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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.
<php>echo “<b>Hit Dice:</b>”;</php> d8
<php>echo “<b>Alignment:</b>”;</php> Any
<php>echo “<b>Armor Proficiencies:</b>”;</php> All armor and shields (except tower shields)
<php>echo “<b>Weapon Proficiencies:</b>”;</php> All simple and martial weapons
<php>echo “<b>Skill Points/Level:</b>”;</php> 4 + Int
<php>echo “<b>Class Skills:</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 |
---|---|---|---|---|---|---|
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 |
<php>echo “<b>Inspiration (Ex):</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 “<b>Battle Orders (Ex):</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:
<php>echo “<b>Reputation (Ex):</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>Bonus Feat:</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.
<php>echo “<b>Tactical Mastery (Ex):</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 situations. At 3rd level and every four levels thereafter, the warlord learns a tactical mastery from the following list:
<php>echo “<b>Command (Ex):</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 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:
<php>echo “<b>Lieutenant’s Orders (Ex):</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>Greater Command (Ex):</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.
<php>echo “<b>Captain’s Orders (Ex):</b>”;</php> 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.
<php>echo “<b>Marshal’s Orders (Ex):</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.
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.
<php>echo “<b>Weapon Proficiencies:</b>”;</php> AAll simple weapons plus all martial weapons from a single weapon group of the noble’s choice
<php>echo “<b>Class Skills:</b>”;</php> Athletics (Str), Deception (Cha), Diplomacy (Cha), History (Int), Insight (Wis), Intimidate (Cha), Linguistics (Int), Perception (Wis), Trade (Int), Warfare (Int)
<php>echo “<b>Educated (Ex):</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.
<php>echo “<b>Skirmish (Ex):</b>”;</php> A scout relies on her mobility to deal extra damage with her attacks. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every two levels gained above1st (2d6 at 3rd, 3d6 at 5th, 4d6 at 7th, etc.). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
<php>echo “<i>Replaces:</i>”;</php> Tactical Mastery