Difference between revisions of "Test Page"

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Let's get this shit on the road, shall we?
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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
+
! colspan="9;" style="background:#7A8B8B;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Warlord</font></div>
=Vehicle Design=
+
Let's go over vehicle design, step by step.
+
 
+
==Important Thoughts==
+
Everything that has been ignored, needs to be ignored in the redesign.
+
 
+
By that, I mean facing, weird vehicle movement types, and fuel.
+
 
+
Facing is just dumb, nothing else in d20 uses it, no sense in forcing vehicles to do so, and everyone forgets anyway.
+
 
+
Doing the maneuverability thing for all movement types is cumbersome, annoying, and frustrating. It does nothing but screws the vehicle-using player.
+
 
+
Fuel is just a PITA, and has been ignored so completely that I'm not even sure why I ever bothered including it.
+
 
+
Whole swaths of weird shit vehicles have - weird reactions to crits... there's just a whole ton of crap that needs to be re-thought from the ground up. We can make vehicles cool, interesting, versatile, and '''useful''', it will just take effort.
+
 
+
==Definitions==
+
Let's go over some basic concepts, to begin with.
+
 
+
A vehicle is a rather complex entity. Unlike other technologists, the greasemonkey's devices are intended to be "plugged into" a vehicle - that is, a greasemonkey's devices are useless on their own. In essence, a vehicle becomes a device platform, capable of quite a bit of versatility in its own right, with the greasemonkey's personal skills being intended to allow them to pilot any sort of vehicle they come across.
+
 
+
The goal with this vehicle design system is to give significantly more freedom to the greasemonkey to determine the sort of vehicle they want. Given the immense possibilities that exist within the vehicle design space, it only makes sense to enable the player of a greasemonkey to envision the sort of vehicle they want, then allow them to build it.
+
 
+
With this in mind, vehicle construction is now significantly more involved. There are significantly higher points of contact with the designer's goals for the vehicle, allowing you to build anything - there is much more to this than the boring decision of go-kart vs mech.
+
 
+
The greasemonkey device list will resemble standard technologists' device lists. To distinguish the two, greasemonkey devices will have the [Module] descriptor, which indicates that the device needs to be plugged into a vehicle's framework to function.
+
 
+
===What is Class===
+
Vehicle classes are a weird concept to begin with. Let's try to redefine them here so they're mildly useful and appropriate.
+
 
+
A vehicle's class represents what the vehicle is constructed for. Slot layout gives a general feel for how its intended to be used, and how the vehicle is fitted re greasemonkey devices tells you what it's doing right now, but these things should be... hmm.
+
 
+
Anyway. VC is intended to give the vehicle inherent bonuses to various things: for instance, a vehicle with heavy Weapons class should have inherent bonuses to weapons, additional turret slots, that sort of thing. It should be better at killing things because that's what it's for. Meanwhile, a vehicle heavy in Engines should be fast, always. One with heavy Systems should have more device slots - not necessarily for weapons, but for interesting things.
+
 
+
I think this makes sense...
+
 
+
One thing that definitely needs to go away is this whole concept of the vehicle's abilities being dependent on the driver. A vehicle's classes should give it inherent bonuses that are always in play, or easy enough to activate (rather than expending greasemonkey resources). Abilities a greasemonkey can use should be in the greasemonkey class, not the vehicle class.
+
 
+
==Slot Layout==
+
{| class="collapsible" width="40%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="6;" style="background:#555555;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Slot Layouts</font></div>
+
 
|-
 
|-
|width="10%"|'''Level'''
+
| colspan="6"|&nbsp;
|width="18%"|'''Worst'''
+
| colspan="3" style="background:#9BA8A8;"|'''Maneuvers'''
|width="18%"|'''Poor'''
+
|width="18%"|'''Average'''
+
|width="18%"|'''Good'''
+
|width="18%"|'''Best'''
+
|-style="background:#22DD22;"
+
|'''Cost''' || -1 || 0 || 1 || 2 || 4
+
|-style="background:#CCCCCC;"
+
|1 || 0 || 0 || 1 || 1 || 2
+
 
|-
 
|-
|2 || 0 || 0 || 1 || 1 || 2
+
|width="5%"|'''Level'''
|-style="background:#CCCCCC;"
+
|width="12%" align="left"|'''BAB'''
|3 || 0 || 0 || 1 || 1 || 2
+
|width="8%"|'''Fort'''
 +
|width="8%"|'''Ref'''
 +
|width="8%"|'''Will'''
 +
|width="20%" align="left"|'''Special'''
 +
|width="13%"|''Maneuvers Readied''
 +
|width="13%"|''Maneuvers Known''
 +
|width="13%"|''Max Maneuver Level''
 
|-
 
|-
|4 || 0 || 0 || 1 || 2 || 3
+
|1 || align="left"|+0 || +1 || +1 || +1 || align="left"|Born Leader, Command Bonus || 1 || 2 || 1st
|-style="background:#CCCCCC;"
+
|-style="background:#C3CACA;"
|5 || 0 || 0 || 1 || 2 || 2
+
|2 || align="left"|+1 || +2 || +2 || +2 || align="left"|Inspiring Word || 2 || 3 || 1st
 
|-
 
|-
|6 || 0 || 0 || 2 || 2 || 3
+
|3 || align="left"|+2 || +2 || +2 || +2 || align="left"|&nbsp; || 2 || 4 || 2nd
|-style="background:#CCCCCC;"
+
|-style="background:#C3CACA;"
|7 || 0 || 0 || 2 || 2 || 4
+
|4 || align="left"|+3 || +2 || +2 || +2 || align="left"|Always Prepared || 2 || 5 || 2nd
 
|-
 
|-
|8 || 0 || 1 || 2 || 3 || 4
+
|5 || align="left"|+3 || +3 || +3 || +3 || align="left"|&nbsp; || 3 || 6 || 3rd
|-style="background:#CCCCCC;"
+
|-style="background:#C3CACA;"
|9 || 0 || 1 || 2 || 3 || 4
+
|6 || align="left"|+4 || +3 || +3 || +3 || align="left"|Leadership || 3 || 7 || 3rd
 
|-
 
|-
|10 || 0 || 1 || 2 || 3 || 5
+
|7 || align="left"|+5 || +4 || +4 || +4 || align="left"|&nbsp; || 4 || 8 || 4th
|-style="background:#CCCCCC;"
+
|-style="background:#C3CACA;"
|11 || 0 || 1 || 3 || 4 || 5
+
|8 || align="left"|+6/+1 || +4 || +4 || +4 || align="left"|Tactical Assistance || 4 || 9 || 4th
 
|-
 
|-
|12 || 0 || 1 || 3 || 4 || 5
+
|9 || align="left"|+6/+1 || +4 || +4 || +4 || align="left"|&nbsp; || 4 || 10 || 5th
|-style="background:#CCCCCC;"
+
|-style="background:#C3CACA;"
|13 || 0 || 1 || 3 || 4 || 6
+
|10 || align="left"|+7/+2 || +5 || +5 || +5 || align="left"|Warlord Talent || 5 || 11 || 5th
 
|-
 
|-
|14 || 0 || 1 || 3 || 4 || 6
+
|11 || align="left"|+8/+3 || +5 || +5 || +5 || align="left"|&nbsp; || 5 || 12 || 6th
|-style="background:#CCCCCC;"
+
|-style="background:#C3CACA;"
|15 || 0 || 1 || 3 || 5 || 6
+
|12 || align="left"|+9/+4 || +6 || +6 || +6 || align="left"|Warlord Talent || 6 || 13 || 6th
 
|-
 
|-
|16 || 0 || 2 || 4 || 5 || 7
+
|13 || align="left"|+9/+4 || +6 || +6 || +6 || align="left"|&nbsp; || 6 || 14 || 7th
|-style="background:#CCCCCC;"
+
|-style="background:#C3CACA;"
|17 || 0 || 2 || 4 || 5 || 7
+
|14 || align="left"|+10/+5 || +6 || +6 || +6 || align="left"|Warlord Talent || 6 || 15 || 7th
 
|-
 
|-
|18 || 0 || 2 || 4 || 6 || 7
+
|15 || align="left"|+11/+6/+1 || +7 || +7 || +7 || align="left"|&nbsp; || 7 || 16 || 8th
|-style="background:#CCCCCC;"
+
|-style="background:#C3CACA;"
|19 || 0 || 2 || 4 || 6 || 8
+
|16 || align="left"|+12/+7/+2 || +7 || +7 || +7 || align="left"|Warlord Talent || 7 || 17 || 8th
 
|-
 
|-
|20 || 0 || 2 || 4 || 6 || 8
+
|17 || align="left"|+12/+7/+2 || +8 || +8 || +8 || align="left"|&nbsp; || 8 || 18 || 9th
|}
+
|-style="background:#C3CACA;"
First(?) step, decide on slot layout for the vehicle in question.
+
|18 || align="left"|+13/+8/+3 || +8 || +8 || +8 || align="left"|Warlord Talent || 8 || 19 || 9th
 
+
Slots come in three flavors - high, medium, low - and a vehicle's progression in how many slots they have of the relevant type, in terms of base values, is dependent upon greasemonkey level.
+
 
+
Because apparently I'm fond of this concept, we will work essentially with point buy. A greasemonkey has 5 points to distribute in the 3 categories. Here are the values over level and their point cost.
+
 
+
Okay, so... this makes slot layout independent of classes taken, allows the greasemonkey to determine the chassis type and such on their own. Gives significantly more freedom over predefined advancement paths.
+
 
+
Me gusta.
+
 
+
Point costs - eyeballed - seem adequate and roughly indicative of value of more slots of a given type.
+
 
+
Do we give more slots later, in classes or as talents? - not sure. Given the availability of option to entirely forgo a slot of a given type, the ability to later gain slots seems self-evident from the design (as does absence of odd-numbered slot layout options).
+
 
+
=Speed, Cargo, and Power=
+
{| class="collapsible" width="40%" align="left" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#555555;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Design Layouts: Base Values</font></div>
+
|-
+
|width="19%"|'''Points'''
+
|width="27%"|'''Speed'''
+
|width="27%"|'''Cargo'''
+
|width="27%"|'''Power'''
+
|-style="background:#CCCCCC;"
+
| -1 || 20 ft. || 10 lb. || 4
+
|-
+
|0 || 30 ft. || 20 lb. || 8
+
|-style="background:#CCCCCC;"
+
|1 || 40 ft. || 30 lb. || 10
+
|-
+
|2 || 50 ft. || 50 lb. || 12
+
|-style="background:#CCCCCC;"
+
|3 || 60 ft. || 80 lb. || 16
+
|-
+
|4 || 80 ft. || 120 lb. || 20
+
|-style="background:#CCCCCC;"
+
|5 || 100 ft. || 150 lb. || 26
+
 
|-
 
|-
|7 || 120 ft. || 200 lb. || 32
+
|19 || align="left"|+14/+9/+4 || +8 || +8 || +8 || align="left"|&nbsp; || 8 || 20 || 9th
|-style="background:#CCCCCC;"
+
|-style="background:#C3CACA;"
|10 || 150 ft. || 300 lb. || 40
+
|20 || align="left"|+15/+10/+5 || +9 || +9 || +9 || align="left"|Warlord Talent || 9 || 21 || 9th
 
|}
 
|}
Once the slot layout has been configured, the next part of ship design is determining speed, cargo space, and power output.
 
  
Again, you have 5 points to spend, distributed through the three values. A vehicle with a speed of 0 ft cannot move, and a vehicle with 0 power cannot operate any devices (but can still move).
+
&nbsp;
  
These are just base values: note that they are modified by vehicle size, and various vehicle devices can modify their values.
+
=Warlord=
 +
[[Image:Warlady_iconic.jpg|thumb|325px|right|Agrias, iconic warlord]]
 +
: ''"Heed my words, and know victory!"''
  
{|class="collapsible" align="right" width="35%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
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.
! colspan="5" style="background:#555555;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Design Layouts: Size Multipliers</font></div>
+
|-style="background:white;" align="center"
+
|&nbsp;
+
|&nbsp;
+
| colspan="3"|'''Modifiers'''
+
|-align="center"
+
|'''Size''' || '''Abrev''' || ''Speed'' || ''Cargo'' || ''Power''
+
|-align="center" style="background:#CCCCCC;"
+
| Medium || M || x1.5 || x1 || x0.75
+
|-align="center"
+
| Large || L || x1 || x2 || x1
+
|-align="center" style="background:#CCCCCC;"
+
| Huge || H || x1 || x4 || x1.25
+
|-align="center"
+
| Gargantuan || G || x0.75 || x6 || x1.5
+
|-align="center" style="background:#CCCCCC;"
+
| Colossal || C || x0.75 || x8 || x2
+
|-align="center"
+
| Vast || V || x0.75 || x10 || x2.5
+
|-align="center" style="background:#CCCCCC;"
+
| Enormous || E || x0.5 || x15 || x3
+
|-align="center"
+
| Immense || I || x0.5 || x20 || x3.5
+
|-align="center" style="background:#CCCCCC;"
+
| Titanic || T || x0.5 || x25 || x4
+
|-align="center"
+
| Awesome || A || x0.25 || x40 || x5
+
|}
+
  
==Speed==
+
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.
The bigger the vehicle, the slower its speed.
+
  
Round these values down to the nearest 5-foot increment.
+
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.
  
==Cargo==
+
==Game Rule Information==
The bigger the vehicle, the higher its cargo space.
+
Warlords have the following game statistics.
  
Carrying capacity within a vehicle can also be used to fit passengers: in essence, the notion that a vehicle has to have specified additional slots for passengers - or even crew - is pretty much dead.
+
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
  
A passenger takes up 100 lbs' worth of cargo, for a Medium-size passenger. Every size category smaller halves the amount (so Small take up 50 lbs, Tiny take up 25, and so forth), while every category larger doubles it (so Large is 200 lbs, Huge is 400 lbs, and so forth).
+
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
  
==Power==
+
'''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.
The bigger the vehicle, the more power it has.
+
  
=Structure, Armor, Shields=
+
'''Hit Die:''' d8.
Design notes only, here, yo.
+
  
* Structure = HP
+
'''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), [[Skills#Reason|Reason]] (Int), Ride (Dex), Sense Motive (Wis), Spot (Per), Swim (Str), and [[Skills#Vitality|Vitality]] (Con).
* Armor = AC
+
* Shields = DR (ablative) ... yes!
+
  
=Weapons=
+
'''Skill Points at Each Level:''' 4 + Int modifier.
Weapons come in three major categories: turrets, launchers, and pulse.
+
  
Turrets do direct damage.  
+
'''Alignment:''' Any.
  
Launchers throw projectiles, which can be independently attacked, but do AoE damage.
+
'''Starting Age:''' Simple.
  
Pulse do damage to the area around the vehicle. Unlike the other two, pulse weapons do not require a dedicated slot type.
+
'''Starting Gold:''' 6d4 x 10gp.
 
+
Turrets come in three varieties: projectile, hybrid, and energy. Projectile weapons do normal weapon damage. Hybrid weapons do a combination of normal and energy damage. Energy weapons deal exclusively energy damage. Durr.
+
 
+
Launchers, likewise, can have projectiles that deal normal, hybrid, or energy damage.
+
 
+
Pulse weapons can... also do all these types.
+
 
+
Hrm.
+
 
+
=Power Plant=
+
{|class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#388E8E;" align="center" colspan="3"|<div style="margin-left:0px;"><font color="white" style="font-size:12px; font-family:tahoma;">Electrum Power Plant</font></div>
+
|-
+
! width="15%"|Vehicle Size
+
! width="40%"|Capacitor
+
! width="45%"|Recharge Rate
+
|-style="background:white;"
+
| M || x0.5 || +1
+
|-style="background:#ACCFCF;"
+
| L || x1 || +1
+
|-
+
| H || x2 || +2
+
|-style="background:#ACCFCF;"
+
| G || x3 || +3
+
|-
+
| C || x4 || +5
+
|-style="background:#ACCFCF;"
+
| V || x6 || +7
+
|-
+
| E || x8 || +12
+
|-style="background:#ACCFCF;"
+
| I || x10 || +19
+
|-
+
| T || x12 || +31
+
|-style="background:#ACCFCF;"
+
| A || x15 || +50
+
|}
+
 
+
Every vehicle requires a power plant.
+
 
+
The power plant type chosen modifies: max power and power recharge.
+
 
+
WELP that's simple enough.
+
 
+
Recharge needs to be relatively maths-light... not sure how to handle it at the moment, but that's a thing.
+
 
+
So then capacitor-based modules will interact with recharge rate and maximum power and such.
+
 
+
Yay.
+
 
+
The base capacitor recharge rate is equal to 5% (rounded down) of your capacitor.
+
 
+
* '''Electrum:''' An electrum power plant consists of a series of electrum plates in a vacuum-sealed structure, constructed in the power plant manufacturing plants of the city of Edge on Arcturas, the only city in the Philomena system with the ability to produce these engines. An electrum engine provides an incredible amount of power, with a moderate recharge rate: however, the engine can only recharge when it is not in use. On any turn in which a vehicle moves (beyond a 5-foot step), or activates a module that requires capacitor to activate, the vehicle does not recharge any capacitor. Forced movement does not count for purposes of whether or not an electrum engine can recharge.
+
** ''Special:'' In the event that a vehicle with this power plant is reduced to negative hit points, roll d% (and again at the beginning of each round that it has negative hit points, or if it takes more damage). If the result is less than the absolute value of the vehicle's current hit points, the vehicle suffers a "core breach," and the electrum within the power plant has been exposed to the outside world. If this occurs anywhere other than within the atmosphere of Arcturas, the engine is immediately rendered useless, and the vehicle can take no actions. If this occurs on Arcturas, the engine will still function, but needs to be repaired and the casing resealed, otherwise the vehicle will immediately cease functioning upon leaving Arcturas.
+
 
+
=Modules=
+
{|class="collapsible" width="50%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#388E8E;" align="center" colspan="6"|<div style="margin-left:0px;"><font color="white" style="font-size:12px; font-family:tahoma;">Vehicle Weapon Capacitor Usage</font></div>
+
|-
+
! width="10%"|Level
+
! width="18%"|Blaster (Hybrid)
+
! width="18%"|Railgun (Hybrid)
+
! width="18%"|Pulse (Energy)
+
! width="18%"|Beam (Energy)
+
! width="18%"|Pulse (Pulse)
+
|-style="background:white;"
+
| 1 || 4 || 8 || 16 || 12 || 20
+
|-style="background:#ACCFCF;"
+
| 2 || 8 || 16 || 32 || 24 || 40
+
|-
+
| 3 || 16 || 32 || 64 || 48 || 80
+
|-style="background:#ACCFCF;"
+
| 4 || 32 || 64 || 128 || 96 || 160
+
|-
+
| 5 || 64 || 128 || 256 || 192 || 320
+
|-style="background:#ACCFCF;"
+
| 6 || 128 || 256 || 512 || 384 || 640
+
|}
+
  
Damnit. Need to reconsider device design: do we take into account student level, or no?
+
'''Favored By:''' None.
  
Like... should there only be one instance of a ball control? Or should there be multiple, with each one having better bonuses? Without additional fitting requirements... I'm not so sure. But I really don't want to get into managing that many different resources for vehicles - this is already plenty complex.
+
==Class Features==
 +
All of the following are class features of the warlord.
  
Things like armor reps and such should have multiple versions, they do X amount of healing for Y amount of power over the same duration, and with power being a finite resource, that works, I think.
+
'''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.
  
But things like ball controls, not so much. Should just be the one.
+
'''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.
  
=Rigs=
+
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.
Beginning to suspect that rigs may be unnecessary and overly complicated. Not sure yet - we'll see what happens.
+
  
Worst part about all this is going to be running some numbers through it to see what comes out the other end. With so many steps, so many decision points, it would be easy to screw up and miss something big. Wouldn't want another orc metamorph problem...
+
'''Born Leader (Ex):'''  The warlord adds her Command Bonus (see below) to all Diplomacy, Intimidate, and Sense Motive checks.
  
=Random Design Notes=
+
'''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.
: '''September 22, 2013'''
+
  
Versed in the Force applies to vehicle class level.
+
Her Command Bonus at first level is +2, and increases by +2 for every five warlord levels (so +4 at 5th, +6 at 10th, +8 at 15th, and +10 at 20th).

Revision as of 13:02, 3 April 2015

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 1 2 1st
2 +1 +2 +2 +2 Inspiring Word 2 3 1st
3 +2 +2 +2 +2   2 4 2nd
4 +3 +2 +2 +2 Always Prepared 2 5 2nd
5 +3 +3 +3 +3   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 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   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 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.

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), 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 (so +4 at 5th, +6 at 10th, +8 at 15th, and +10 at 20th).