Class: Warlord

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The Warlord
  Maneuvers
Level BAB Fort Ref Will Special Maneuvers Readied Maneuvers Known Max Maneuver Level
1 +0 +1 +1 +1 Born Leader, Command Bonus (+2) 1 2 1st
2 +1 +2 +2 +2 Inspiring Word 2 3 1st
3 +2 +2 +2 +2 Commander's Strike 2 4 2nd
4 +3 +2 +2 +2 Always Prepared 2 5 2nd
5 +3 +3 +3 +3 Command Bonus (+4) 3 6 3rd
6 +4 +3 +3 +3 Leadership 3 7 3rd
7 +5 +4 +4 +4   4 8 4th
8 +6/+1 +4 +4 +4 Tactical Assistance 4 9 4th
9 +6/+1 +4 +4 +4   4 10 5th
10 +7/+2 +5 +5 +5 Warlord Talent, Command Bonus (+6) 5 11 5th
11 +8/+3 +5 +5 +5   5 12 6th
12 +9/+4 +6 +6 +6 Warlord Talent 6 13 6th
13 +9/+4 +6 +6 +6   6 14 7th
14 +10/+5 +6 +6 +6 Warlord Talent 6 15 7th
15 +11/+6/+1 +7 +7 +7 Command Bonus (+8) 7 16 8th
16 +12/+7/+2 +7 +7 +7 Warlord Talent 7 17 8th
17 +12/+7/+2 +8 +8 +8   8 18 9th
18 +13/+8/+3 +8 +8 +8 Warlord Talent 8 19 9th
19 +14/+9/+4 +8 +8 +8   8 20 9th
20 +15/+10/+5 +9 +9 +9 Warlord Talent, Command Bonus (+10) 9 21 9th

 

Warlord

Agrias, iconic warlord
"Heed my words, and know victory!"

Trinity has, many times in its history, known war. And though the presence of powerful individuals often tips the scales of balance, the actions of those select groups are often made possible by the actions of armies, whose purpose in this world is not to be the primary force, but the secondary: an alternative should those with significant personal power fail in their endeavors.

In the course of warfare as it is known in Trinity, tactics and stratagems were slow to come to the fore, progress made in fits and spurts by individuals who saw opportunity in taking command of troops in mass combat. Those strategies, it was later found, were equally applicable to those small elite forces: warlords became known as force multipliers, whether on the field of battle or in the depths of dungeons, whether they commanded a thousand men or directed the actions of a select few.

Warlords forgo the specialization in equipment that most other combat-oriented classes acquire; instead, they specialize on learning how to identify openings, how to direct others, and how to improve morale. Warlords learn the basics of weapons and armor, and are able to hold their own against most others, but their martial training falls short of those more focused on taking direct action themselves. Thus, while it is not uncommon for warlords to lead the charge, most take on a support role, leading from the rear and giving direction without getting directly involved themselves.

There are many styles of leadership, and different warlords take advantage of different schools of thought. Exposure to new strategies and different sorts of engagements encourages budding warlords to study other tactics, as well, giving them increasing versatility on the battlefield.

Game Rule Information

Warlords have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Intelligence and Charisma are most important for warlords, though some who lead from the front of the fight may also want to focus on Strength and Constitution.

Hit Die: d8.

Class Skills: The warlord's class skills are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Initiative (Dex), Intimidate (Cha), Jump (Str), Martial Lore (Int), Presence (Cha), Reason (Int), Ride (Dex), Sense Motive (Wis), Spot (Per), Swim (Str), and Vitality (Con).

Skill Points at Each Level: 4 + Int modifier.

Alignment: Any.

Starting Age: Simple.

Starting Gold: 6d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the warlord.

Weapon and Armor Proficiency: A warlord is proficient with all simple weapons, a number of martial weapons equal to 3 + her Intelligence modifier, and light and medium armor. She is proficient with bucklers and light shields, but not heavy shields or tower shields.

Maneuvers: A warlord is an initiator, and gains maneuvers as she progresses in her knowledge of the ways of war. Her initiator level is equal to her class level.

Warlords have access to a number of maneuver subtypes that are not used by other initiators, namely [Command] and [Tactic] maneuvers. These new descriptors are described below.

Born Leader (Ex): The warlord adds her Command Bonus (see below) to all Diplomacy, Intimidate, and Sense Motive checks.

Command Bonus (Ex): Many of the warlord's abilities involve the granting of bonuses to other individuals through her understanding of tactics and strategy. As the warlord gains levels, her understanding of battle improves, and she can provide greater bonuses.

Her Command Bonus at first level is +2, and increases by +2 for every five warlord levels.

Some maneuvers call upon your Command Bonus for bonuses, while other maneuvers can temporarily modify your Command Bonus.

Inspiring Word (Ex): At 2nd level, the warlord has learned how to inspire her allies, allowing them to continue fighting even when fatigue and wounds would prevent them from doing so.

As a move action, the warlord can target a single creature within 60 feet that can see and hear her; the warlord must be able to communicate with the creature. The target can spend a healing surge; if the target does, the warlord heals the target for 1d6 + her Command Bonus + her Charisma modifier hit points.

If the target cannot spend a healing surge, or chooses not to do so, the warlord instead grants temporary hit points to the target equal to her Command Bonus + her Charisma modifier.

Commander's Strike (Ex): At 3rd level, the warlord has learned how to spot openings in their foe's defenses, and how to quickly point these out to their allies.

As a standard action, the warlord can target a single creature within 60 feet that can see and hear her; the warlord must be able to communicate with the creature. The target can make a single attack, at its highest attack bonus, against any creature that it could normally attack; if the target does, the target deals bonus damage equal to the warlord's Command Bonus.

Always Prepared (Ex): At 4th level, the warlord adds her Command Bonus to her Initiative checks and checks made to avoid surprise.

Leadership (Ex): At 6th level, the warlord learns how to integrate new tactics into how those under her command function. This ability grants a number of bonuses.

First, the warlord gains a teamwork feat as a bonus feat (she must meet the prerequisites for this feat to select it).

As a standard action, the warlord and allies within 30 feet of her can share teamwork feats that they possess with each other, acting as if they all possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of her own, or that one of her allies has access to, chosen at the time when she first activates this ability.

The warlord and allies retain the use of this feat so long as the warlord maintains it; doing so is a swift action. If the warlord becomes unconscious or otherwise unable to direct her allies, they lose the benefit of this ability.

Tactical Assistance (Ex): 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 her position as a move action, and she grants her Command Bonus, rather than the normal bonus for aid another.

Warlord Talent: At 10th level, every two levels thereafter, the warlord's knowledge of the arts of war improves. Choose one of the abilities below.

  • Daring Defense (Ex): Bold and reckless, you use your endless nerve to avoid dangers. The warlord may add her Charisma modifier in addition to her Dexterity modifier to determine her Reflex save bonus.
    • Evasion (Ex): The warlord gains evasion. (Prerequisites: Daring Defense)
  • Force of Personality (Ex): 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 her Charisma modifier in addition to her Wisdom modifier to determine her Will save bonus.
    • Mettle (Ex): The warlord gains mettle. (Prerequisites: Force of Personality)
  • Improved Inspiring Word (Ex): When you use inspiring word, you heal the target for 2d6 + double your Command Bonus + your Charisma modifier, or grant temporary hit points equal to double your Command Bonus + your Charisma modifier.
    • Greater Inspiring Word (Ex): When you use inspiring word, you heal the target for 3d6 + triple your Command Bonus + your Charisma modifier, or grant temporary hit points equal to triple your Command Bonus + your Charisma modifier. (Prerequisites: Improved Inspiring Word)
      • Supreme Inspiring Word (Ex): When you use inspiring word, you heal the target for 4d6 + quadruple your Command Bonus + your Charisma modifier, or grant temporary hit points equal to quadruple your Command Bonus + your Charisma modifier. (Prerequisites: Improved Inspiring Word, Greater Inspiring Word)
  • Improved Leadership (Ex): You can activate your leadership ability as a move action.
    • Expanded Leadership (Ex): When you use leadership, you can share an additional teamwork feat. If you share more than one teamwork feat, the action to activate leadership is a standard action. You can take this talent multiple times; its effect stacks. (Prerequisites: Improved Leadership)
  • Tactical Mind (Ex): You can maintain an additional [Tactic] maneuver with the same swift action. You can take this talent multiple times; its effect stacks.
  • Talented Commander (Ex): You can initiate a [Tactic] maneuver as a move action, rather than as a standard action.
    • Masterful Commander (Ex): You can initiate a [Tactic] maneuver as a swift action, rather than a move action. (Prerequisites: Talented Commander)
      • Supreme Commander (Ex): You can initiate a [Tactic] maneuver as an immediate action, rather than a swift action. (Prerequisites: Talented Commander, Masterful Commander)
  • Feat: A warlord may take a bonus feat in place of a warlord talent.

Maneuver List

The following is the warlord maneuver list.

1st-Level Warlord Maneuvers
Maneuver Name Action Type Effect
Alarm Move Command Awaken all allies; they can stand from prone as a free action.
Coordinated Defense Standard Tactic Allies gain a morale bonus to AC equal to your Command Bonus.
Coordinated Offense Standard Tactic Allies gain a morale bonus to attack rolls equal to your Command Bonus.
Hammer and Anvil Standard Strike Make an attack, grant an ally an attack of opportunity against the same enemy.
Knight's Move Move Command Grant an ally a move action.
Leaf on the Wind Standard Strike Make an attack; if successful, you or adjacent ally swap places with target.
Paint the Target Standard Strike Make an attack, all allies gain your Command Bonus on attack rolls against that creature.
Rallying Cry Reaction Command Allies can immediately reroll a Will save against a [fear] effect.
To Arms Move Command All allies can ready a weapon as a free action.

 

2nd-Level Warlord Maneuvers
Maneuver Name Action Type Effect
Crushing Blow Standard Strike Attack deals +1d6 damage, target is flat-footed.
Focus Attack Move Command Allies' attacks against a designated creature deal bonus damage equal to your Command Bonus.
Hold the Line Move Command Allies in a burst gain your Command Bonus to AC, cannot be moved.
Inspire Fortitude Standard Tactic Allies gain a morale bonus to Fortitude saves equal to your Command Bonus.
Inspire Reflex Standard Tactic Allies gain a morale bonus to Reflex saves equal to your Command Bonus.
Inspire Will Standard Tactic Allies gain a morale bonus to Will saves equal to your Command Bonus.
Pincer Strike Standard Strike Attack deals +1d6 damage, target is immobilized so long as adjacent to at least two allies.
Reposition Standard Command All allies can take a 5-foot step immediately.
Tactician Standard Tactic Grant you and allies a teamwork feat temporarily.
Watch and Ready Standard Tactic Allies gain bonus to Initiative checks equal to your Command Bonus.

 

3rd-Level Warlord Maneuvers
Maneuver Name Action Type Effect
Aerial Commander Standard Tactic Allies gain a morale bonus to Fly checks, Ride checks, and charge attack rolls while airborne equal to your Command Bonus.
Agile Steps Standard Tactic Allies gain a morale bonus to Tumble checks and all checks made to avoid being tripped or made prone equal to your Command Bonus.
Cavalry Commander Standard Tactic Allies gain a morale bonus to Handle Animal checks, Ride checks, and charge attack rolls while mounted equal to your Command Bonus.
Defensive Positions Move Command Allies can brace for a charge.
Forward Observer Standard Tactic Allies can ignore cover and concealment for one enemy you designate.
Guard Target Standard Tactic Allies can protect a creature you designate.
Kill the Wounded Standard Strike Allies that attack your target deal +2d6 damage.
Siegemaster Standard Tactic Allies gain a morale bonus to Profession (siege engineer) skill checks and attack and damage rolls with siege weaponry equal to your Command Bonus.
Stand Tough Standard Command All allies gain the benefit of your inspiring word.
Watch Your Back Standard Command Allies cannot be flanked for a number of rounds equal to your Command Bonus.

 

Design Notes

There is a little overlap between the warlord's maneuver list and the einhander's list, thus far. Not a lot, but enough to be... intriguing.

I imagine that, at some point, we may wind up also grabbing a maneuver or two off the defender's list: probably vigilance, maybe a couple other things that are specifically about allies.

Regarding new maneuver types... commands are basically boosts you use on other people, and tactics are basically stances that affect all your allies. Keeping up a stance isn't an action, but for warlords, keeping up a tactic is a swift action: they have to continue to evaluate the situation and update the battle plan, even if the overall strategy remains the same.