Difference between revisions of "Warlord"

From Weirlands
Jump to: navigation, search
(Summary Table)
Line 10: Line 10:
  
 
==Expertise==
 
==Expertise==
===Field Marshal===
+
===Field Martial===
Field Marshals specialise in ordering their troops around the battlefield, allowing them to act more efficiently and frequently.
 
 
 
====Field Marshal 1====
 
Field Marshals specialise in helping their allies act in battle. As a standard action, they may grant an ally who can see and/or hear them an immediate move or minor action.
 
 
 
====Field Marshal 2====
 
An experience Field Marshal learns to get the most out of their allies. As a standard action, they may grant an ally who can see and/or hear them an immediate move and minor action, or a basic attack.
 
 
 
====Field Marshal 3====
 
Expert Field Marshals can delegate like no other. As a standard action, they may grant their actions to up to two appropriate allies.
 
 
 
====Field Marshal X====
 
The most masterful of Field Marshals can inspire incredible actions in others. They may spend a number of PP less than or equal to half of the fighter level to grant a standard action to an ally. This action must be used on a PP-spending attack, and the PP limit is as normal, or the number of PP spent by the Field Marshal, whichever is lower. The PP cost must be payed by the target of this ability as well as the Field Marshal.
 
 
 
===Incensor===
 
Incensors focus on encouraging their allies, improving their abilities both in and out of combat.
 
 
 
====Incensor 1====
 
Incensors encourage the abilities of their allies. As a minor action, they may give an ally with whom they can communicate either +2 to all non-damage rolls OR advantage to one non-damage roll until the end of the target's next turn. In addition, Incensors automatically succeed in assisting others with skill checks with which they have proficiency, and may attempt to assist without proficiency.
 
 
 
====Incensor 2====
 
Experienced Incensors know exactly what to say at just the right time. They may perform an encouragement action once per turn as a reaction to an ally's roll in order to give them advantage on that roll.
 
 
 
====Incensor 3====
 
As an Incensor continues to develop, they may address broader audiences with the same effect. Minor encouragement actions now give either advantage to all non-damage rolls to a single target, or +2 to all non-damage rolls to no more than 1 plus half the Incensor's Fighter level, all until the start of the Incensor's next turn.
 
 
 
====Incensor X====
 
Masterful Incensors become almost preternatural with their encouragements. A number of times per day equal to half the Incensor's Fighter level, as a minor action, they can grant an after-the-fact reroll to an ally for the ally's next roll. They may do this as a free action if the ally has been encouraged by the Incensor, but only during their turn.
 
 
 
 
===Sustainer===
 
===Sustainer===
Sustainers are able to survive in the worst of circumstances, whether it be knowledge of tracking and hunting, emergency first aid, or knowing the best place to stab a goblin to make them stop squealing.
 
 
====Sustainer 1====
 
Sustainers are adept at keeping their friends alive. As a minor action, you or an adjacent ally may make a save vs one of their ongoing effects.
 
 
====Sustainer 2====
 
Sustainers learn how to repair their allies to a greater degree. They gain the Heal Other, Heal Self, and Repair powers as core abilities. If they already have, or would gain, any of these powers, the PP Limits for the duplicate powers are increased by 2.
 
 
====Sustainer 3====
 
Expert Sustainers learn much about the world. You gain advantage on all Survival and Profession (Healer) checks. You also gain the Practical Application feat, regardless of whether or not you meet the prerequisites, and gain advantage to Knowledge checks made using this feat. If you already have Practical Application, then choose another feat for which you qualify.
 
 
====Sustainer X====
 
Masterful Sustainers are unparalleled in their ability to treat their allies. Their save-granting ability now grants you and all adjacent allies a save vs one ongoing effect. Additionally, Heal Other, Heal Self, and Repair gain +2 PP Limits. If Heal Other, Heal Self, or Repair have already had their PP Limit increased by a Sustainer effect, they instead gain +2 free PP..
 
 
 
===Quartermaster===
 
===Quartermaster===
Quartermasters are warriors who are skilled and trained to maintain gear and supplies for themselves and their allies. They forgo some direct martial prowess in order to gain a tactical advantage.
 
 
====Quartermaster 1====
 
Quartermasters are well equipped to keep their allies in appropriate gear. They gain free proficiency in 2 Craft skills and can craft Masterwork components for half the normal cost.
 
 
====Quartermaster 2====
 
A Quartermaster can improve weapons and armor beyond their normal capabilities. With an appropriate DC20 Craft check, they may permanently improve any armor or weapon, granting +1 AC or +1 Max Dex Mod to armor, or +2 to Attack or Damage rolls to weapons.
 
 
====Quartermaster 3====
 
Quartermasters become very practised in maintaining gear. Any armor or weaponry that they have permanently improved can be repaired in 1/10th the normal time. Additionally, they can craft armor and weaponry in half the normal time.
 
 
====Quartermaster X====
 
The crafting skills of the most practiced Quartermasters go beyond mundane understanding. They may craft and repair magical arms and armor as if they were a caster of any source, if they have access to an appropriate spellbook or manual. Only their Fighter level counts for this, but it does stack with any other appropriate levels.
 
 
===Commander===
 
Commanders have great value both on and off the battlefield. Their ability to lead in any situation is unquestioned, and allows them to even turn the enemy against themselves.
 
 
====Commander 1====
 
Commanders naturally take charge of social situations. They gain advantage to all Intimidate, Diplomacy, and Insight rolls.
 
 
====Commander 2====
 
Commanders are known for keeping their cool in trying situations. Commanders ignore the Fatigued and Nauseated status ailments. Additionally, they grant their nearby allies advantage to save against such conditions.
 
 
====Commander 3====
 
Commanders are born leaders. They gain Leadership as a bonus feat.
 
 
''Note: If your GM doesn't allow Leadership's apprentice feature, you may co-opt one from appropriate neutral forces, or treat them as a useful non-combat ally. Work with your GM on this.''
 
 
====Commander X====
 
Expert Commanders can convince even the most bullheaded of adversaries. As a Standard action, you may attempt an Intimidate check to convince an enemy to stop fighting you. The DC for this is 15 + the monster's HD, reduced by 5 if the enemy is bloodied. If successful, you may attempt another Intimidate check with the same DC to coerce them into fighting on your behalf. This second check consumes the rest of your turn, and cannot be used if you have used your minor or move action.
 
 
Additionally, you may attempt an Intimidate or Diplomacy check against an aware, non-cooperative, non-hostile entity to convince them to help you, even in combat. The DC for this is 10 + the entity's HD.
 
  
 
[[Category:Class]]
 
[[Category:Class]]
 
[[Category:Martial Power Source]]
 
[[Category:Martial Power Source]]

Revision as of 23:22, 21 December 2018

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

Sustainer

Quartermaster