Combatant Prestige Class

Warlord

d20 home bestiary grimoire organizations prestige open gaming license  
       

 

Written by David Paul Guzmán
 

our-hundred men made their way across the battlefield. They knew that they were outnumbered. They knew that their opponents were entrenched into their positions and ready for a fight. Yet still, these men marched forward, each step more confident than the last. Every soldier among them stood tall, and each of them was confident that they would win the day. And leading the march was the reason for their courage — the man known as Azyr Mescad.

They had served under him for nearly a year now, and he had never let them down in battle. Commander Mescad had first led them against the orcish hordes in the mountains. Under his leadership, the creatures were sent retreating into their underground hideaways. Since then, they had quelled an uprising of lycanthropes in the south. They had stood against the barbarian tribes to the north, pushing them back until all the fight had been drained from the savages. They had waged their campaign against the empires to the west, each hoping to claim a piece of their homeland. Those ancient kingdoms had fared no better than the rest. Now, these four-hundred men crossed the battlefield, marching against a corrupt general who had led a rebellion in the eastern provinces. And with Commander Mescad leading them, they knew they would be victorious.

In the distance a bugle sounded, and they could see troops arming themselves along the forward lines. Mescad let out a shout, and, even though they had traveled for two days, his men quickened their pace to close the distance. As they drew close to the first of their enemies, Commander Mescad broke out into a full run. His men sprinted at his heels, moving together as an unstoppable juggernaut of swords and shields.

“For king and country!” The commander’s voice rang across the countryside, filling his men with courage just as it filled his enemies with dread.

“For Azyr,” shouted his men, as the battlefield was filled with the sounds of steel and screams.

In times of trouble, there is no greater leader than the warlord. Against his enemies, there is no greater foe. Leading through strength of charisma as well as strength of steel, the warlord inspires all who serve under him, filling them with a sense of conviction and the power to act upon it.

While many can become competent leaders, a warlord surpasses the role of commander and transforms it into something of legend. Bards tell the tales of warlords who lead soldiers into impossible battles. Soldiers pray to serve under the command of a warlord, recognizing his leadership and strength. And children whisper of such heroes, transforming them into creatures of myth. For a warlord, these are his rewards: performing the duty demanded by his convictions, and earning the love and respect of those he leads.

Hit Dice: d10.

Requirements

To qualify to become a warlord, a character must fulfill all the following criteria.

Base Attack Bonus: +6.
Diplomacy: 5 ranks.
Intimidate: 5 ranks.
Alignment: Any lawful.
Feats: Endurance, Leadership, Martial Weapon Proficiency

Class Skills

The warlord’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
  1st +1 +2 +0 +2 Sound the Charge
  2nd +2 +3 +0 +3 Inspire Courage; Leadership Bonus
  3rd +3 +3 +1 +3 Competent Command
  4th +4 +4 +1 +4 Fearful Leadership (1/day)
  5th +5 +4 +1 +4 Be Not Afraid
  6th +6 +5 +2 +5 Hard March
  7th +7 +5 +2 +5 Fearful Leadership (2/day)
  8th +8 +6 +2 +6 Turn the Tide
  9th +9 +6 +3 +6 Die for the Cause
10th +10 +7 +3 +7 Fearful Leadership (3/day)

Class Features

Weapon and Armor Proficiency: The warlord is proficient with all simple and marital weapons, all types of armor, and shields.

Sound the Charge (Ex): The warlord can utter a powerful shout that causes all allies within 60 feet to gain a +1 morale bonus on their next attack roll and increases their speed by 5 feet until the warlord’s next turn. This mind-affecting ability may be used three times per day.

Leadership Bonus: The warlord gains a bonus to his Leadership level (which is normally character level + Cha bonus), enabling them to attract more powerful cohorts and followers when they use the Leadership feat upon earning a new level. This bonus is equal to half his warlord class levels (always rounded down).

Inspire Courage (Su): At 2nd level, the warlord can make an shout that rings across the battlefield, lifting the spirits of his allies. This ability functions as the bard’s inspire courage ability, found on page 28 of the Player’s Handbook. This bonus lasts a number of rounds equal to the warlord’s Charisma bonus. The Inspire Courage battle cry can be used once per day per level of warlord.

Competent Command (Ex): As a full-round action, a 3rd level warlord can give compelling directions to his subordinates. Doing so bestows a +2 competence bonus on either attacks or skill checks to all allies within 30 feet. This bonus lasts a number of rounds equal to the warlord’s Charisma bonus.

Fearful Leadership (Sp): At 4th level, the warlord can cast fear as a sorcerer of his class level. His allies are immune to this effect. This ability can be used once per day at 4th level, and one additional time every three levels thereafter (two times at 7th level, and three times per day at 10th level).

Be Not Afraid (Su): The presence of a 5th level warlord is enough to grant any allies within 30 feet a second saving throw against fear and charm effects that they have already succumbed to. Even if they fail the second saving throw, any fear effects are less severe: panicked characters are only frightened, frightened characters are only shaken, and shaken characters are unaffected.

Hard March (Ex): Upon reaching 6th level, a warlord can exhort his troops to march faster. Anyone traveling with him gains a +4 morale bonus to Constitution checks required for making a forced march or any other task requiring extended exertion. Animals are not affected.

Turn the Tide (Su): An 8th level warlord leads with such confidence and presence, that the mere sight of him is enough to turn the tide of battle. Allies within 30 feet of the warlord gain the effects of both Inspire Courage and Be Not Afraid (above) as long as the warlord is within range. If the warlord is held, unconscious, or otherwise helpless, all allies within range that are aware of his state suffer a –1 morale penalty to attacks and damage, in addition to losing the benefits described above, until the warlord can lead them again.

Die for the Cause (Su): Upon reaching 9th level, the warlord’s presence inspires his soldiers to make the ultimate sacrifice under his leadership. Any allies within 30 feet of the warlord can continue to fight while disabled or dying without penalty. They continue until they reach –10 hit points, at which point they fall lifeless.

   
 

 This page was last updated on January 23, 2006 .