Thursday, May 23, 2013

The Warlord (New Base Class)

Hello everyone,

Here's one of another of my homebrew Base Classes for Pathfinder. The warlord class from D&D 4th was by far my favorite addition to the game. While the class' rules are a perfect excuse for all kind of silly jokes (we call the warlord the "self-motivational class"), the entire idea behind the character is totally playable and very fun at the table.

As usual, this class wasn't playtested. I designed it some 2 years ago I guess, hope you enjoy it.Two details:

1) The Profession (Soldier) skill. We use this skill to roll for Advantage at the beginning of every combat. It's a very cool rule, stolen from the amazing The Black Company Campaign Setting, you see more here.

2) Combat Reactions are an awesome rule from Trailblazer, a book that I can't praise enough (more here).

Edit: I forgot to mention. This class is based on the original version designed by my player and fellow GM, Leoz. Thanks!






Warlord Class



Hit Die d10.



Class Skills The warlords class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Soldier), Ride (Dex), Sense Motive (Wis) and Survival (Wis)



Skill Ranks Per Level 4 + Int modifier.



Table: Warlord

Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+0
+2
Combat Leader +2, Comanding Presence +1,
Inspiration (Temporary Hit points 1d6),  natural soldier
2nd
+2
+3
+0
+3
Bonus Feat, Hold the line
3rd
+3
+3
+1
+3
Inspiration (2d6), Master Tactician
4th
+4
+4
+1
+4
Bonus Feat, Inspiration (Rallying Presence)
5th
+5
+4
+1
+4
Inspiration (3d6), Hard March
6th
+4/+4
+5
+2
+5
Bonus Feat, Combat Leader +3
7th
+5/+5
+5
+2
+5
Inspiration (4d6)
8th
+6/+6
+6
+2
+6
Comanding Presence +2, Inspiration (Loyalty Presence)
9th
+7/+7
+6
+3
+6
Inspiration (5d6)
10th
+8/+8
+7
+3
+7
Inspiration (Cry Havoc!)
11th
+10/+10
+7
+3
+7
Inspiration (6d6), Rallying Presence +3, Bannerman
12th
+11/+11
+8
+4
+8
Bonus Feat, Legendary Sigil
13th
+12/+12
+8
+4
+8
Inspiration (7d6), Loyalty Presence +3
14th
+13/+13
+9
+4
+9
Combat Leader +4, Inspiration (Fearsome Reputation)
15th
+14/+14
+9
+5
+9
Inspiration (8d6), Rallying Presence +4
16th
+16/+16
+10
+5
+10
Bonus Feat, Inspiration (Adamantine Leadership)
17th
+17/+17
+10
+5
+10
Inspiration (9d6), Loyalty Presence +4
18th
+18/+18
+11
+6
+11
Commanding Presence +3
19th
+19/+19
+11
+6
+11
Inspiration (10d6)
20th
+20/+20
+12
+6
+12
Combat Leader +5, Inspiration (Onward to Victory!),
Legendary Commander



Class Features

The following are class features of the warlord.



Weapon and Armor Proficiency

A warlord is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (but not tower shields).



Combat Leader (Ex)

At 1st level, the warlord begins to demonstrate the brilliance of his battlefield leadership. The warlord and all his allies within 30 ft gain a +2 morale bonus to initiative.

This bonus increases to +3 at 6th level, +4 at 14th level and +5 at 20th level.



Natural Soldier (Ex)

A warlord adds half his level as bonus to all Profession (Soldier) checks.

Commanding Presence (Ex)

The mere appearance of a warlord upon the field of battle has a positive impact among his allies. The warlord must choose to have a Ferocious or a Cautious approach to combat. Both abilities affect all allies that are under the effects of the warlord’s inspiration (see below).

Ferocious Leader: allies gain a +1 morale bonus to attack and weapons damage rolls.

Cautious Leader: allies gain a +1 morale bonus to armor class and Reflex Saves.

This bonus increases to +2 at 8th level, and +3 at 18th level. At 20th level the warlord give both bonuses to his allies.



Inspiration (Temporary Hit points) (Ex)

During battle, the warlord exhorts his comrades with words of courage and determination. This inspiration affects all allies within 30 ft. and bestows 1d6 temporary hit points, plus 1d6 additional points for every two warlord levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on).

These temporary hit points last until the battle ends, or until they are removed through damage. A warlord may inspire a number of times per day equal to 3 + his Charisma modifier. This is a move action and does not provoke an attack of opportunity. The warlord can choose whether or not to include himself in this effect.

As the warlord gains levels he can choose to use his Inspiration in other ways.



Bonus Feat (Ex)

At 2nd, 4th, 8th, 12th, 16th and 20th level the warlord may take a bonus feat from the following list. The warlord must meet any prerequisites when taking a feat.

Animal Affinity, Cleave, Combat Reflexes, Combat Expertise, Diehard, Endurance, Extra Inspiration, Great Cleave, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative, Intimidating Prowess, Improved Vital Strike, Leadership, Mounted combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Vital Strike, Weapon Focus, Weapon Specialization.



Hold the Line

At 2nd level, the warlord gains the ability to bolster a defensive line. When forming a defensive line (fighting defensively or using Combat Expertise and standing adjacent to one another), the warlord and all allies gain a +2 competence bonus to AC.



Master Tactician

At 3rd level a warlord gains an extra combat reaction per round. Also he can spend an Inspiration use to allow his allies to use an extra Combat Reaction per round till the end of the battle.

If you’re not using Combat Reactions (from the Trailblazer product), the warlord gains instead an extra attack of opportunity that can be given to any ally in sight that can hear the warlord’s commands.



Inspiration (Rallying Presence) (Ex)

At 4th level the warlord gains the ability to use his Inspiration to rally others. The warlord and all allies under the effect of Inspiration gain a +2 morale bonus on saves against fear spells and effects. Even if they fail their saves, the level of fear is reduced by one degree (minimum shaken). This bonus increases to +3 at 11th level and +4 at 15th level. The warlord can, as an immediate action, spend a daily Inspiration use to allow allies to reroll a failed fear save.

The warlord also gains another daily use of Inspiration.



Hard March (Ex)

At 6th level, the warlord can spend an Inspiration use to give his allies the bonus of the Endurance feat for one day. If any of the allies already has the feat the bonuses granted are doubled.



Inspiration (Loyalty Presence) (Ex)

At 8th level the warlord gains the ability to use his Inspiration to increase the loyal bonds between his allies. The warlord and all allies under the effect of Inspiration gain a +2 morale bonus on saves against charm spells and effects. Even if they fail their saves they can’t be ordered to attack one another. This bonus increases to +3 at 13th level and +4 at 17th level. The warlord can, as an immediate action, spend a daily Inspiration use to allow allies to reroll a failed charm save.

The warlord also gains another daily use of Inspiration.



Inspiration (Cry Havoc!) (Ex)

At 10th level, the warlord may inspire his allies to attack a specific target, overwhelming the enemy. The warlord spends an Inspiration use and designates a particular target. Until the end of the warlord’s next turn, any attack roll against that target have a doubled critical threat rage, and receive a +4 morale bonus to confirm the results of a critical hit.

The warlord also gains another daily use of Inspiration.



Bannerman (Ex)

At 11th level the warlord gains Leadership as a bonus feat. If the warlord already has Leadership he gains another cohort, and the level of his cohorts are not affect by negative modifiers.



Legendary Sigil (Ex)

At 12th level the warlord can use a personal heraldic banner as focus to his Inspiration uses. As long as his banner stands proud in the field he can use Inspiration as a swift action. He can now affect any target in the field that can see his banner.

If the warlord’s Legendary Sigil is lost to or put down by enemies he can’t use his Inspiration during that particular encounter; besides, all Inspiration-based abilities are lost and all his allies receives a -1 morale penalty to all their tests. This penalty is kept until the banner is recovered or the battle ends. If the warlord doesn’t recovery his banner until the end of the encounter he loses half his total remaining Inspiration uses for the day.

The warlord also gains another daily use of Inspiration.



Fearsome Reputation (Ex)

At 14th level the warlord is feared and respected in any field of battle. If carrying his Legendary Sigil, all enemies must make a Will save (DC 10 + half class level + Cha modifier) or suffer a -2 morale penalty until the end of the battle. This isn’t a fear effect.



Inspiration (Adamantine Leadership) (Su)

At 16th level the warlord can inspire his allies to supernal levels confidence and valor. By spending 2 daily uses of Inspiration he can give to his allies a DR 5/- and Energy Resistance 5 against all elements until the end of their temporary hit points.

The warlord also gains another daily use of Inspiration.



Inspiration (Onward to Victory!) (Ex)

At 20th level, the warlord may exhort their allies to glory. By spending 2 uses of his Inspiration, the warlord and all allies gain a free attack when executing any standard action, until the end of the warlord’s next turn.

The warlord also gains another daily use of Inspiration.



Legendary Commander (Ex)

At 20th level the warlord’s presence inspires his allies to make the ultimate sacrifice. Any allies affected by the warlord’s Inspiration can continue to fight even while disabled or dying. They ignore both conditions and can continue until they reach –20 hit points.

Finally, the warlord regains a daily use of Inspiration after any confirmed critical hit (except while using Cry Havoc!).