Dynamos on the field of combat, warlords walk the line of victory and ruin through their determination to achieve glory. Where some may talk tactics, the warlord dives in. Where some may fight in strategic units, the warlord shines alone as an inspirational beacon on the field of combat; to be a warlord is to be a lord of war.
Some warlords find their place in the theater of war when they find the method of combat that best expresses their nature and daring in combat. A bannerman finds his place with a sword in one hand and his company’s banner in the other, barking inspirational orders to his allies while slaying his foes between breaths.
Adventures: Warlords adventure for many reasons, but one reason that will always be prominent is the desire to test their skill against the world’s most dangerous opponents, to show their strength to themselves and to the world. Others may do this for profit, others for fun, others for revenge, but it is always certain that a warlord seeks the glory and honor only a battle well-fought can bring.
Characteristics: Brash arrogance and an irrepressible nature are hallmarks of the warlord. A devil-may-care warrior, many warlords are as fearless as they are fierce, and they both love life and live their lives to the fullest. Hedonists in some extreme cases, the warlord is drawn to combat as a moth to the flame.
Alignment: Any. Warlords can come from any and all ethical backgrounds, though they do tend more towards a chaotic alignment. Lawfully aligned warlords are rarer, and tend to compose their impulses through strict discipline.
Religion: While not overly religious, some warlords follow gods of war and battle with temperaments similar to their own.
Background: Warlords come from families with strong warrior traditions, from barbaric tribes and from academies that produce the strongest warriors. One thing that sets them apart is their reckless nature and the inspirational presence they possess.
Races: Humans and half-elves are prominent warlord races due to both possessing an impetuous nature. Half-orcs become very fearsome warlords in their own right, and dwarves are known for their ferocity when defending their homes.
Other Classes: Warlords get on well with fighters, rangers, and barbarians as their martial nature makes them amicable, but paladins and warders tend to chafe under their recklessness. Wizards and especially bards and sorcerers get on quite well with them, and clerics find them to be tolerable.
Role: Striker. As a very aggressive class, the warlord seeks to bring martial power to the field in the form of overwhelming force and ferocity. Additionally, warlords make excellent leaders, as they provide some passive benefits from their class features as well as active benefits from discipline choices and their gambits.
Abilities: Strength and Charisma are incredibly important to a warlord, as without Strength the warlord is weaker in combat and without Charisma many of his abilities will not function, as Charisma is the warlord’s primary initiation attribute. Constitution is important for vital hit points. Intelligence and Dexterity take up the bottom of importance, for both skill points and defense (or ranged combat).
Level | BAB | Fort | Ref | Will | Special | Maneuvers | ||
---|---|---|---|---|---|---|---|---|
Known | Readied | Stances | ||||||
1 | +1 | +2 | +0 | +2 | maneuvers , warlord’s gambit (1 gambit) | 5 | 3 | 1 |
2 | +2 | +3 | +0 | +3 | tactical presence (1 presence) | 6 | 4 | 2 |
3 | +3 | +3 | +1 | +3 | force of personality , warleader | 7 | 4 | 2 |
4 | +4 | +4 | +1 | +4 | courageous defense (+1) , tactical flanker , warlord’s gambit (2 gambits) | 7 | 4 | 2 |
5 | +5 | +4 | +1 | +4 | inspiring banner (+1) | 8 | 5 | 3 |
6 | +6 | +5 | +2 | +5 | bonus feat (1 feat) , share boost (1/day) | 8 | 5 | 3 |
7 | +7 | +5 | +2 | +5 | tactical presence (free action) | 9 | 5 | 3 |
8 | +8 | +6 | +2 | +6 | courageous defense (+2) , tactical assistance , warlord’s gambit (3 gambits) | 9 | 6 | 3 |
9 | +9 | +6 | +3 | +6 | tactical presence (3 presences) | 10 | 6 | 4 |
10 | +10 | +7 | +3 | +7 | bonus feat (2 feats) | 10 | 6 | 4 |
11 | +11 | +7 | +3 | +7 | dual tactical presence | 11 | 7 | 5 |
12 | +12 | +8 | +4 | +8 | courageous defense (+3) , inspiring banner (+2) , share boost (2/day) , warlord’s gambit (4 gambits) | 11 | 7 | 5 |
13 | +13 | +8 | +4 | +8 | improved warleader | 12 | 7 | 5 |
14 | +14 | +9 | +4 | +9 | bonus feat (3 feats) | 12 | 8 | 5 |
15 | +15 | +9 | +5 | +9 | warlord’s presence | 13 | 8 | 6 |
16 | +16 | +10 | +5 | +10 | courageous defense (+4) , warlord’s gambit (5 gambits) | 13 | 8 | 6 |
17 | +17 | +10 | +5 | +10 | master warleader | 14 | 9 | 6 |
18 | +18 | +11 | +6 | +11 | bonus feat (4 feats) , share boost (3/day) | 14 | 9 | 7 |
19 | +19 | +11 | +6 | +11 | inspiring banner (+3) | 15 | 9 | 7 |
20 | +20 | +12 | +6 | +12 | courageous defense (+5) , dual stance , warlord’s gambit (6 gambits) | 16 | 10 | 7 |
A warlord begins his career with knowledge of six martial maneuvers. The disciplines available to him are Golden Lion, Piercing Thunder, Primal Fury, Scarlet Throne, Solar Wind, and Thrashing Dragon. The warlord may also exchange access to one of his martial disciplines for the Unquiet Grave discipline. He gains the associated skill of each of his disciplines as a class skill.
Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by warlords is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he do not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table 1-3: The Warlord. The warlord must meet a maneuver’s prerequisite to learn it.
Upon reaching 4th level, and at every even numbered warlord level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the warlord loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The warlord need not replace the old maneuver with a maneuver of the same level. The warlord can swap only a single maneuver at any given level. A warlord’s initiation modifier is Charisma.
Maneuvers Readied: A warlord can ready four of his six starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by going through weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Warlords do not need to sleep or rest for any long period of time to ready their maneuvers; any time he spends 10 minutes in practice, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the warlord initiates a maneuver, he expends it for the current encounter, so each of his readied maneuver can be used once per encounter (until they are recovered, see below).
For a warlord to recover expended maneuvers, he must perform one of two types of actions: a gambit action in which he gambles on his performance in battle (see Warlord’s Gambit below), or he may spend a standard action to recover a single readied maneuver of his choosing.
Stances Known: Warlords begin play with knowledge of one stance from any discipline open to warlords. At the indicated levels (see class table), the warlord selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warlord cannot learn a new stance at higher levels in place of one he already knows.
At his core, the warlord is a warrior who relies on both skill and daring; without this he is but any other combatant. By setting himself to danger, does his true skill shine, or so the motto of the warlord goes. At 1st level, a warlord selects two gambits as methods by which the warlord can recover expended maneuvers.
Each gambit possesses three aspects—a risk, a rake, and a reward.
Each gambit’s risk describes an action that the warlord must undertake in order to attempt to recover an expended maneuver. The warlord begins a gambit as a swift action, effectively diving recklessly into the act he is attempting. The warlord then performs the action described in the gambit, and if he is successful, he regains maneuvers (see below). If he is not, he suffers the rake of the gambit and only regains a single maneuver of his choosing. While performing a gambit, the warlord may add his Charisma modifier to the d20 check(s) to aid in accomplishing the gambit as a luck bonus. A warlord may attempt the actions of a gambit, but without declaring the attempt a gambit attempt by spending a swift action to do so, the character does not regain any maneuvers nor does he suffer a rake for failure. The character may initiate a maneuver while performing a gambit (if the maneuver helps him accomplish it) but he may not recover the maneuver used to achieve the gambit as part of the reward.
A gambit’s rake is the penalty that the warlord suffers if he attempts his gambit and fails, such as failing a trip attempt or failing to strike an opponent with a charge attack. All gambits possess the same rake: the warlord only regains a single expended maneuver and suffers a –2 penalty on all d20 rolls for one round.
A warlord who succeeds at fulfilling his gambit immediately recovers a number of expended maneuvers equal to his Charisma modifier (minimum 2) and enjoys the unique reward for each gambit. Allies who would receive benefits from a warlord’s successful gambit must be within 60 ft. of the warlord and must be able to see him perform the action.
Finally, gambits may not be initiated outside of combat due to their reliance upon the stresses of battle to bring out the best of the warlord.
At 2nd level, the warlord’s innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move-equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action.
The warlord gains one tactical presence at 2nd level, a second at 5th level, and a third at 9th level.
At 3rd level, the warlord’s forceful personality and bold, headstrong nature assist him in resisting the influence of others. Where others use personal serenity, awareness of the world around them, or plain old sensibility, the warlord gets by with endless nerve. The warlord may add his Charisma modifier in addition to his Wisdom modifier to determine his Will save bonus. If the character is ever able to add his Charisma modifier to his Will save through use of another ability (for example. the paladin’s divine grace) he may only add his Charisma modifier once to his Will save.
The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the prerequisites for this feat to select it).
As a standard action that the warlord performs, the warlord and allies within 30 feet of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of his own (with all allies within 30-ft. of him) or an ally’s (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + the warlord’s Charisma modifier in rounds. The character may use this ability 1 + Charisma modifier times per day at 3rd level (minimum of 1), and one additional time per day for every four warlord levels the character possesses.
The bannerman is a combatant of grace and skill, and his faith in both himself as a symbol as well as in his allies assists his defense. When fighting with a ranged weapon (such as with a bow or a crossbow), or with a one-handed or light weapon in one hand and nothing in the other (or with a buckler and/or an inspiring banner) and wearing medium or lighter armor, the bannerman gains a +1 dodge bonus to his Armor Class per four warlord levels.
At 4th level, the warlord is exceptionally gifted at working with his allies to bring down opponents and his skills assist any who ally with him. When flanking a target with an allied creature, both the warlord and the ally may use the warlord’s Charisma modifier (min +2) for the bonus they receive on flanking their opponent.
At 5th level, a bannerman’s banner becomes a symbol of inspiration to his allies and companions. As long as the bannerman’s banner is clearly visible and he is in a Golden Lion stance, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and fatigue and a +2 morale bonus on attack and damage rolls. At 12th level, and at 19th level, these bonuses increase by +1. If the Golden Lion stance he is using grants a similarly typed bonus to attack, damage, or saving throws, then increase that bonus by the amount of the inspiring banner’s bonus.
The banner must be at least Small or larger and must be carried or displayed by the bannerman or his mount to function, and can be held while using a buckler. A bannerman’s banner is intended to be able to be placed on any manner of item so long as it is displayed. Some official ideas for how a bannerman may carry a banner: as heraldry on a shield, on a small pole mounted to either his mount’s saddle or to the back of his armor, a tabard that they wear prominently, or a standard that hangs from a polearm or spear. So long as that standard is carried upon his person where people can see it, he can inspire his allies.
At 6th level, and then every four levels after, the warlord gains a bonus combat feat or teamwork feat of his choosing. The warlord must qualify for the feat before selecting it.
At 6th level, the bannerman’s ability to inspire his troops allows him to share some of his martial prowess with an ally on occasion. Once per day he is able to initiate a boost as an immediate action to utilize a boost for an ally who is initiating a maneuver or making an attack that qualifies for the use of that boost. The boost shared uses the bannerman’s initiator level and saving throw DC (if applicable). He can use this ability one additional time per day at 12th level and again at 18th level.
At 8th level, the warlord’s gift for helping his allies in combat improves. The character may use the Aid Another action for any single ally within 30 feet of his position as a move action, and he uses his Charisma modifier for the bonus he grants to his ally’s action (minimum +2).
At 11th level, the sight of the warlord on a field of combat inspires multiple feelings in those around him. He may select and use two presences, activating them together as a free action.
At 13th level, the warlord’s excellence in battle has enabled him to utilize the tactical skills of his allies as well as his own with greater speed. The warlord may now use his warleader class feature as a move action.
At 15th level, the warlord is capable using three of his presences together at the same time, activating them together as a free action.
At 17th level, the warlord’s peerless ability in the theater of war has enabled him to utilize the tactical skills of his allies as well as his own with the greatest of speed. The warlord may now use his warleader class feature as a swift action.
At 20th level, the warlord’s ability to use his stances improves, allowing him to gain the benefits of two known stances simultaneously. He must still adopt each stance individually, requiring him to expend one swift action for each stance.
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
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