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warlord

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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

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

Class Abilities

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.

warlord.1371502387.txt.gz · Last modified: 2013/06/17 13:53 by kyeenadmin