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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.
Hit Dice: d8 Alignment: Any Armor Proficiencies: All armor and shields (except tower shields) Weapon Proficiencies: All simple and martial weapons Skill Points/Level: 4 + Int 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 |
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:
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.
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.
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:
Battle Ardor: The warlord grants a bonus on all
weapon damage rolls.
Defiant Stand: The warlord grants a bonus on all
saving throws.
Hold the Line: The warlord grants a bonus to
CMD.
Long Range Assault: The warlord grants a bonus
on all ranged attack rolls.
Mark Time: The warlord grants an increase in
land speed equal to 5 feet per bonus of the battle
order.
No Quarter: The warlord grants a bonus on all
damage rolls made against bloodied enemies.
Press the Attack: The warlord grants a bonus on
all melee attack rolls.
Inspire Toughness: The warlord grants damage
reduction equal to the bonus of the battle order.
This damage reduction cannot be overcome by any
weapon.
Tactical Aggression: The warlord grants a bonus
to CMB.
Vigilant Defense: The warlord grants a bonus to
AC.
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.
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.
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: Formation Tactics: The warlord grants himself
and any adjacent allies a +1 competence bonus to
AC for each ally adjacent to the warlord.
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 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.
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 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.
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 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:
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.
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.
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.
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.
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.
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.
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.
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 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.
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 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.