>";</php> The warlord grants damage reduction equal to the bonus of the battle order. This damage reduction cannot be overcome by any weapon. 
 +  * <php>echo "<i><font color=\"#BDDEFF\">Tactical Aggression:</font></i>";</php> The warlord grants a bonus to CMB. 
 +  * <php>echo "<i><font color=\"#BDDEFF\">Vigilant Defense:</font></i>";</php> The warlord grants a bonus to AC.
  
 +<php>echo "<b><font color=\"#FFC671\">Reputation (Ex):</font></b>";</php> Through their combat exploits, warlords quickly earn a reputation which they can wield to their social advantage. At 2nd level, the warlord chooses either Diplomacy or Intimidate, and gains a bonus on that skill equal to half the warlord’s level. Once chosen, this decision cannot be changed.
  
 +<php>echo "<b><font color=\"#FFC671\">Bonus Feat:</font></b>";</php> At 2nd level and every six levels thereafter, the warlord gains a bonus combat or maneuver feat. The warlord must meet the prerequisites before selecting the feat.
  
-bolster the efforts of his allies. The number of points +<php>echo "<b><font color=\"#FFC671\">Tactical Mastery (Ex):</font></b>";</php> As the warlord gains experience, he learns how to implement and improve tactical strategies, grating himself and his allies bonuses in specific combat situationsAt 3rd level and every four levels thereafter, the warlord learns a tactical mastery from the following list:
  
 +  * <php>echo "<i><font color=\"#BDDEFF\">Formation Tactics:</font></i>";</php> The warlord grants himself and any adjacent allies a +1 competence bonus to AC for each ally adjacent to the warlord.
 +  * <php>echo "<i><font color=\"#BDDEFF\">Guerrilla Tactics:</font></i>";</php> In the first round of combat (or both the first round and the surprise round if your allies gain a surprise round), the warlord and allies within 60 ft. gain a +10 ft. bonus to their land speed, and a bonus on all damage rolls equal to 1d6 + the warlord’s Intelligence modifier.
 +  * <php>echo "<i><font color=\"#BDDEFF\">Positioning Tactics:</font></i>";</php> Whenever the warlord successfully strikes a foe with a melee attack, the warlord can choose one ally adjacent to the target and allow him to move 5 feet. This movement does not count as a 5-foot step, and does not provoke attacks of opportunity.
 +  * <php>echo "<i><font color=\"#BDDEFF\">Punishing Tactics:</font></i>";</php> The warlord and all allies within 60 ft. gain a bonus on damage rolls equal to the warlord’s Intelligence modifier when making attacks of opportunity.
 +  * <php>echo "<i><font color=\"#BDDEFF\">Swarm Tactics:</font></i>";</php> Whenever the warlord threatens an enemy, the warlord and allies within 60 ft. gain a competence bonus on attack rolls made against that target equal to the amount of allies that threaten that target.
 +  * <php>echo "<i><font color=\"#BDDEFF\">Wolf Pack Tactics:</font></i>";</php> Whenever the warlord flanks an enemy, the warlord and any allies flanking with the warlord gain a bonus on melee damage rolls equal to the warlord’s Intelligence modifier.
  
 +<php>echo "<b><font color=\"#FFC671\">Command (Ex):</font></b>";</php> Through his uncanny leadership, the warlord can direct and motivate his allies in combat, allowing them to take extra actions. At 4th level the warlord learns two commands from the following list, and an additional one every 4 levels after. Unless otherwise noted, issuing a command is a move action that does not provoke an attack of opportunity, and the ally must be able to see and hear the warlord for the command to take effect. The warlord cannot be the target of his own command ability. Each command costs inspiration to activate, with the amount varying depending on the command being used. The list of available commands are as follows:
  
-in a warlord’s inspiration pool is equal to half his +  * <php>echo "<i><font color=\"#BDDEFF\">Attack:</font></i>";</php> By spending 1 inspiration point, the warlord can grant an ally within 60 ft. a single melee or ranged attack, which resolves immediately. Taking this action doesn't affect the subject’s normal place in the initiative order. 
 +  * <php>echo "<i><font color=\"#BDDEFF\">Into the Fray:</font></i>";</php> By spending 2 inspiration points, the warlord can grant an ally within 60 ft. an immediate charge attack. Taking this action doesn't affect the subject’s normal place in the initiative order. 
 +  * <php>echo "<i><font color=\"#BDDEFF\">Rally:</font></i>";</php> By spending 1 inspiration point, the warlord can grant an ally within 60 ft. new attempt at a saving throw against a single ongoing mindaffecting ability or fear effect, gaining a bonus on the saving throw equal to the warlord’s Charisma modifier. 
 +  * <php>echo "<i><font color=\"#BDDEFF\">Reposition:</font></i>";</php> By spending 1 inspiration point, the warlord can grant an immediate move action to an ally within 60 ft., which they can use to move up to their speed. This movement provokes attacks of opportunity as normal. 
 +  * <php>echo "<i><font color=\"#BDDEFF\">Shake It Off:</font></i>";</php> By spending 1 inspiration point, the warlord can allow an ally within 60 ft. to ignore the dazed, staggered, and stunned conditions until the beginning of the warlord’s next turn. 
 +  * <php>echo "<i><font color=\"#BDDEFF\">Stand Fast:</font></i>";</php> By spending 1 inspiration point, the warlord can grant an ally within 60 ft. a number of temporary hit points equal to the warlord’s level + his Charisma modifier. These temporary hit points last for 1 minute or until expended. 
 +  * <php>echo "<i><font color=\"#BDDEFF\">Take Action:</font></i>";</php> By spending 2 inspiration points, the warlord can set the initiative count of an ally within 60 ft. to immediately equal the warlord’s initiative count -1. The ally then acts on his new initiative count as normal. If he has already acted in the current round, he can act again. If this ability would not change the ally’s initiative count, it has no effect. If the ally has not yet acted during this round, his initiative count changes, and he acts on that count as normal. He does not act again on his original initiative count.
  
 +<php>echo "<b><font color=\"#FFC671\">Lieutenant’s Orders (Ex):</font></b>";</php> As he advances, the warlord becomes more adept at controlling the battlefield. At 6th level, the warlord may have up to two battle orders active at one time.
  
 +<php>echo "<b><font color=\"#FFC671\">Greater Command (Ex):</font></b>";</php> At 10th level, whenever the warlord uses a command ability that costs 1 inspiration point, he may spend an extra inspiration point to have that command affect all allies within 60 ft. instead of just a single ally.
  
-warlord level + his Charisma modifier warlord +<php>echo "<b><font color=\"#FFC671\">Captain’s Orders (Ex):</font></b>";</php> The warlord’s combat leadership skills are capable of commanding the mightiest of armiesAt 12th level, the warlord may have up to three battle orders active at one time.
  
 +<php>echo "<b><font color=\"#FFC671\">Marshal’s Orders (Ex):</font></b>";</php> The warlord becomes a beacon of inspiration on the battlefield, elevating the combat prowess of his allies to new heights. At 18th level, the warlord may have up to four battle orders active at one time.
  
 +----
  
-may spend his inspiration to use the following  
  
 +====== Variant: Noble ======
  
 +While not as adept as warlords in manipulating the field of battle, nobles are more suited to using their skills in the social sphere. Born into wealth, royalty, or other such privilege, the noble is able to use his social standing and influence to make powerful connections and maneuver his way through almost any social situation. The noble has all the standard warlord class features, except as noted below.
  
-abilities:+<php>echo "<b><font color=\"#FFC671\">Weapon Proficiencies:</font></b>";</php> All simple weapons plus all martial weapons from a single weapon group of the noble’s choice\\ 
 +<php>echo "<b><font color=\"#FFC671\">Class Skills:</font></b>";</php> Athletics (Str), Deception (Cha), Diplomacy (Cha), History (Int), Insight (Wis), Intimidate (Cha), Linguistics (Int), Perception (Wis), Trade (Int), Warfare (Int)
  
 +===== Class Abilities =====
  
 +<php>echo "<b><font color=\"#FFC671\">Educated (Ex):</font></b>";</php> Due to their privileged status, nobles have access to formal educations and places of learning where they can study whatever suits their interests. At 1st level, a noble can choose two skills not on his list of class skills and make them class skills.
  
-Battle Inspiration (Ex): As an immediate action +<php>echo "<b><font color=\"#FFC671\">Social Influence (Ex):</font></b>";</php> At 1st level, the noble gains a pool of influence that he can use to acquire social contactsEach contact can provide services for the noble in specific way depending on their role or standing in society, whether it be supplying valuable information, providing access to a secret hideout, or the ability to acquire goods at a discount\\ The noble has number of influence points equal to his class level + his Charisma modifierHe can spend these points on variety of contactsallowing him to call in favors from them from time to timeThe noble can invest multiple influence points into single contactimproving his relationship with that contact and also increasing their social influenceallowing them to perform larger and more dangerous favors for the noble. The noble can invest up to 10 points in a single contactEach contact falls under a specific sphere of influencewhich the noble chooses upon making the contactEach sphere of influence determines the types of favors in which the contact can perform for the nobleThe possible spheres of influence and guidelines as to what kinds of favors they can offer are listed below: 
- +  * <php>echo "<i><font color=\"#BDDEFF\">Academic:</font></i>";</php> An academic contact can perform research on behalf of the noble, as well as provide historical records and even forbidden lore if the contact is willing and able
- +  * <php>echo "<i><font color=\"#BDDEFF\">Mercantile:</font></i>";</php> A mercantile contact can provide goods for the noble, or be able to procure them at discountThey can also be willing to offer loansif they are confident that youll repay them
- +  * <php>echo "<i><font color=\"#BDDEFF\">Military:</font></i>";</php> Military contacts can offer trained soldiers or mercenaries, and can provide a multitude of tactical knowledge as well as basic armor and weaponsCity guards and local militias fall under this category as well. 
-the warlord can spend 1 inspiration point to grant  +  * <php>echo "<i><font color=\"#BDDEFF\">Mystical:</font></i>";</php> Mystical contacts are able to assist the noble in any affairs dealing with magic or the supernatural. They also can provide magic items and spells that would normally be difficult for the noble to find on his own
- +  * <php>echo "<i><font color=\"#BDDEFF\">Organizational:</font></i>";</php> Organizational contacts represent people of influence within particular guildorderor other type of organization. The goods and services they can offer depend on the nature and purpose of the organizationas well as the contact’s rank within the organization
- +  * <php>echo "<i><font color=\"#BDDEFF\">Political:</font></i>";</php> A political contact can offer legal support and can influence others on the noble’s behalfA particularly influential political contact might be able to help the noble gather dirt on another notable individual or even get the noble out of a difficult legal situation
- +  * <php>echo "<i><font color=\"#BDDEFF\">Religious:</font></i>";</php> Religious contacts can provide any kind of religious servicefrom offering healing and sanctuary to assisting with religious loreIn more theocratic societiesreligious contacts can sometimes provide political and social influence as well
-himself or an ally within 60 fta morale bonus on  +  * <php>echo "<i><font color=\"#BDDEFF\">Underworld:</font></i>";</php> Underworld contacts deal in all things illegalAn underworld contact can fence stolen goodsprovide local gossip or information on notable underworld figures, and acquire any manner of contraband for the noble
- +Once per week, noble can call in favor from one of his contacts. The DM decides on whether or not the favor is achievable by the contact in questionThe player and the DM should work together to decide on a favor that is within reasonTypically contacts with more influence can provide more powerful favors and are more willing to put themselves in danger for the nobleTo get an idea of the potential value of a favortake the noble’s class level multiplied by the contact’s influence score multiplied by 30Thusa 4th level noble who calls in a favor from a contact with an influence score of 5 can receive favor of roughly 600 gold in value (4 x 5 x 30)\\ 
- +Once a favor is called in, the noble must roll a d20, adding the influence rating of his contact to the rollThis determines the degree of success the contact has in delivering on the noble’s favorA roll of 10 or less means that the favor is still carried outbut with an added complication or at diminished value. A roll of 21 or more means that the favor is carried out more efficiently and effectively than asked foror has an unforeseen consequence that benefits the noble\\ 
- +Often times noble finds that his adventures take him to areas where his contacts hold no influenceor he is unable to send word to them for aidThe noble can reallocate number of influence points equal to his Charisma modifier by spending one week of time and 100 gold per point of influence that is reallocated\\ 
-his next attack roll equal to the warlord’s Charisma  +At 3rd level and every four levels thereafter, the noble can call in one additional favor per week. The noble cannot call in more than one favor from an individual contact in the same weekhowever
- + \\ <php>echo "<i><font color=\"#E6DFC1\">Replaces:</font></i>";</php> Tactical Mastery
- +
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-modifier. +
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-Combat Leadership (Ex): Whenever the warlord  +
- +
- +
- +
-and his allies roll for initiative, the warlord may  +
- +
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-spend 1 inspiration point as free action to grant  +
- +
- +
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-himself and all his allies a bonus on their initiative  +
- +
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-rolls equal to the warlord’s Charisma modifier. +
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-Battle Orders (Ex): The warlord’s commanding  +
- +
- +
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-words exert an effect on allies in his vicinity. He  +
- +
- +
- +
-can learn to produce different effects, or battle  +
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-orders, over the course of his career. The warlord  +
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-may have only one battle order active at a time.  +
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-Activating a battle order is a swift action. The battle  +
- +
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-order remains in effect until the warlord uses free  +
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-action to dismiss it or activates another battle order +
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-A warlord can have battle order active continually;  +
- +
- +
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-thusan order can be in effect at the start of a  +
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-combat encounter even before the warlord takes his  +
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-first turn +
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-Issuing battle order involves haranguing +
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-orderingdirecting, encouraging, cajoling, or  +
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-calming allies. A warlord sizes up the enemy, allies,  +
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-and the terrain, then gives allies the direction that  +
- +
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-they can use to do their best +
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-Unless otherwise noteda warlord’s battle  +
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-orders affect all allies within 60 feet (including  +
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- +
-himself) who can hear the warlordAn ally must  +
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-have an Intelligence score of 3 or higher and be  +
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-able to understand the warlord’s language to gain  +
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-the bonusA warlord’s battle order is dismissed if  +
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-he is dazed, unconscious, stunned, paralyzed, or  +
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-otherwise unable to be heard or understood by his  +
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-allies. +
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-A warlord begins play knowing one battle order  +
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-of his choice. As his warlord level increases, he  +
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-gains access to new battle orders, as indicated on  +
- +
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-the table above. +
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-A battle order grants a +1 bonus to a specific  +
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-roll, check, or defense. This bonus improves by +
-an additional +1 at 5th level and every four levels  +
- +
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-thereafter. All bonuses granted by a warlord’s battle  +
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-orders are circumstance bonuses that stack with  +
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-each other, but not with circumstance bonuses  +
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-granted from other abilities and effects. The  +
- +
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-available battle orders are listed below: +
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-Battle ArdorThe warlord grants a bonus on all  +
- +
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-weapon damage rolls. +
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-Defiant Stand: The warlord grants a bonus on all  +
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-saving throws. +
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-Hold the Line: The warlord grants a bonus to  +
- +
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-CMD. +
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-Long Range Assault: The warlord grants a bonus  +
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-on all ranged attack rolls. +
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-Mark Time: The warlord grants an increase in  +
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-land speed equal to 5 feet per bonus of the battle  +
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-order. +
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-No Quarter: The warlord grants a bonus on all  +
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-damage rolls made against bloodied enemies. +
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-Press the Attack: The warlord grants a bonus on  +
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-all melee attack rolls+
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-Inspire ToughnessThe warlord grants damage  +
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-reduction equal to the bonus of the battle order.  +
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-This damage reduction cannot be overcome by any  +
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-weapon. +
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-Tactical Aggression: The warlord grants a bonus  +
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-to CMB. +
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-Vigilant Defense: The warlord grants bonus to  +
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-AC. +
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-Reputation (Ex):  Through their combat exploits,  +
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-warlords quickly earn a reputation which they can  +
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-wield to their social advantage. At 2nd levelthe  +
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-warlord chooses either Diplomacy or Intimidate,  +
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-and gains a bonus on that skill equal to half the  +
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-warlords levelOnce chosen, this decision cannot  +
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-be changed. +
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-Bonus FeatAt 2nd level and every six levels  +
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-thereafter, the warlord gains a bonus combat  +
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-or maneuver feat. The warlord must meet the  +
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-prerequisites before selecting the feat. +
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-Tactical Mastery (Ex):  As the warlord gains  +
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-experiencehe learns how to implement and  +
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-improve tactical strategies, grating himself and his  +
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-allies bonuses in specific combat situations At 3rd  +
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-level and every four levels thereafter, the warlord  +
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-learns a tactical mastery from the following list: +
-Formation Tactics: The warlord grants himself  +
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-and any adjacent allies a +1 competence bonus to  +
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-AC for each ally adjacent to the warlord. +
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- +
- +
-Guerrilla Tactics: In the first round of combat (or  +
- +
- +
- +
-both the first round and the surprise round if your  +
- +
- +
- +
-allies gain a surprise round), the warlord and allies  +
- +
- +
- +
-within 60 ft. gain a +10 ft. bonus to their land speed,  +
- +
- +
- +
-and a bonus on all damage rolls equal to 1d6 + the  +
- +
- +
- +
-warlord’s Intelligence modifier+
- +
- +
- +
-Positioning TacticsWhenever the warlord  +
- +
- +
- +
-successfully strikes a foe with melee attackthe  +
- +
- +
- +
-warlord can choose one ally adjacent to the target  +
- +
- +
- +
-and allow him to move 5 feet. This movement does  +
- +
- +
- +
-not count as a 5-foot stepand does not provoke  +
- +
- +
- +
-attacks of opportunity. +
- +
- +
- +
-Punishing Tactics: The warlord and all allies  +
- +
- +
- +
-within 60 ft. gain a bonus on damage rolls equal to  +
- +
- +
- +
-the warlord’s Intelligence modifier when making  +
- +
- +
- +
-attacks of opportunity. +
- +
- +
- +
-Swarm Tactics: Whenever the warlord threatens  +
- +
- +
- +
-an enemy, the warlord and allies within 60 ft. gain a  +
- +
- +
- +
-competence bonus on attack rolls made against  +
- +
- +
- +
-that target equal to the amount of allies that  +
- +
- +
- +
-threaten that target+
- +
- +
- +
-Wolf Pack TacticsWhenever the warlord flanks  +
- +
- +
- +
-an enemy, the warlord and any allies flanking with  +
- +
- +
- +
-the warlord gain a bonus on melee damage rolls  +
- +
- +
- +
-equal to the warlord’s Intelligence modifier. +
- +
- +
- +
-Command (Ex):  Through his uncanny leadership,  +
- +
- +
- +
-the warlord can direct and motivate his allies in  +
- +
- +
- +
-combat, allowing them to take extra actions.  At  +
- +
- +
- +
-4th level and every four levels thereafter, the  +
- +
- +
- +
-warlord learns a command from the following list.  +
- +
- +
- +
-Unless otherwise noted, issuing a command is a  +
- +
- +
- +
-standard action that does not provoke an attack  +
- +
- +
- +
-of opportunity, and the ally must be able to see  +
- +
- +
- +
-and hear the warlord for the command to take  +
- +
- +
- +
-effect.  The warlord cannot be the target of his own  +
- +
- +
- +
-command abilityEach command costs inspiration  +
- +
- +
- +
-to activate, with the amount varying depending  +
- +
- +
- +
-on the command being used.  The list of available  +
- +
- +
- +
-commands are as follows: +
- +
- +
- +
-Attack: By spending 1 inspiration point, the  +
- +
- +
- +
-warlord can grant an ally within 60 ft. a single  +
- +
- +
- +
-melee or ranged attackwhich resolves  +
- +
- +
- +
-immediatelyTaking this action doesn’t affect the  +
- +
- +
- +
-subject’s normal place in the initiative order. +
- +
- +
- +
-Into the Fray: By spending 2 inspiration points +
- +
- +
- +
-the warlord can grant an ally within 60 ftan +
-immediate charge attack. Taking this action doesn’t  +
- +
- +
- +
-affect the subject’s normal place in the initiative  +
- +
- +
- +
-order. +
- +
- +
- +
-Rally: By spending 1 inspiration point, the  +
- +
- +
- +
-warlord can grant an ally within 60 fta new attempt  +
- +
- +
- +
-at saving throw against single ongoing mindaffecting ability or fear effect, gaining a bonus on  +
- +
- +
- +
-the saving throw equal to the warlord’s Charisma  +
- +
- +
- +
-modifier. +
- +
- +
- +
-Reposition: By spending 1 inspiration point, the  +
- +
- +
- +
-warlord can grant an immediate move action to an  +
- +
- +
- +
-ally within 60 ft., which they can use to move up to  +
- +
- +
- +
-their speedThis movement provokes attacks of  +
- +
- +
- +
-opportunity as normal. +
- +
- +
- +
-Shake It Off: By spending 1 inspiration point, the  +
- +
- +
- +
-warlord can allow an ally within 60 ft. to ignore the  +
- +
- +
- +
-dazedstaggered, and stunned conditions until the  +
- +
- +
- +
-beginning of the warlord’s next turn. +
- +
- +
- +
-Stand Fast: By spending 1 inspiration pointthe  +
- +
- +
- +
-warlord can grant an ally within 60 ft. number of  +
- +
- +
- +
-temporary hit points equal to the warlord’s level +  +
- +
- +
- +
-his Charisma modifierThese temporary hit points  +
- +
- +
- +
-last for 1 minute or until expended. +
- +
- +
- +
-Take Action: By spending 2 inspiration points +
- +
- +
- +
-the warlord can set the initiative count of an ally  +
- +
- +
- +
-within 60 ft. to immediately equal the warlord’s  +
- +
- +
- +
-initiative count -1The ally then acts on his new  +
- +
- +
- +
-initiative count as normal. If he has already acted in  +
- +
- +
- +
-the current round, he can act again. If this ability  +
- +
- +
- +
-would not change the ally’s initiative count, it has  +
- +
- +
- +
-no effectIf the ally has not yet acted during this  +
- +
- +
- +
-roundhis initiative count changes, and he acts on  +
- +
- +
- +
-that count as normal. He does not act again on his  +
- +
- +
- +
-original initiative count. +
- +
- +
- +
-Lieutenant’s Orders (Ex): As he advances, the  +
- +
- +
- +
-warlord becomes more adept at controlling the  +
- +
- +
- +
-battlefield. At 6th level, the warlord may have up to  +
- +
- +
- +
-two battle orders active at one time+
- +
- +
- +
-Greater Command (Ex): At 10th level, whenever  +
- +
- +
- +
-the warlord uses command ability that costs 1  +
- +
- +
- +
-inspiration point, he may spend an extra inspiration  +
- +
- +
- +
-point to have that command affect all allies within  +
- +
- +
- +
-60 ftinstead of just single ally. +
- +
- +
- +
-Captain’s Orders (Ex): The warlord’s combat  +
- +
- +
- +
-leadership skills are capable of commanding the  +
- +
- +
- +
-mightiest of armies. At 12th level, the warlord may  +
- +
- +
- +
-have up to three battle orders active at one time. +
-Marshal’s Orders (Ex): The warlord becomes a  +
- +
- +
- +
-beacon of inspiration on the battlefieldelevating  +
- +
- +
- +
-the combat prowess of his allies to new heightsAt  +
- +
  
-18th level, the warlord may have up to four battle +<php>echo "<b><font color=\"#FFC671\">Social Grace (Ex):</font></b>";</php> At 2nd level, the noble can reroll any one Deception, Diplomacy, Intimidate, or Insight check once per day. He can use this ability twice per day at 12th level. \\ <php>echo "<i><font color=\"#E6DFC1\">Replaces:</font></i>";</php> Reputation
  
 +<php>echo "<b><font color=\"#FFC671\">Leadership (Ex):</font></b>";</php> At 6th level, the noble gains the Leadership feat for free. \\ <php>echo "<i><font color=\"#E6DFC1\">Replaces:</font></i>";</php> Lieutenant's Orders
  
 +<php>echo "<b><font color=\"#FFC671\">Lieutenant's Orders (Ex):</font></b>";</php> At 12th level, the noble may have up to two battle orders active at one time. \\ <php>echo "<i><font color=\"#E6DFC1\">Replaces:</font></i>";</php> Captain's Orders
  
-orders active at one time.+<php>echo "<b><font color=\"#FFC671\">Noble Inheritance (Ex):</font></b>";</php> At 18th level, a noble has enough power and influence to claim inheritance of a piece of land or other such valuable commodityTypically this would take the form of a small keep and its surrounding territory, a moderately sized sailing vessel, or a powerful magic weapon or suit of armor. The DM and the player should work together to determine what is appropriate. \\ <php>echo "<i><font color=\"#E6DFC1\">Replaces:</font></i>";</php> Marshal's Orders
warlord.1371502387.txt.gz · Last modified: 2013/06/17 13:53 by kyeenadmin