Warlord: Difference between revisions

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=== Class Abilities ===
=== 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 standard action and does not provoke an attack of opportunity. The warlord can choose whether or not to include himself in this effect.

Revision as of 01:00, 29 April 2013

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Alignment: Any.

Hit Die: d10.

Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit 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 Special
1st +1 2 0 2
2nd +2 3 0 3
3rd +3 3 1 3
4th +4 4 1 4
5th +5 4 1 4
6th +6/+1 5 2 5
7th +7/+2 5 2 5
8th +8/+3 6 2 6
9th +9/+4 6 3 6
10th +10/+5 7 3 7
11th +11/+6/+1 7 3 7
12th +12/+7/+2 8 4 8
13th +13/+8/+3 8 4 8
14th +14/+9/+4 9 4 9
15th +15/+10/+5 9 5 9
16th +16/+11/+6/+1 10 5 10
17th +17/+12/+7/+2 10 5 10
18th +18/+13/+8/+3 11 6 11
19th +19/+14/+9/+4 11 6 11
20th +20/+15/+10/+5 12 6 12

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 standard action and does not provoke an attack of opportunity. The warlord can choose whether or not to include himself in this effect.