====== Warlord ======
Sometimes it is not enough to be a conquering warrior, a champion of all that’s right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers and situations. Sometimes the circumstances demand a warlord. Warlords inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A warlord has a tactician’s mind, a cartographer’s overview of the disputed landscape (or dungeon warren), and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out.
===== Class Attributes =====
echo "Hit Dice:"; d8\\
echo "Alignment:"; Any\\
echo "Armor Proficiencies:"; Light armor, medium armor, and all shields (except tower shields)\\
echo "Weapon Proficiencies:"; All simple and martial weapons\\
echo "Skill Points/Level:"; 4 + Int\\
echo "Class Skills:"; Athletics (Str), Diplomacy (Cha), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis), Trade (Int), Warfare (Int)\\
^ Level ^ BAB ^ Fort ^ Ref ^ Will ^ Special ^ Battle Orders ^
| 1st | +0 | +2 | +0 | +2 | Inspiration, Battle Orders +1 | 1 |
| 2nd | +1 | +3 | +0 | +3 | Reputation, Bonus Feat | 1 |
| 3rd | +2 | +3 | +1 | +3 | Tactical Mastery | 2 |
| 4th | +3 | +4 | +1 | +4 | Command | 2 |
| 5th | +3 | +4 | +1 | +4 | Battle Orders +2 | 2 |
| 6th | +4 | +5 | +2 | +5 | Lieutenant’s Orders | 3 |
| 7th | +5 | +5 | +2 | +5 | Tactical Mastery | 3 |
| 8th | +6/+1 | +6 | +2 | +6 | Command, Bonus Feat | 3 |
| 9th | +6/+1 | +6 | +3 | +6 | Battle Orders +3 | 4 |
| 10th | +7/+2 | +7 | +3 | +7 | Greater Command | 4 |
| 11th | +8/+3 | +7 | +3 | +7 | Tactical Mastery | 4 |
| 12th | +9/+4 | +8 | +4 | +8 | Captain’s Orders, Command | 5 |
| 13th | +9/+4 | +8 | +4 | +8 | Battle Orders +4 | 5 |
| 14th | +10/+5 | +9 | +4 | +9 | Bonus Feat | 5 |
| 15th | +11/+6/+1 | +9 | +5 | +9 | Tactical Mastery | 6 |
| 16th | +12/+7/+2 | +10 | +5 | +10 | Command | 6 |
| 17th | +12/+7/+2 | +10 | +5 | +10 | Battle Orders +5 | 6 |
| 18th | +13/+8/+3 | +11 | +6 | +11 | Marshal’s Orders | 7 |
| 19th | +14/+9/+4 | +11 | +6 | +11 | Tactical Mastery | 7 |
| 20th | +15/+10/+5 | +12 | +6 | +12 | Command, Bonus Feat | 7 |
===== Class Abilities =====
echo "Inspiration (Ex):"; 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:
* echo "Battle Inspiration (Ex):"; 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.
* echo "Combat Leadership (Ex):"; 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.
echo "Battle Orders (Ex):"; 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:
* echo "Battle Ardor:"; The warlord grants a bonus on all weapon damage rolls.
* echo "Defiant Stand:"; The warlord grants a bonus on all saving throws.
* echo "Hold the Line:"; The warlord grants a bonus to CMD.
* echo "Long Range Assault:"; The warlord grants a bonus on all ranged attack rolls.
* echo "Double Time:"; The warlord grants an increase in land speed equal to 5 feet per bonus of the battle order.
* echo "No Quarter:"; The warlord grants a bonus on all damage rolls made against bloodied enemies.
* echo "Press the Attack:"; The warlord grants a bonus on all melee attack rolls.
* echo "Inspire Toughness:"; The warlord grants damage reduction equal to the bonus of the battle order. This damage reduction cannot be overcome by any weapon.
* echo "Tactical Aggression:"; The warlord grants a bonus to CMB.
* echo "Vigilant Defense:"; The warlord grants a bonus to AC.
echo "Reputation (Ex):"; 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.
echo "Bonus Feat:"; 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.
echo "Tactical Mastery (Ex):"; As the warlord gains experience, he learns how to implement and improve tactical strategies, grating himself and his allies bonuses in specific combat situations. At 3rd level and every four levels thereafter, the warlord learns a tactical mastery from the following list:
* echo "Formation Tactics:"; The warlord grants himself and any adjacent allies a +1 competence bonus to AC for each ally adjacent to the warlord.
* echo "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.
* echo "Positioning Tactics:"; 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.
* echo "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.
* echo "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.
* echo "Wolf Pack Tactics:"; 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.
echo "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 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:
* echo "Attack:"; 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.
* echo "Into the Fray:"; 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.
* echo "Rally:"; By spending 1 inspiration point, the warlord can grant an ally within 60 ft. a 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.
* echo "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 speed. This movement provokes attacks of opportunity as normal.
* echo "Shake It Off:"; 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.
* echo "Stand Fast:"; 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.
* echo "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 -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.
echo "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.
echo "Greater Command (Ex):"; 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.
echo "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.
echo "Marshal’s Orders (Ex):"; 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.
----
====== 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.
echo "Weapon Proficiencies:"; All simple weapons plus all martial weapons from a single weapon group of the noble’s choice\\
echo "Class Skills:"; Athletics (Str), Deception (Cha), Diplomacy (Cha), History (Int), Insight (Wis), Intimidate (Cha), Linguistics (Int), Perception (Wis), Trade (Int), Warfare (Int)
===== Class Abilities =====
echo "Educated (Ex):"; 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.
echo "Social Influence (Ex):"; At 1st level, the noble gains a pool of influence that he can use to acquire social contacts. Each contact can provide services for the noble in a 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 a number of influence points equal to his class level + his Charisma modifier. He can spend these points on a variety of contacts, allowing him to call in favors from them from time to time. The noble can invest multiple influence points into a single contact, improving his relationship with that contact and also increasing their social influence, allowing them to perform larger and more dangerous favors for the noble. The noble can invest up to 10 points in a single contact. Each contact falls under a specific sphere of influence, which the noble chooses upon making the contact. Each sphere of influence determines the types of favors in which the contact can perform for the noble. The possible spheres of influence and guidelines as to what kinds of favors they can offer are listed below:
* echo "Academic:"; 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.
* echo "Mercantile:"; A mercantile contact can provide goods for the noble, or be able to procure them at a discount. They can also be willing to offer loans, if they are confident that you’ll repay them.
* echo "Military:"; Military contacts can offer trained soldiers or mercenaries, and can provide a multitude of tactical knowledge as well as basic armor and weapons. City guards and local militias fall under this category as well.
* echo "Mystical:"; 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.
* echo "Organizational:"; Organizational contacts represent people of influence within a particular guild, order, or other type of organization. The goods and services they can offer depend on the nature and purpose of the organization, as well as the contact’s rank within the organization.
* echo "Political:"; A political contact can offer legal support and can influence others on the noble’s behalf. A 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.
* echo "Religious:"; Religious contacts can provide any kind of religious service, from offering healing and sanctuary to assisting with religious lore. In more theocratic societies, religious contacts can sometimes provide political and social influence as well.
* echo "Underworld:"; Underworld contacts deal in all things illegal. An underworld contact can fence stolen goods, provide local gossip or information on notable underworld figures, and acquire any manner of contraband for the noble.
Once per week, a noble can call in a favor from one of his contacts. The DM decides on whether or not the favor is achievable by the contact in question. The player and the DM should work together to decide on a favor that is within reason. Typically contacts with more influence can provide more powerful favors and are more willing to put themselves in danger for the noble. To get an idea of the potential value of a favor, take the noble’s class level multiplied by the contact’s influence score multiplied by 30. Thus, a 4th level noble who calls in a favor from a contact with an influence score of 5 can receive a 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 roll. This determines the degree of success the contact has in delivering on the noble’s favor. A roll of 10 or less means that the favor is still carried out, but 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 for, or has an unforeseen consequence that benefits the noble. \\
Often times a noble finds that his adventures take him to areas where his contacts hold no influence, or he is unable to send word to them for aid. The noble can reallocate a 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. \\
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 week, however.
\\ echo "Replaces:"; Tactical Mastery
echo "Social Grace (Ex):"; 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. \\ echo "Replaces:"; Reputation
echo "Leadership (Ex):"; At 6th level, the noble gains the Leadership feat for free. \\ echo "Replaces:"; Lieutenant's Orders
echo "Lieutenant's Orders (Ex):"; At 12th level, the noble may have up to two battle orders active at one time. \\ echo "Replaces:"; Captain's Orders
echo "Noble Inheritance (Ex):"; At 18th level, a noble has enough power and influence to claim inheritance of a piece of land or other such valuable commodity. Typically 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. \\ echo "Replaces:"; Marshal's Orders