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.