| Warlord | |||
| The Warlord is the Paladin of evil. His powers are unmatched in the evil realms. He smites good at any cost. He doesn�t destroy things for pleasure; he does it for his thought of justice. He is the supreme power of law bringing in his kingdom or home. The Warlord is a power to behold by those who want to smite him, but few try. Game Rule Information Warlords have the following statistics. Abilities: Wisdom is what a Warlord will base his powerful specials on. Strength will power his weapon with dark energy to attack his enemy. Charisma is more, less important, because then the Warlord will be able to gain followers for his evil, and noble cause. Saves: Low Fortitude Saves, Low Reflex Saves, High Will Saves Alignment: Lawful Evil Hit Die: 1d10 Starting Gold: 5d4x10 gold. Class Skills: Concentration (Con), Gather Info (Cha), Knowledge(Religion) (Int), Diplomacy (Cha), Balance (Dex), Innuendo (Wis), Intimidate(Cha), Jump (Str), Listen (Wis), Move Silently(Dex), Speak Language (Int). Skill points at 1st Level: (3+Int mod)x4 Skill Points at Additional Levels: 3+Int mod Class Features Weapon and Armor Proficiency: The Warlord is proficient with all simple and martial weapons. He is also may use any kind of armor available. Most of the time, a Warlord would rather not take a shield, but they are still proficient with them. Armor check penalties will be acquired if the armor is heavier than leather. Same with the shields. Detect Good and Undead: A Warlord can sense good creatures and people, plus the power to sense the undead as a spell-like ability. Power of Thought: The Warlord may add his Wisdom modifier to all his/her saving throws. God-like Health: A Warlord is immune to all diseases, including magical ones. Weapon Power: The Warlord will get an automatic Weapon Focus, and Weapon Specialization for the choice weapon of his or her deity. Intimidated courage: A Warlord is Immune to fear, and any allies within Ten feet get a +4 morale bonus on saving throws against fear Dark Wave: Beginning at Level 2, a Warlord may use the power of the evil gods to bring wraith apon his enemies. The Warlord does 1d8/every 3 levels+(Wisdom modifier) in a 30-foot cone in front of him. You may only use this attack once a day, and it takes one full round to prepare the darkness power. The attack does only � damage against those of evil alignment, and only does your wisdom modifier damage to undead creatures. Remove Disease: Beginning at 3rd level, a Warlord may remove disease as a spell, once a week. He/she can use this ability more as their level increases. Every three levels, He/She may be able to use the ability once more per week. Followers: At 4th level, a Warlord will start getting followers of the Evil Alignment. They can be anything from Evil Sponges to Nightcrawlers. You are able to get Level + (Charisma modifier)-5 Evil monster(s) challenge rating (See you Monster Guide for challenge ratings, and monsters. It�s the Core Rule Book 3). Become One: Starting at 5th level, a Warlord may pray to her Deity to make him/her a more powerful person for a short period of time. You must make a Wisdom check. If you succeed your check, the person�s prayer was answered, and the person becomes more powerful. He/She receives a +2 to her Wisdom, Strength, and Constitution for the duration of the battle. The Warlord can also use the Dark Wave ability as if he/she were three levels higher. Become One may be used once a week/every 4 levels. After the battle, the Warlord will lose a temporary �1 to her Charisma (last for a day) and is �winded�. �winded� Warlord are winded for an hour, and lose �2 to Strength, and -2 to Dexterity. Darkness: Also beginning at the 5th level, once per day, you can attempt to do some major unholy damage against an opponent. You can add your Wisdom modifier to your attack roll. After you calculate your Damage against your opponent, multiply that damage by 1 and �. This affect does normal damage against players or monsters of the Evil alignment, and only does damage=(Wisdom Modifier) to undead creatures. Fear Factory: Starting at Level 6, a Warlord may produce fear. Any Good or Neutral Aligned things must succeed a Will save (DC 25) or be engulfed with fear. The Warlord must use a complete round to use this. It may be done (Wisdom Modifier)/a day. Unholy War Cry: Beginning at the 7th level, the Warlord may use the War Cry ability. The Cry confounds Spellcasters, and Confuses everyone who is of Good and Neutral alignment. A Spellcaster must make a Fortitude check (DC 20) or they cannot cast spells for 1d4+(Wisdom Modifier) rounds. All characters (except for the Warlord) must succeed a Fortitude save (DC 25) or be confused for 1d4+1/five levels. A Warlord may use this twice a week. A full round action is taken when doing this. Sap Strength: At the 10th level, the Warlord may use Sap Strength. This attack uses the Lord�s Wisdom to sink into its body to rejuvenate him/herself. This power does 2d6+1/3 levels. You must succeed in a Wisdom save, or the attack was useless. The power taken out of the enemy, heals your HP. The effect works opposite on undead, for it does damage to you, and heals the undead. Brilliant: At level 17, the Warlord is now fully capable of manipulating his/her dark power. The Warlord may use Brilliant Death, with is literally, bright. When the Lord cast the power on her desired weapon, it now becomes a brilliant weapon. (See the DM�s Handbook for Magic Weapons). This little feat of strength uses one full action to do. This power also grants you a +3 magic weapon. This attack can be used (Wisdom Modifier)=A week. Undead Dilemma: Warlord do not fight undead well. When attacking normally, if the roll hits, the damage done by your weapon+strength is cut in half. This only applies to undead creatures. Code of Conduct: The Warlord must always be lawful evil. The Lord will lose all special abilities as a Warlord if he willfully commits a act of pure good on purpose. The code requires that the Warlord must always respect his friends allies, and enemies, act with the utmost honor, help evil people defeat good, live and die for his kingdom and/or village, punish good, and punish those who violate their code. Ex-Warlords A Warlord who ceases to be lawful evil, loses everything about being a Warlord. The Ex-Warlord must find a new class within a day, or will become a Fighter without his/her bonus feats. The new class will be at the level the Warlord was in. The Ex-Warlord may never again become a Warlord, unless the Deity commands they could. The Warlord may multi-class, but with a special restriction. The person may not level up as a Warlord again, but retains all the previous abilities. The path of a Warlord is rigged, but cannot be left so easily. Once you turn of the path, you may not return. |
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