Warlord

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Go back to Reese's Campaign page.

Onward to victory!!

Description

You know, in DnD every party has to have a Cleric. And yes, we tinkered the Cleric to make them six kinds of awesome fun, so that's no hardship. But there should be another class that can 'keep a party going' just as good as a cleric can.

Welcome to the Warlord, folks!

A warlord does not have even one single heal spell. Not one. But you know what, he'll support a party so well you can adventure just as hard as if you had a pocket band-aid wagon right behind you every step of the way.

If you like playing support toons, the Warlord is your cup of tea. And to make it even better, the Warlord is perfectly capable of wading into the front lines and doing just as much damage as any heavy-armor melee toon can dish out. Now, the Warlord is very much a team toon. The larger the party, the more powerful he gets and the more potent the buffs become. So while Clerics get a bit 'washed out' in large parties, Warlords just get stronger and stronger.

So, grab a Warlord and snuggle up to the barbarian, this class is a helluva good time!


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 Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis) Survival (Wis) and Swim (Str).

Skill Points at Each Level: 6 + Int modifier.


Table: Warlord

Level BAB Fort Refl Will Hold the Line Formation Special
1st +1 2 0 2 - - Inspiration 1d6, Combat Leader +2, Commanding Presence +1
2nd +2 3 0 3 -4 to hit, +2 ac, adjacent allies - Hold the Line
3rd +3 3 1 3 -4 to hit, +2 ac, adjacent allies - Exhortation, Inspiration 2d6
4th +4 4 1 4 -3 to hit, +2 ac, adjacent allies 1d12 Rallying Presence, Formation 1d12
5th +5 4 1 4 -3 to hit, +2 ac, adjacent allies 1d12 Inspiration 3d6
6th +6/+1 5 2 5 -3 to hit, +3 ac, adjacent allies 1d12 Force Majeure, Combat Leader +3
7th +7/+2 5 2 5 -3 to hit, +3 ac, adjacent allies 1d12 Inspiration 4d6
8th +8/+3 6 2 6 -2 to hit, +3 ac, adjacent allies 2d12 Formation 2d12, Commanding Presence +2
9th +9/+4 6 3 6 -2 to hit, +3 ac, adjacent allies 2d12 Inspiration 5d6
10th +10/+5 7 3 7 -2 to hit, +4 ac, adjacent allies 2d12 Cry Havoc
11th +11/+6/+1 7 3 7 -2 to hit, +4 ac, adjacent allies 2d12 Inspiration 6d6
12th +12/+7/+2 8 4 8 -1 to hit, +4 ac, adjacent allies 3d12 Formation 3d12
13th +13/+8/+3 8 4 8 -1 to hit, +4 ac, adjacent allies 3d12 Inspiration 7d6
14th +14/+9/+4 9 4 9 -1 to hit, +5 ac, adjacent allies 3d12 Brilliant Leadership, Combat Leader +4
15th +15/+10/+5 9 5 9 -1 to hit, +5 ac, adjacent allies 3d12 Inspiration 8d6, Tactician
16th +16/+11/+6/+1 10 5 10 -0 to hit, +5 ac, adjacent allies 4d12 Formation 4d12
17th +17/+12/+7/+2 10 5 10 -0 to hit, +5 ac, adjacent allies 4d12 Banner, Inspiration 9d6
18th +18/+13/+8/+3 11 6 11 -0 to hit, +5 ac, allies within 10 feet 4d12 Onward to Victory, Commanding Presence +3
19th +19/+14/+9/+4 11 6 11 -0 to hit, +5 ac, allies within 10 feet 4d12 Inspiration 10d6
20th +20/+15/+10/+5 12 6 12 -0 to hit, +5 ac, allies within 15 feet 4d12 Victorious Surge


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 (Ex)

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 +4 at 14th level, and onward as described in Table:Epic Warlord.


Commanding Presence (Ex)

The mere appearance of a warlord upon the field of battle has a positive impact among his allies. The warlord and all allies that can see him gain a +1 bonus to attack and weapons damage rolls. This bonus increases to +2 at 8th level, +3 at 18th level, etc.


Inspiration (Ex)

At 1st level, during battle, once per round, as a move action, the warlord may exhort 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 inspiration does not provoke an attack of opportunity. The warlord can choose whether or not to include himself in this effect. Note: This effect is not an aura, and none of the Warlord's other abilities are defined as aura's. None of the Warlord's abilities may be enhanced by any feat, power or ability which improves auras.


Hold the Line (Ex)(stance)

At 2nd level, during battle, the warlord may enter a defensive stance centered on himself as a swift action. 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, increases to 15 feet at level 20, and further increases as laid out in Table:Epic Warlord. Note that this ability may be stacked with defensive fighting and/or combat expertise, though AC bonuses from these actions do not extend to the warlord's allies.

It takes no action to sustain or leave the stance. If the warlord is knocked prone, or suffers a condition which prevents him from taking actions, the stance ends (though the warlord can use another swift action to start it again).

Only one stance may be active at a time. (For clarity, defensive fighting and combat expertise are not stances. Stances are class powers that are labeled as stances.)


Exhortation (su)

Beginning at 3rd level, as a full round action, the Warlord may sit quietly with a wounded ally, and speak to them in an uplifting and motivational manner. While doing so, he grants that ally Fast Healing equal to half his Warlord level, round down. Thus, at level 3, the Warlord grants Fast Healing 1, healing 1 point per round, or 6 points per minute. The Warlord may use Exhortation a number of times per day equal to their CHA mod (minimum 1). If either the warlord or the affected ally take any other actions, including movement, this effect ends.


Rallying Presence (Ex)

At 4th level, as an immediate action, the warlord may grant an ally a re-roll 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.


Formation (Ex)

At 4th level, the warlord begins to gain offensive power as long as there is at least one PC ally in the party who has temp hit points granted by his Inspiration power. After applying, and while maintaining, temporary hit points on any player character he is allied with, the warlord gets a formation dice pool, which he may apply as damage, once per round, as a free action, to a melee attack he has successfully made. Temp hit points from other sources, including other warlords, do not count. At level 4, the size of this dice pool is 1d12, as shown in the table, "Table: Warlord", and it increases by one die each four levels until it reaches 4d12 at level 16.

Alternatively, once per round, as a free action, the warlord may 'gift' half the dice in his pool, round up, to a PC ally's melee damage roll. This ally must have remaining temporary hit points from the warlord's Inspiration power in order to receive this gift.

At level 8, the warlord's Formation dice go up to 2d12 (maximum gift of 1d12). At level 12, it increases to 3d12 (maximum gift 2d12), up to 4d12 at level 16 (maximum gift 2d12), etc.


Force Majeure (ex)

Beginning at 6th level, the Warlord adds his CHA modifier to his melee damage rolls.


Cry Havoc (Su)

At 10th level, up to once per round, when the Warlord strikes a target, he may invoke havoc upon it as a free action. Until the end of the Warlord's next turn, any attack roll made by the Warlord or any of his PC allies who have temp hit points bestowed by the Warlord, gain a benefit. All attacks now score a critical hit against that target on an 18-20, or with a +1 increased crit range, whichever is preferred. Further, the Warlord's rolls to confirm critical attacks suffer no penalties from fighting defensively, hold the line or combat expertise against a target he has invoked Havoc upon. The warlord can use this ability a number of times per day equal to his CHA modifier (minimum 1).


Brilliant Leadership (Su)

At 14th level, 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.


Tactician (Ex)

At 15th level, the Warlord receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a move action, the Warlord can grant this feat to an ally who is gaining his Hold the Line bonus. Allies retain the use of this bonus feat for 3 rounds plus 1 round for each point of Cha mod the Warlord has. Allies do not need to meet the prerequisites of these bonus feats. The Warlord can use this ability 3+CHA mod times per day.


Banner (Ex)

At 17th level, a Warlord's martial prowess and leadership on the field demands he assume a higher profile. To make himself stand out in the chaos of battle, the Warlord may carry or display a unique flag, his personal banner. The banner must be at least Small or larger and must be carried or displayed by the Warlord to function. Typically, a banner is attached to the back. A small banner weighs five pounds, a medium one 20 pounds, and a large one 50 pounds. Medium and large banners are easier to see: If the DM rules that a perception check is needed to see the Warlord, a medium banner adds +2 to perception rolls to see the character, while a large banner adds +5 to perception rolls to see the character. The downside is, ALL perception rolls to see the Warlord receive these modifiers, so if you wish to be stealthy, take it down and roll it up. Donning or doffing a Banner requires a standard action. Banners are not considered items, do not take up a magic item slot, cannot be enchanted, do not interfere with magic items being worn, and are not able to be affected by any combat maneuvers except Steal. If Stolen, the banner's bonuses are lost for the encounter. Wearing a Banner of any size does not change the characters size in any way.

While worn by a Warlord, his banner becomes a symbol of inspiration to his allies and companions. As long as the Warlord’s banner is clearly visible, all allies within 50 feet receive a +2 morale bonus on saving throws against fear.


Onward to Victory(Su)

At 18th level, 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 move action. These moves are resolved immediately, in initiative order. Ongoing effects such as bleed damage do not 'tick' on this granted action.


Victorious Surge (Su)

At 20th level, 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. Special: This may be used as part of the same immediate action as Onward to Victory.


Warlord Example Build

For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build. Note: This is not a suggested build. Heck, it's probably even not very good. But what it WILL do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!


Human, base stats: Str 14, Dex 12, Con 14, int 14, Wis 8, Chr 18.

Example Feats

1st Level: Exotic Weapon Proficiency: Heavy Whip, Combat Expertise. Get a solid weapon, open up some good feats.

3rd Level: Improved Trip. You have a reach tripping weapon. Guess what you should be trying to do.

5th Level: Improved Disarm. Your weapon gives bonuses to disarm, too!

7th Level: Greater Trip. Trip them and hit them, at a distance. So hard not to love this.

9th Level: Improved Reposition. Bad guys in a bad place? Move them!

11th Level: Greater Reposition. Move the baddies and hit them while you're doing it. So awesome.

13th Level: Power Attack. Hit them HARD, man!

15th Level: Fury's fall. Build up some Dex, trip them even better!

17th Level: Fury's snare. Trip them and tie them up, all in one convenient attack. Very nice, this.

19th Level: Furious Focus. Power attack making it hard to trip? Not any more!


Epic Warlord

Table: Epic Warlord

Level BAB Fort Refl Will Hold the Line Formation Special
21st +21/+16/+11/+6 12 6 12 -0 to hit, +5 ac, allies within 15ft 5d12 Inspiration 11d6
22nd +21/+16/+11/+6 13 7 13 -0 to hit, +5 ac, allies within 20ft 5d12 Greater Tactician
23rd +22/+17/+12/+7 13 7 13 -0 to hit, +5 ac, allies within 20ft 5d12 Inspiration 12d6
24th +22/+17/+12/+7 14 8 14 -0 to hit, +5 ac, allies within 20ft 6d12 Combat Leader +6, Superb Leadership
25th +23/+18/+13/+8 14 8 14 -0 to hit, +5 ac, allies within 25ft 6d12 Inspiration 13d6 , Epic Banner
26th +23/+18/+13/+8 15 9 15 -0 to hit, +5 ac, allies within 25ft 6d12 Victorious Destiny, Comm. Presence +4
27th +24/+19/+14/+9 15 9 15 -0 to hit, +5 ac, allies within 25ft 6d12 Inspiration 14d6
28th +24/+19/+14/+9 16 10 16 -0 to hit, +5 ac, allies within 30ft 7d12 Epic Rallying Presence
29th +25/+20/+15/+10 16 10 16 -0 to hit, +5 ac, allies within 30ft 7d12 Inspiration 15d6, Epic tactician
30th +25/+20/+15/+10 17 11 17 -0 to hit, +5 ac, allies within 30ft 7d12 Combat Leader +7
31st +26/+21/+16/+11 17 11 17 -0 to hit, +5 ac, allies within 35ft 7d12 Inspiration 16d6, Proclamation
32nd +26/+21/+16/+11 18 12 18 -0 to hit, +5 ac, allies within 35ft 8d12 Healing Surge, Commanding Presence +5
33rd +27/+22/+17/+12 18 12 18 -0 to hit, +5 ac, allies within 35ft 8d12 Feat, Inspiration 17d6, Awesome Pennon
34th +27/+22/+17/+12 19 13 19 -0 to hit, +5 ac, allies within 40ft 8d12 Combat Leader +8, Invincible Armies
35th +28/+23/+18/+13 20 14 20 -0 to hit, +5 ac, allies within 40ft 8d12 Feat, Inspiration 18d6
36th Apotheosis!


Epic Class Abilities

Greater Rallying Presence (Ex)

Once per round as an immediate action, the warlord may grant an ally a re-roll to a save. The ally must have some temporary hitpoints that the Warlord has granted him in order for this ability to work. Rallying Presence must be used before the outcome of the save is resolved, and the re-roll is made with a +4 Morale bonus. The warlord can do this a number of times per day equal to 3+ CHA mod.


Epic Rallying Presence (Ex)

Once per round as an immediate action, the warlord may grant up to four allies a reroll to a save. All of these allies must be making a save for the same attack or effect. Each ally must have some temporary hitpoints that the Warlord has granted him in order for this ability to work. Epic Rallying Presence must be used before the outcome of the save is resolved, and the re-roll is granted a +4 morale bonus. The warlord can do this a number of times per day equal to 3+ CHA mod.


Victorious Destiny (Su)

The Warlord may now use 'Victorious Surge' and 'Onward to Victory' a number of times per day equal to her Cha mod divided by two, round down, minimum of 1, as long as they are always used together. In any instance, she may not use this ability more than once per encounter.


Healing Surge (Su)

Whenever the Warlord uses 'Victorious Destiny' they may also roll their Inspiration dice and apply this to all eligible allies either as healing or temporary hit points, at the Warlord's discretion, per ally. IE, the Warlord can heal all allies who are below their maximum and grant temp hit points to all those who do not need or wish healing. Any temp hit points the Warlord sees fit to dispense do count for activating his other powers. Doing so consumes two uses of their Inspiration ability for the day.


Greater Tactician (Ex)

At 22nd level, the Warlord receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a swift action, the Warlord can grant this feat or the feat he gained from Tactician to an ally who is gaining his Hold the Line bonus. Allies retain the use of this bonus feat for 3 rounds plus 1 round for each point of Cha mod the Warlord has. Allies do not need to meet the prerequisites of these bonus feats. The Warlord can use this ability 3+CHA mod times per day. This ability replaces Tactician.


Superb Leadership (Su)

At 24th level, 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. Note, however, that this is a separate ability from Brilliant Leadership, and may be used in the same round as that ability to grant two different allies opportunity attacks.


Epic Tactician (Ex)

At 29th level, the Warlord receives a third teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a swift action, the Warlord can grant this feat or either of the two lower level Tactician feats he has to all allies who are gaining his Hold the Line bonus. Allies retain the use of this bonus feat for 3 rounds plus 1 round for each point of Cha mod the Warlord has. Allies do not need to meet the prerequisites of these bonus feats. The Warlord can use this ability 3+CHA mod times per day. This ability replaces Greater Tactician.


Proclamation (Su)

The Warlord may use Exhortation on a number of allies no greater than his Cha modifier at the same time. This does not change the behavior of his exhortation power.


Greater Banner (Ex)

At 25th level, the Warlord’s banner becomes a rallying symbol for his allies. All allies within 50 feet receive a +4 morale bonus on saving throws against fear, and a +2 untyped bonus on all other saves. In addition, once per day while his banner is displayed, the Warlord can spend a standard action to wave the banner through the air, granting all allies within 50 feet an additional saving throw against any one spell or effect that is targeting them. This bonus save is made at the original DC, but receives a +2 morale bonus. Spells and effects that do not allow saving throws are not allowed a save using this ability.


Awesome Pennon (Su)

At 33rd level, a Warlord’s banner has become a powerful rallying point to his allies, and a bane to his foes. Whenever his banner is visible the Warlord emanates the effect of a Prayer spell to a radius of 50 feet. This Prayer effect is a morale condition rather than a luck condition. In addition, allies of the Warlord within 50 feet gain +10 feet to all of their movement modes as a morale bonus, immunity to fear effects, and a +3 morale bonus on all other saves.


Invincible Armies (Su)

At 34th level, 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. Note, however, that this is a separate ability from Brilliant Leadership, or Superb Leadership and may be used in the same round as those abilities to grant three different allies opportunity attacks.