Warlord

Every Race, every kingdom has one or more Warlords. Common between human race more than any other, they are the last word on strategy and war knowledge. They focus on moral and skill, but alone a Warlord cant do much.

Requirements:

Base Attack Bonus: +5
Align: Any Lawful
Feat: Leadership
Skills:
Knowledge (War) 5 ranks,
Ride 3 ranks.

The Warlord

Hit Die: d10

Skills per level: 4 + Int Modifier
Skills:
Appraise, Bluff, Climb, Concentration, Craft, Diplomacy, Forgery, Gather Information, Innuendo, Intimidate, Intuit Direction, Jump, Knowledge, Listen, Profession, Ride, Search, Spot, Swim.

BAB: As a Fighter

Saves:
Fortitude: Good
Reflex: Bad
Will: Good

Level - Special
1 - Tactical Maneuvers
2 - Morale Superiority
3 - Battle Stratagem
4 - Horde +2
5 - Strategic Maneuvers, Reputation +5, Leadership
6 – Strength Makes Right
7 - Martial Superiority
8 - Horde +4
9 -
10 - Reputation +10, War Guide, Leadership

Tactical Maneuvers - Once per day per Warlord PrC level plus his CHA modifier, the Warlord can shout orders to his army with great effect. Only followers and cohorts, and up to 5 allies, can be considered part of the army to receive these bonus. Each order can be used more than once, and they are free actions to activate.
- Charge: Each warrior not engaged in mmelee combat can charge with double the usual bonus and none of the usual penalties; they are +4 to attack and -0 to AC.
- Retreat: The Warlord army can, for ann entire turn, move at triple of their speed without provoking attacks of opportunities because of moving.
- Hold the line: Until the end of the nnext turn all warriors on the Warlord army receives one extra attack of opportunity against enemies moving on their threatened area (as if they had set their weapons against charge).
- Break the line: Until the end of the next turn, all warriors on the warlord army already engaged in melee receive +2 to attack and damage, but -2 to AC.
- Regroup: All followers affected by thhe failure of one or more Will saves can retry the save roll.
- Flank: Until the end of the next turnn, all warriors from the Warlord army flanking an enemy can make their attack rolls using the Warlord Knowledge (War) instead of their attack bonus.

Morale Superiority - The Warlord rises to a leader of men’s - fighting for the right cause, his warriors are now more than followers, and they are his family. All Warlord Followers who match his alignment now receives a +3 morale bonus to will save against Fear effects and a +1 morale bonus to attack and AC (as long as the Warlord is on their line of sight).

Leadership - At lvl 5 and 10, the Warlord receives the Leadership Feat one more time; those extra feats call more fanatic Followers as usual, but you receive a -5 leadership penalty to attract other cohorts (your first cohort isn’t affected).

Battle Stratagem - At the first round of battle, the Warlord can call a opposed roll of Knowledge (War) check with the enemy army leader; If he wins, his warriors will engage the enemy by the best way they can, using terrain, sun, wind, or whatever is possible to get advantages. On each warrior first attack, they receive a +2 bonus to this attack and all attack of opportunities they do until the end of the battle. If the enemy beats him on the check, nothing changes unless the enemy has Battle Stratagem as well.

Horde: The warlord receives a +2 bonus to his leadership score to attract more followers. This bonus affects all leadership feats the Warlord has.

Strategic Maneuvers - If the Warlord knows the terrain where the battle will take place, or if he spend 6 turns on a speech to his army while on the area, every creature who fall under his leadership score will receive a +3 competence bonus to AC and Attack for the duration of the battle; others will receive +1 competence bonus to AC and attack.

Reputation +5 - At level 5, the Warlord is an authority to all Warriors on his kingdom, to his enemies and even to the peasants who already heard through bards about his actions. This can be good, as well as bad for him. At this level, the Warlord receives a +5 bonus to Bluff, Intimidate and Diplomacy, but -5 to Gather Information and Disguise ((because he is a public man, and thieves and the like tends to avoid them). Good aligned merchants from the Warlord lands will likely give his discounts, while other merchants will raise their prices for him.

Martial Superiority - The Warlord spend so much time training his followers in order to follow orders, understand signals and react to certain situations that now all warriors of his army who fall under his Leadership score receives a +3 Competence bonus to damage and AC.

Strength Makes Right: At lvl 6, the Warlord gains the Strength Makes Right Feat for free. This feat add the Warlord Strength modifier to his Leadership score.

War Guide - After so much training and victories, leading his comrades to war gave the Warlord a total assurance over his Skills. By now, all followers who fight under the Warlord banner receives a +5 Morale bonus to Will saves; those who fall under his leadership scores are immune to fear, are able to use all Warlord saves (if better than their own), and receives a +5 Morale bonus to Attack and AC while fighting at his side. While the warlord is still alive and fighting on their line of sight, or if they can see his banner or hear him, they will not stop fighting even with less than 0 hp (but then, fatigued), until the end of the battle (when they stabilize and fall unconscious) or when they reach -10 hp, dying.

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