Warlord: Difference between revisions
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Hit Die: d10. | Hit Die: d10. | ||
Starting Wealth: | Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less. | ||
Class Skills | Class Skills |
Revision as of 19:16, 29 April 2013
Go back to Reese's Campaign page.
Alignment: Any.
Hit Die: d10.
Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less.
Class Skills The warlords class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (history) (Int), Perception (Wis), Ride (Dex), Stealth (Dex) and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
Table: Warlord
Level | Base Attack | Fort | Refl | Will | Hold the Line | Special |
---|---|---|---|---|---|---|
1st | +1 | 2 | 0 | 2 | - | inspiration 1d6, combat leader, commanding presence |
2nd | +2 | 3 | 0 | 3 | -4 to hit for +2 ac, affects adjacent allies | |
3rd | +3 | 3 | 1 | 3 | -4 to hit for +2 ac, affects adjacent allies | inspiration 2d6 |
4th | +4 | 4 | 1 | 4 | -3 to hit for +2 ac, affects adjacent allies | rallying presence |
5th | +5 | 4 | 1 | 4 | -3 to hit for +2 ac, affects adjacent allies | inspiration 3d6 |
6th | +6/+1 | 5 | 2 | 5 | -3 to hit for +3 ac, affects adjacent allies | |
7th | +7/+2 | 5 | 2 | 5 | -3 to hit for +3 ac, affects adjacent allies | inspiration 4d6 |
8th | +8/+3 | 6 | 2 | 6 | -2 to hit for +3 ac, affects adjacent allies | |
9th | +9/+4 | 6 | 3 | 6 | -2 to hit for +3 ac, affects adjacent allies | inspiration 5d6 |
10th | +10/+5 | 7 | 3 | 7 | -2 to hit for +4 ac, affects adjacent allies | Cry Havoc |
11th | +11/+6/+1 | 7 | 3 | 7 | -2 to hit for +4 ac, affects adjacent allies | inspiration 6d6 |
12th | +12/+7/+2 | 8 | 4 | 8 | -1 to hit for +4 ac, affects adjacent allies | |
13th | +13/+8/+3 | 8 | 4 | 8 | -1 to hit for +4 ac, affects adjacent allies | inspiration 7d6 |
14th | +14/+9/+4 | 9 | 4 | 9 | -1 to hit for +5 ac, affects adjacent allies | Brilliant Leadership |
15th | +15/+10/+5 | 9 | 5 | 9 | -1 to hit for +5 ac, affects adjacent allies | inspiration 8d6 |
16th | +16/+11/+6/+1 | 10 | 5 | 10 | -0 to hit for +5 ac, affects adjacent allies | |
17th | +17/+12/+7/+2 | 10 | 5 | 10 | -0 to hit for +5 ac, affects adjacent allies | inspiration 9d6 |
18th | +18/+13/+8/+3 | 11 | 6 | 11 | -0 to hit for +5 ac, affects allies within 10 feet | |
19th | +19/+14/+9/+4 | 11 | 6 | 11 | -0 to hit for +5 ac, affects allies within 10 feet | inspiration 10d6 |
20th | +20/+15/+10/+5 | 12 | 6 | 12 | -0 to hit for +5 ac, affects allies within 20 feet | Onward to Victory |
Class Abilities
- Weapon and Armor Proficiency
- A warlord is proficient 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 the warlord can see 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 move 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
- During battle, the warlord may create a defensive bastion centered on himself. By doing so, he takes a penalty to his attack rolls of -4, but gains a bonus to his AC of +2, and grants this same bonus to all adjacent allies (but not the attack penalties). As he levels up, the penalties decrease, and the AC bonuses increase, eventually granting no to-hit penalties and a +5 AC bonus to the warlord and his allies. Beginning at level 18, the size of his defensive bastion increases to 10 feet, and increases to 20 feet at level 20. Note that this ability may be used with defensive fighting and/or combat expertise, though AC bonuses from these actions do not extend to the warlord's allies.
- Rallying Presence
- As an immediate action, the warlord may grant an ally a reroll to a save. This must be done before the outcome of the save is resolved. The warlord can do this a number of times per day equal to 3+ CHA mod.
- Cry Havoc
- After the warlord strikes a particular target, as a free action, until the end of the warlord's next turn, any attack roll against that target can now score a critical hit on an 18-20, or with a +1 increased crit range, whichever is preferred. If the warlord scores a critical threat with this ability, his rolls to confirm suffer no penalties from fighting defensively, hold the line or combat expertise. The warlord can use this ability a number of times per day equal to 3 + his CHA modifier.
- Brilliant Leadership
- If the warlord successfully strikes an opponent while using 'Hold the Line', he may grant an ally receiving the 'Hold the Line' bonus an immediate opportunity attack against the same opponent. This may not occur more than once per round.
- Onward to Victory
- Once per day as an immediate action, the warlord may grant himself and all allies within 10 feet per point of his CHA mod a standard action. These actions are resolved immediately, in initiative order. Ongoing effects such as bleed damage do not 'tick' on this granted action.