nonsi
2013-10-20, 03:10 PM
HD: d10
{table=head]Level|
BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Motivation +1, Battle Hardened Commander, Tactical Leader
2nd|+2|+3|+0|+3|Compelling Oratory (1 / day)
3rd|+3|+3|+1|+3|Bonus Feat
4th|+4|+4|+1|+4|Grant move action (1 / encounter)
5th|+5|+4|+1|+4|Motivation +2
6th|+6/+1|+5|+2|+5|Renewed Effort, Leadership
7th|+7/+2|+5|+2|+5|Bonus Feat, Tactical Opportunity (1 / day)
8th|+8/+3|+6|+2|+6|Grant move action (2 / encounter)
9th|+9/+4|+6|+3|+6|Motivation +3
10th|+10/+5|+7|+3|+7|Compelling Oratory (2 / day)
11th|+11/+6/+1|+7|+3|+7|Bonus Feat
12th|+12/+7/+2|+8|+4|+8|Grant move action (3 / encounter)
13th|+13/+8/+3|+8|+4|+8|Motivation +4, Tactical Opportunity (2 / day)
14th|+14/+9/+4|+9|+4|+9|Indomitable Spirit
15th|+15/+10/+5|+9|+5|+9|Bonus Feat
16th|+16/+11/+6/+1|+10|+5|+10|Grant move action (4 / encounter)
17th|+17/+12/+7/+2|+10|+5|+10|Motivation +5
18th|+18/+13/+8/+3|+11|+6|+11|Compelling Oratory (3 / day)
19th|+19/+14/+9/+4|+11|+6|+11|Bonus Feat, Tactical Opportunity (3 / day)
20th|+20/+15/+10/+5|+12|+6|+12|Grant move action (5 / encounter)
[/table]
Weapon and Armor Proficiency: Warlords are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and all shields (except tower shields).
Class skills: Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Handle Animal, Intimidate, Jump, Knowledge (Geography, History, Nobility and Royalty, Local), Listen, Perform (Oratory), Ride, Sense Motive, Spot, Survival and Swim.
Skill points per level: 4 + Int-mod
Motivation (Ex)
A warlord is a genius of warfare. He can always find the advantage in combat, and is exceptionally skillful at providing quick combat tips.
A warlord's Motivation modifier is +1 at 1st level and increases every four levels thereafter (at 5th, 9th, 13th, and 17th . . . and also into epic levels).
A warlord may boost a single effort of a single ally (self included) or hinder a single effort of a single foe vs. an ally (self included) once per round as a free action from the following list:
- Attack roll
- Damage score
- Combat maneuver (e.g. bull rush, trip or sunder)
- Saving throws (choose between Fort/Ref/Will)
- Skill check among: Balance, Climb, Escape Artist, Jump, Ride
- Physical ability check
- Level check
- Crit confirmation
As a move action, a warlord may augment a second effort.
As a standard action, a warlord may augment a third effort.
Alternatively, as a full round action, a warlord may augment a specific effort for all allies against a single opponent until the beginning of his next turn.
A warlord must be able to perceive a given attempt in order to augment the effort.
The associated ally must be able to see and hear (and understand) the warlord to gain the full benefit of Motivation.
If an ally can see but not hear, or hear but not see the warlord, the warlord’s Motivation modifier takes a -3 reduction for that augmentation.
If one of the two senses is partially hindered (blurred vision or noisy environment), the warlord’s Motivation modifier takes a -1 reduction for that augmentation. If both are hindered, the warlord’s Motivation modifier takes a -2 reduction for that augmentation.
If one sense is inapplicable and the other is hindered, the warlord’s Motivation modifier takes a -4 reduction for that augmentation.
As a move action, a warlord may also augment one of the following, until the beginning of his next turn:
- Damage reduction
- Dodge AC
- Movement increase of 5’ per Motivation modifier
- Spell resistance 10 + twice his Motivation modifier + his Cha-bonus (disregard the base 10 in case of penalties, and if the recipient already has SR, the effects overlap, making only the higher bonus count).
- Temporary HP equal to five times his Motivation modifier (inapplicable for penalties)
As a standard action, a warlord may apply one of the above a second time.
In case of applied penalties, the augmented score cannot be lowered below 0.
No matter the effect, Motivation is always added last, after all calculations are finalized, meaning it is never multiplied by any means.
Battle Hardened Commander (Ex)
A warlord is more accustomed and mentally prepared to the din of battle than most others, and a good leader knows how to convey such notions to his soldiers and allies.
A warlord gains his Cha-bonus to all saves vs. negative emotional conditions and effects.
Furthermore, as long as the warlord is within sight and is not helpless, dead, fascinated, confused or dominated, all allies within line of sight share this benefit with him.
Tactical Leader (Ex)
A warlord excels at teamwork feats; and tactical feats, starting at 7th level (see Bonus Feat below).
At 1st level, a warlord gains a teamwork feat. A warlord must meet all the requirements of a chosen feat.
Furthermore, any adjacent ally (or an ally within you reach) automatically gains the benefits of a single teamwork (or tactical) feat of the warlord’s choice from his feats repertoire (all affected allies gain the benefits of the same feat).
Compelling Oratory (Ex)
Starting at 2nd level, once per day, while you are not in combat, you may give a rousing speech to your allies, inspiring them and convincing them that you will succeed at whatever task you must perform. Each allied creature who can see and/or hear you is cured of Fatigue condition (or has Exhaustion reduced to Fatigued) and gains a number of temporary hit points equal to half your level + your Cha-mod. These temporary hit points remain until they are expended, or until that ally falls asleep.
At 10th level and each 8 levels thereafter, you may use Compelling Oratory once more per day.
A warlord gains the benefits of Compelling Oratory, but may not initiate this power without audience.
Bonus Feat
At 3rd level, and every 4 levels thereafter, a warlord gains a bonus feat. A warlord’s bonus feat must be either a teamwork feat or (starting at 7th level) a tactical feat.
Warlords grasp tactical and teamwork feats better than others.
Grant Move Action (Ex)
Starting at 4th level, once per encounter, a warlord may grant an ally (self included) a move action instead of Motivation.
At 8th level and each 4 levels thereafter, a warlord may grant a move action once more per encounter.
Renewed Effort (Ex)
As a standard action, a 6th level warlord may grant an ally (self included) a renewed saving throw (augmented by the warlord’s Motivation modifier) to thwart an ongoing temporary physical effect or a mental effect (sight & hearing rules are as given for Motivation).
Renewed Effort may only be applied once per effect.
Leadership
At 6th level, a warlord gains Leadership as a bonus feat.
Tactical Opportunity (Ex)
Starting at 7th level, once per day, instead of using Motivation, a warlord may either grant a single ally (self included) an extra standard action or grant all allies an immediate move action.
An extra standard action is only applicable for combat maneuvers on the battlefield. It may not by utilized for
spellcasting or for activation of (Su), (Sp) or (Ps) abilities.
At 13th level and each 6 levels thereafter, a warlord may use this ability once more per day.
Indomitable Spirit (Ex)
A 14th level warlord’s fighting spirit enables him to push himself beyond the normal limits of physical and mental endurance.
The warlord no longer automatically fails a saving throw on a roll of 1. He might still fail the save if his result fails to equal or beat the DC.
Also, the warlord becomes immune to fear.
Finally, the warlord also gains Indomitable Soul as bonus feat, even if he would not normally qualify for taking this feat.
{table=head]Level|
BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Motivation +1, Battle Hardened Commander, Tactical Leader
2nd|+2|+3|+0|+3|Compelling Oratory (1 / day)
3rd|+3|+3|+1|+3|Bonus Feat
4th|+4|+4|+1|+4|Grant move action (1 / encounter)
5th|+5|+4|+1|+4|Motivation +2
6th|+6/+1|+5|+2|+5|Renewed Effort, Leadership
7th|+7/+2|+5|+2|+5|Bonus Feat, Tactical Opportunity (1 / day)
8th|+8/+3|+6|+2|+6|Grant move action (2 / encounter)
9th|+9/+4|+6|+3|+6|Motivation +3
10th|+10/+5|+7|+3|+7|Compelling Oratory (2 / day)
11th|+11/+6/+1|+7|+3|+7|Bonus Feat
12th|+12/+7/+2|+8|+4|+8|Grant move action (3 / encounter)
13th|+13/+8/+3|+8|+4|+8|Motivation +4, Tactical Opportunity (2 / day)
14th|+14/+9/+4|+9|+4|+9|Indomitable Spirit
15th|+15/+10/+5|+9|+5|+9|Bonus Feat
16th|+16/+11/+6/+1|+10|+5|+10|Grant move action (4 / encounter)
17th|+17/+12/+7/+2|+10|+5|+10|Motivation +5
18th|+18/+13/+8/+3|+11|+6|+11|Compelling Oratory (3 / day)
19th|+19/+14/+9/+4|+11|+6|+11|Bonus Feat, Tactical Opportunity (3 / day)
20th|+20/+15/+10/+5|+12|+6|+12|Grant move action (5 / encounter)
[/table]
Weapon and Armor Proficiency: Warlords are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and all shields (except tower shields).
Class skills: Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Handle Animal, Intimidate, Jump, Knowledge (Geography, History, Nobility and Royalty, Local), Listen, Perform (Oratory), Ride, Sense Motive, Spot, Survival and Swim.
Skill points per level: 4 + Int-mod
Motivation (Ex)
A warlord is a genius of warfare. He can always find the advantage in combat, and is exceptionally skillful at providing quick combat tips.
A warlord's Motivation modifier is +1 at 1st level and increases every four levels thereafter (at 5th, 9th, 13th, and 17th . . . and also into epic levels).
A warlord may boost a single effort of a single ally (self included) or hinder a single effort of a single foe vs. an ally (self included) once per round as a free action from the following list:
- Attack roll
- Damage score
- Combat maneuver (e.g. bull rush, trip or sunder)
- Saving throws (choose between Fort/Ref/Will)
- Skill check among: Balance, Climb, Escape Artist, Jump, Ride
- Physical ability check
- Level check
- Crit confirmation
As a move action, a warlord may augment a second effort.
As a standard action, a warlord may augment a third effort.
Alternatively, as a full round action, a warlord may augment a specific effort for all allies against a single opponent until the beginning of his next turn.
A warlord must be able to perceive a given attempt in order to augment the effort.
The associated ally must be able to see and hear (and understand) the warlord to gain the full benefit of Motivation.
If an ally can see but not hear, or hear but not see the warlord, the warlord’s Motivation modifier takes a -3 reduction for that augmentation.
If one of the two senses is partially hindered (blurred vision or noisy environment), the warlord’s Motivation modifier takes a -1 reduction for that augmentation. If both are hindered, the warlord’s Motivation modifier takes a -2 reduction for that augmentation.
If one sense is inapplicable and the other is hindered, the warlord’s Motivation modifier takes a -4 reduction for that augmentation.
As a move action, a warlord may also augment one of the following, until the beginning of his next turn:
- Damage reduction
- Dodge AC
- Movement increase of 5’ per Motivation modifier
- Spell resistance 10 + twice his Motivation modifier + his Cha-bonus (disregard the base 10 in case of penalties, and if the recipient already has SR, the effects overlap, making only the higher bonus count).
- Temporary HP equal to five times his Motivation modifier (inapplicable for penalties)
As a standard action, a warlord may apply one of the above a second time.
In case of applied penalties, the augmented score cannot be lowered below 0.
No matter the effect, Motivation is always added last, after all calculations are finalized, meaning it is never multiplied by any means.
Battle Hardened Commander (Ex)
A warlord is more accustomed and mentally prepared to the din of battle than most others, and a good leader knows how to convey such notions to his soldiers and allies.
A warlord gains his Cha-bonus to all saves vs. negative emotional conditions and effects.
Furthermore, as long as the warlord is within sight and is not helpless, dead, fascinated, confused or dominated, all allies within line of sight share this benefit with him.
Tactical Leader (Ex)
A warlord excels at teamwork feats; and tactical feats, starting at 7th level (see Bonus Feat below).
At 1st level, a warlord gains a teamwork feat. A warlord must meet all the requirements of a chosen feat.
Furthermore, any adjacent ally (or an ally within you reach) automatically gains the benefits of a single teamwork (or tactical) feat of the warlord’s choice from his feats repertoire (all affected allies gain the benefits of the same feat).
Compelling Oratory (Ex)
Starting at 2nd level, once per day, while you are not in combat, you may give a rousing speech to your allies, inspiring them and convincing them that you will succeed at whatever task you must perform. Each allied creature who can see and/or hear you is cured of Fatigue condition (or has Exhaustion reduced to Fatigued) and gains a number of temporary hit points equal to half your level + your Cha-mod. These temporary hit points remain until they are expended, or until that ally falls asleep.
At 10th level and each 8 levels thereafter, you may use Compelling Oratory once more per day.
A warlord gains the benefits of Compelling Oratory, but may not initiate this power without audience.
Bonus Feat
At 3rd level, and every 4 levels thereafter, a warlord gains a bonus feat. A warlord’s bonus feat must be either a teamwork feat or (starting at 7th level) a tactical feat.
Warlords grasp tactical and teamwork feats better than others.
Grant Move Action (Ex)
Starting at 4th level, once per encounter, a warlord may grant an ally (self included) a move action instead of Motivation.
At 8th level and each 4 levels thereafter, a warlord may grant a move action once more per encounter.
Renewed Effort (Ex)
As a standard action, a 6th level warlord may grant an ally (self included) a renewed saving throw (augmented by the warlord’s Motivation modifier) to thwart an ongoing temporary physical effect or a mental effect (sight & hearing rules are as given for Motivation).
Renewed Effort may only be applied once per effect.
Leadership
At 6th level, a warlord gains Leadership as a bonus feat.
Tactical Opportunity (Ex)
Starting at 7th level, once per day, instead of using Motivation, a warlord may either grant a single ally (self included) an extra standard action or grant all allies an immediate move action.
An extra standard action is only applicable for combat maneuvers on the battlefield. It may not by utilized for
spellcasting or for activation of (Su), (Sp) or (Ps) abilities.
At 13th level and each 6 levels thereafter, a warlord may use this ability once more per day.
Indomitable Spirit (Ex)
A 14th level warlord’s fighting spirit enables him to push himself beyond the normal limits of physical and mental endurance.
The warlord no longer automatically fails a saving throw on a roll of 1. He might still fail the save if his result fails to equal or beat the DC.
Also, the warlord becomes immune to fear.
Finally, the warlord also gains Indomitable Soul as bonus feat, even if he would not normally qualify for taking this feat.