| Combatant Prestige Class |
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Warlord |
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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. RequirementsTo qualify to become a warlord, a character must fulfill all the following criteria.
Class SkillsThe 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. |
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Class FeaturesWeapon 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. |
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