Campaign of the Month: June 2012
The Warlord class is adapted from Cubicle 7 Entertainment’s The Tome of Secrets
Description: A Warlord is a leader on the battlefield, standing on the front line, commanding troops and offering aid to allies as the battle rages. They are brilliant tacticians, often spelling the difference between defeat and victory.
Regions: Any place where power can be grabbed through might of arms is the breeding ground for war- lords. Most typically seen in the barbaric lands such as The Northland Kingdoms, The Hordelands, and Thule, warlords are not restricted to such areas. Many petty rulers have vied for power in the more civilized lands, and even lords of The Free Kingdoms or Imperial Legionnaires have borne warlords.
Adventures: Warlords are more commonly found in command of units of soldiers, whether a cadre of the city guard, or a horde of barbarian raiders. Those warlords who do seek adventure on their own, though, often appear at the head of a group of adventurers, leading the party through inspiration and courage. They can be a commander on leave from their military order, a minor chieftain looking to make a name for themselves away from their tribe, or a sharp-eyed mercenary wandering between jobs.
Characteristics: Warlords are warriors, born of battle. They stand alongside dedicated warriors like the Knight or the Paladin, without those classes strict codes of behavior. They are focused upon cunning strategies, tactical superiority and offering inspiration and leadership to their allies.
Alignment: A warlord may be of any alignment. Lawful warlords are found in the ranks of the grand armies, defending civilization from destruction, while Chaotic warlords ride at the head of ravening hordes bent upon slaughter and conquest.
Background: Warlords can come from all walks of life — it is their ability that differentiates them from the common soldier. By virtue of their instincts and training, the warlord has shown himself to be a true leader. Races: Warlords can be found among all of the races — the ability to lead in battle and inspire allies is not a trait limited to any particular race.
Role: Warlords are frontline combatants, strong warri- ors in melee. Their abilities provide allies with bonuses to attack and defense, inspire them to great deeds, or urge them forward to victory.
Hit Die: d10.
The warlords class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Knowledge (engi- neering) (Int), Knowledge (history) (Int), Perception (Wis), Ride (Dex), Stealth (Dex) and Survival (Wis) Skill Points per Level: 4 + Int modifier.
|1||+1||+2||+0||+2||Combat Leader +1, Commanding Presence +1, Inspiration 1d6|
|2||+2||+3||+0||+3||Hold the Line, Bonus Feat|
|5||+5||+4||+1||+4||Inspiration 3d6, Rallying Presence|
|6||+6/+1||+5||+2||+5||Combat Leader +3|
|8||+8/+3||+6||+2||+6||Bonus Feat, Commanding Presence +2|
|11||+11/+6/+1||+7||+3||+7||Inspiration 3d6, Rallying Presence +2|
|14||+14/+9/+4||+9||+4||+9||Combat Leader +4|
|15||+15/+10/+5||+9||+5||+9||Inspiration 8d6, Rallying Presence +3|
|18||+18/+13/+8/+3||+11||+6||+11||Commanding Presence +3|
|20||+20/+15/+10+/5||+12||+6||+12||Onward to Victory!|
All of the following are class features of the warlord.
Weapon and Armor Proficiency: A warlord is profi- cient with all simple and martial weapons, with all armor, and with shields (including tower shields).
Combat Leader: At 1st level, the warlord begins to demonstrate the brilliance of their battlefield leadership. The warlord and all allies within 10 ft per point of his Charisma bonus + half his class level, gain a +2 bonus to initiative. This bonus increases to +3 at 6th level and +4 at 14th level
Commanding Presence: The mere appearance of a warlord upon the field of battle has a positive impact among his allies. All allies that can see the warlord gain a +1 bonus to attack and weapons damage rolls. This bonus increases to +2 at 8th level, and +3 at 18th level.
Inspiration: During battle, the warlord exhorts his comrades with words of courage and determination. This inspiration affects all allies within a 30-foot radius centered on the warlord, and bestows 1d6 temporary hit points, plus 1d6 additional points for every two warlord levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on).
These temporary hit points last until the battle ends, or until they are removed through damage. A warlord may inspire a number of times per day equal to 3 + his Charisma modifier. This is a standard action and does not provoke an attack of opportunity. The warlord can choose whether or not to include himself in this effect.
Hold the Line: At 3rd level, the warlord gains the ability to bolster a defensive line. When forming a defensive line (fighting defensively and standing adjacent to one another), the warlord and all allies gain a +2 competence bonus to AC.
Bonus Feat: At 2nd, 4th, 8th 12th and 16th level, the warlord may take a bonus feat from the following list: Animal Affinity, Cleave, Combat Reflexes, Diehard, Endurance, Great Cleave, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative, Intimidating Prowess, Improved Vital Strike, Leadership, Mounted combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Vital Strike, Weapon Focus, Weapon Specialization.
The warlord must meet any prerequisites when taking a feat. Rallying Presence: At 5th level the warlord gains the ability to rally others, identical to the knight’s ability of the same name. The warlord and all allies within 10 ft per point of her Charisma bonus (minimum 10ft) gain a +1 morale bonus on saves against fear spells and effects. This bonus increases to +2 at 11th level and +3 at 15th level.
Cry Havoc!: At 10th level, the warlord may direct their allies to attack a specific target, overwhelming the en- emy. The warlord designates a particular target, and until the end of the warlord’s next turn, any attack roll against that target can now score a critical hit on a roll of 18-20, and receive a +4 bonus to confirm the results of a critical hit. Replace any and all critical threat ranges for all weapons used against the target. These threat ranges may not be further modified.
The warlord can cry havoc a number of times per day equal to 3 + his Charisma modifier. This is a standard action, and does not provoke an attack of opportunity.
Onward to Victory!: At 20th level, the warlord may exhort their allies to glory. Until the end of warlord’s next turn, the warlord and all allies within 10 ft per point of point of his Charisma bonus + half his class level may follow up a standard action with an attack made as a free action. This ability may be used once per day.