Warlord

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Warlord is a Martial class that empowers allies in combat. It can allow better and more actions for its allies, in exchange for its own.

Power Source

Warlords have access to the Martial power source. They have access to the Command training, and two of Slashing, Bludgeoning, Piercing, Ranged, Thrown, and Defence trainings.

Summary Table

Class Summary Table: Warlord

HD: d8Skill Points/Level: 6 + [Int]

Level Level Bonus Corporeal Spiritual Visceral Life Gained (avg) PP Gained Special Abilities
1 +0 +2 +2 +0 8 4 Expertise 1.1
2 +1 +3 +3 +0 4 9 Skill
3 +1 +3 +3 +1 5 14 Basic Off-Type Bonus
4 +2 +4 +4 +1 4 21 Expertise 1.2
5 +2 +4 +4 +1 5 27 Skill
6 +3 +5 +5 +2 4 34 Basic Off-Type Bonus
7 +3 +5 +5 +2 5 41 Expertise 1.3
8 +4 +6 +6 +2 4 48 Skill
9 +4 +6 +6 +3 5 55 Basic Off-Type Bonus
10 +5 +7 +7 +3 4 63 Expertise 1.X
11 +5 +7 +7 +3 5 71 Expertise 2.1
12 +6 +8 +8 +4 4 78 Skill
13 +6 +8 +8 +4 5 86 Basic Off-Type Bonus
14 +7 +9 +9 +4 4 94 Expertise 2.2
15 +7 +9 +9 +5 5 103 Skill
16 +8 +10 +10 +5 4 111 Basic Off-Type Bonus
17 +8 +10 +10 +5 5 119 Expertise 2.3
18 +9 +11 +11 +6 4 128 Skill
19 +9 +11 +11 +6 5 136 Basic Off-Type Bonus
20 +10 +12 +12 +6 4 145 Expertise 2.X
21 +10 +12 +12 +7 5 154 Expertise 3.1
22 +11 +13 +13 +7 4 163 Skill
23 +11 +13 +13 +7 5 172 Basic Off-Type Bonus
24 +12 +14 +14 +8 4 181 Expertise 3.2
25 +12 +14 +14 +8 5 190 Skill
26 +13 +15 +15 +8 4 199 Basic Off-Type Bonus
27 +13 +15 +15 +9 5 208 Expertise 3.3
28 +14 +16 +16 +9 4 218 Skill
29 +14 +16 +16 +9 5 227 Basic Off-Type Bonus
30 +15 +17 +17 +10 4 236 Expertise 3.X

Expertise

Field Martial

Field Marshal 1

Field Marshals are able to inspire greatness in their subordinates. They gain the following minor effect: <Effect> Name=Minor Inspire Cost=1 Effect=You permit the target an additional minor action. If this action is not used by the end of their next turn, it is lost. Applicable to=Buffs </Effect>

Field Marshal 2

Field Marshals find their place on the battlefield avoiding the depths of combat and ordering their people from the rear. They receive +1 PP Limit and +1 PP to powers that affect others.

Field Marshal 3

Experienced Field Marshals improve their ability to encourage their alies. Minor Inspire can now give a move action.

Field Marshal X

Master Field Marshals are able to wrangle great feats from their allies. Minor Inspire can now give a standard action.

Sustainer

Sustainer 1

Sustainers are capable of providing great fortitude to their allies. They gain the following minor effect: <Effect> Name=Shield Action=Minor Cost=2 Effect=You give the target one save against every ongoing effect they would otherwise save against during their turn Target=Any Range=Touch </Effect>

Sustainer 2

Sustainers are not limited to helping themselves. They get a +3 bonus to all saves.

Sustainer 3

Journeyman Sustainers can embed a little restorative magic into their shielding. For each save granted, the target heals 2 HP.

Sustainer X

Master Sustainers's shields are especially potent. All saves granted by the Shield minor power are rolled with advantage.

Quartermaster

Quartermaster 1

Quartermasters are experts in maintaining equipment. They gain the following ritual: <Ritual> Name=Hone Effect=Item is treated as masterwork </Ritual>

Quartermaster 2

Quartermasters are practiced in their rites. They receive a +4 bonus to all checks made as part of a ritual.

Quartermaster 3

Experienced Quartermasters may replicate minor magical enchantments. Any items subject to their Hone ritual may be given a temporary magical bonus equal to 1/3 of the Quartermaster's Warlord level, up to +5. This bonus lasts 24 hours.

Quartermaster X

Master Quartermasters are able to replicate major magical enchantments. Any items subject to their Hone ritual may be given a temporary magical bonus equal to 1/2 of the Quartermaster's Warlord level, up to +10. This bonus lasts 24 hours.