Friday, January 25, 2013

The Warlord (Fighter Subclass)

Requirements: Intelligence and Charisma 13+, Strength 9+; a Warlord with 15+ in all three scores gains a +10% bonus to all earned experience points.
Experience Points, Hit Points, Combat and Saving Throws: As a Cleric.
Weapon and Armor Restrictions: None.

Special Abilities:

All special abilities require the Warlord speaking or shouting, and for the affected party to be with 60 feet of the Warlord; to have an Intelligence of 3+; and to be able to clearly understand the Warlord's communications. A Warlord is unable to use any of their special abilities if they are stunned, unconscious, paralyzed, or otherwise unable to clearly communicate with the subject(s).

Diplomacy & Leadership: +1(2d6)/+10% on all Reaction, Loyalty, Morale and similar checks.

Inspiring Word: Twice per melee/encounter, but only once per round, an ally gains 1d6 temporary hit points for the duration of the melee/encounter. The amount of temporary hit points gained can not exceed the different between the subject's current and maximum hit points. At 11th level the Warlord can use Inspiring Word 3 times per melee.

Auras: A Warlord of second or higher level is able to project an aura that affects themselves and all allies within range.  Only one aura can affect a subject at a time. As the Warlord gains levels the effect of the auras increase.

Level - Auras Known/Bonus
1 - 0/0
2 - 1/+1
3 - 1/+1
4 - 1/+1
5 - 2/+1
6 - 2/+1
7 - 2/+2
8 - 2/+2
9 - 3/+2
10 - 3/+2
11 - 3/+2
12 - 3/+2
13 - 3/+2
14 - 4/+3
15 - 4/+3
16 - 4/+3
17 - 4/+3
18 - 4/+3
19 - 4/+3
20 - 5/+4

Auras:

Motivate Ardor : The ally gains the bonus to all weapon and unrmed damage rolls.
Motivate Attack: The ally gains the bonus to all melee attack rolls.
Motivate Care: The ally gains the bonus to armor class.
Resilient Troops: The ally gains the bonus to all saving throws.
Steady Hand: The ally gains the bonus to all ranged attacks.

Grand Urgency: Starting at fourth level, once per day, the Warlord can grant, to any or all allies within range, an additional move of up to half their normal movement rate. A subject can only be effected by one Grant Urgency per round. As the Warlord gains levels they are able to Grant Urgency multiple times per day as follows:

Level - Grant Urgency/per Day
1 - 0
2 - 0
3 - 0
4 - 1
5 - 1
6 - 1
7 - 1
8 - 2
9 - 2
10 - 2
11 - 2
12 - 3
13 - 3
14 - 3
15 - 3
16 - 4
17 - 4
18 - 4
19 - 4
20 - 4

ALSO: POST YOUR TRANS- EDITION OLDSCHOOL CONVERSIONS!





3 comments:

  1. Seems more the 3.5 marshal class than the 4th edition Warlord. Which isn't necessarily a bad thing.

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  2. Going in my campaign with the next game. Very cool.

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  3. Because I was an actual NDE and because I’m not from earth, lemme share with you what I actually know Seventh-Heaven's gonna be like for us: meet this ultra-bombastic, ex-mortal-Upstairs for the most-extra-groovyNblatant, pleasure-beyond-measure, Ultra-Yummy-Reality-Addiction in the Great Beyond for a BIG-ol, kick-ass, party-hardy, eternal-warp-drive you DO NOT wanna miss the smmmokin’-hot-deal. YES! For God, anything and everything and more! is possible. Cya soon.

    ReplyDelete