Hello everyone. Today I want to share with you a homebrew class I created to provide one of my players with a play experience similar to that of D&D 4th edition's Warlord. By now, no Pathfinder class grants additional actions to allies as a standard feature: there are spells that do this, but we were looking for a martial leader that simply conveyed his authority on the battlefield (which is to say, his Charisma) to enhance his comrades' effectiveness during a fight. We also wanted this class to provide the means of a diplomatic leader (think King Arthur) while allowing for more "savage" takes (it's perfectly conceivable to tinker with the options and play a savage tribe chief).
Or even an ogre lord from Tian Xia!
Although 4th edition's Warlord could grant his allies additional attacks as an at-will, we chose the Warleader's similar feature, Warleader's command, to be limited by his level and his Charisma modifier.
This class needs good Charisma and Intelligence to shine, and good Strength, Intelligence and Wisdom are great too. Dexterity isn't a dump stat at all, too. Thus, a warleader highly benefits from average ability scores more than others. He can do with a 16 Cha instead of an 18, but you have limited command uses per day, so chances are you'll have to learn how to hit with a sword (or a bow, although to gain the benefits of expose weakness you must be adjacent to the enemy).
Please remember this class hasn't seen much play yet, so I might make changes, add or subtract things, or even come to the conclusion "this class sucks, eww". If you happen to like this class option or have any suggestion based on similar play experiences, please let me know in the comments.
Please remember this class hasn't seen much play yet, so I might make changes, add or subtract things, or even come to the conclusion "this class sucks, eww". If you happen to like this class option or have any suggestion based on similar play experiences, please let me know in the comments.
Warleader
Although most warriors are fighting machines
by themselves, some of them excel at coordinating their comrades. Often trained
by master tacticians and war veterans, warleaders are able to bolster their
troops with a few effective words. The ability to shape a battle with their
charisma and willpower is not the only weapon warleaders have: in combat they
can be as formidable an opponent as the men they command.
Whether a knight at the head of a group of
soldiers or the cruel bandit leading a group of raiders, a warleader’s
attention is always directed to finding the best possible combination of skills
and abilities for the team to shine.
Role: Warleaders are skilled combatants with a
focus on supporting their comrades in battle. It’s not uncommon for a warleader
to avoid attacking, instead exposing the enemy’s weaknesses to the group and
granting allies additional chances to strike. In social situations, warleaders
are good orators and excel at the art of diplomacy, but can prove themselves
quite intimidating if necessary.
Alignment: Any.
Hit
Die: d10.
Starting
Wealth:
5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an
outfit worth 10 gp or less.
Class skills
The warleader’s class skills are Appraise
(Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha),
Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (Nobility)
(Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill
Ranks per Level: 4 + Int
modifier.
Class Features
The following are class features of the
warleader.
Weapon
and Armor Proficiency: A
warleader is proficient with all simple and martial weapons, with all armor
(heavy, light and medium) and with shields (except tower shields).
Veteran’s
Awareness (Ex): Well versed
in the arts of battle, warleaders are incredibly aware of their surroundings in
any given moment. A warleader cannot be caught flat-footed. However, she still
loses her Dexterity bonus if the attacker is invisible, if she’s immobilized,
or if an opponent succesfully uses the feint action against her, and can still
be flanked as normal.
Warleader’s
Command (Ex): One of the
warleader’s main strengths is her ability to give her allies additional chances
to attack, maximizing the group’s efficiency. By shouting orders in the midst
of battle, a warleader can grant her comrades extra actions during her turn. Once
per turn, as a standard action that doesn’t cause attacks of opportunity, the
warleader can choose a single ally within 30 feet. To be affected, an ally must
be able to hear the warleader (and understand her language). The affected ally can immediately make a single
attack action (be it a melee or ranged attack) against a target of the
warleader’s choice. The warleader and the ally must both be able to see the
target. This additional attack follows the rules of a normal melee or ranged
attack, and is made at the ally’s highest attack bonus. A warleader can use her
command a number of times per day equal to double her level + her Charisma modifier (thus, a 4th level 16 Cha warleader will have 11 daily uses of his command). A
warleader’s command is a mind-affecting ability. A single creature cannot be
affected by more than one warleader’s command each round (even if the new
command comes from a different warleader).
Command
Tactics (Ex): As a
warleader gains levels, she learns to guide her allies’ skills in new ways,
granting them additional bonus when using her command. Starting at 2nd level, a
warleader gains a command tactic. She gains an additional command tactic for
every two levels of warleader attained after 2nd level. Whenever she uses her
warleader’s command class feature, she chooses one of the tactics she has
learned and applies its effect to that single use of the command, in addition
to the normal attack given by the command itself. Unless otherwise noted, a
warleader cannot select the same tactic more than once.
·
Accurate Strike (Ex): For the purposes of the additional attack
granted by this warleader’s command, the influenced ally gains an insight bonus
on the attack roll equal to the warleader’s Intelligence modifier.
·
Admonishing Words (Ex): You can apply this tactic to a warleader’s
command only if the influenced ally is wielding a melee weapon. The influenced
ally’s additional attack deals nonlethal damage instead of lethal damage, but
that ally doesn’t suffer the usual penalties for trying to deal nonlethal
damage with lethal weapons.
·
Brutal Impact (Ex): You can apply this tactic to a warleader’s
command only if the influenced ally is wielding a melee weapon. If the
influenced ally hits the target, that ally may immediately perform a sunder
attempt against an item held or worn by that target. This is a normal sunder
attempt and provokes attacks of opportunity. A warleader must be at least 6th
level before selecting this command tactic.
·
Call to Arms (Ex): Before making the additional attack granted
by the warleader’s command, the influenced ally can stand up from prone
position. Doing so still provokes attacks of opportunity.
·
Create Opening (Ex): If the influenced ally hits the target, any
other ally adjacent to the influenced ally can make an attack of opportunity
against that target. These attacks count against the maximum number of attacks
of opportunity a character can make during a single round. A warleader must be
at least 14th level before selecting this command tactic.
·
Crippling Shot (Ex): You can apply this tactic to a warleader’s
command only if the influenced ally is wielding a ranged weapon. If the
influenced ally hits the target, that target’s speed is reduced to 5 feet until
the warleader’s next turn. A warleader must be at least 10th level before
selecting this command tactic.
·
Distracting Assault (Ex): If the influenced ally hits the target, that
target suffers a -4 penalty on all concentration checks. This penalty lasts
until the warleader’s next turn.
·
Emboldening Strike (Ex): The influenced ally gains temporary hit
points equal to the warleader’s Charisma modifier. These bonus hit points last
until the warleader’s next turn or until lost. A warleader must be at least 6th
level before selecting this command tactic.
·
Flaming Anger (Ex): For the purposes of the additional attack
granted by this warleader’s command, the influenced ally gains a morale bonus
on the damage roll equal to the warleader’s Charisma modifier. A warleader must
be at least 8th level before selecting this command tactic.
·
Flashing Steel (Ex): You can apply this tactic to a warleader’s
command only if the influenced ally is wielding a melee weapon that is at least
partially made of metal. If the influenced ally hits the target, that target
becomes blinded until the warleader’s next turn. A warleader must be at least
10th level before selecting this command tactic.
·
Frightening Determination (Ex): In addition to granting the normal extra
attack to an ally, the warleader can make an Intimidate check against an
adjacent foe. If the warleader successfully demoralizes her target, that
creature is shaken for a number of rounds equal to the warleader’s Charisma
modifier.
·
Hit and Run (Ex): Immediately after resolving the attack
granted by the warleader’s command, the influenced ally may take a move action.
A warleader must be at least 8th level before selecting this command tactic.
·
Impenetrable Defense (Ex): The influenced ally gains a +2 morale bonus
to Armor Class. This bonus lasts until the warleader’s next turn.
·
Invigorating Cry (Ex): The influenced ally may immediately make a
saving throw against any condition from an effect that allowed a saving throw
(and that the ally failed to save from). The DC is the same of the original
saving throw.
·
Safe Step (Ex): Immediately after resolving the attack
granted by the warleader’s command, the influenced ally may take a 5-foot step
in any direction. As usual, this movement doesn’t provoke attacks of
opportunity.
·
Shield Bash (Ex): You can apply this tactic to a warleader’s
command only if the influenced ally is wielding a shield. In addition to the
usual additional attack, the influenced ally performs a combat maneuver against
the target of the attack. If this attack is successful, the target is pushed
back 5 feet. A warleader must be at least 6th level before selecting this
command tactic.
·
Triumphant Attack (Ex): If the influenced ally hits the target, that
ally gains a +1 morale bonus to all subsequent attack and damage rolls. This
bonus lasts until the warleader’s next turn. A warleader must be at least 4th
level before selecting this command tactic.
·
Unexpected Swing (Ex): For the purposes of the additional attack
granted by this warleader’s command, the attack’s target is considered to be
caught flat-footed. A warleader must be at least 8th level before selecting
this command tactic.
·
Vicious Blow (Ex): For the purposes of the additional attack
granted by this warleader’s command, the critical range of the influenced
ally’s weapons is doubled.
·
Warleader’s Challenge (Ex): If the influenced ally hits the target, that
target suffers a -2 penalty on attack rolls made against anyone but the
warleader herself. This penalty lasts until the warleader’s next turn. A
warleader must be at least 4th level before selecting this command tactic.
·
Warning Shout (Ex): The influenced ally gains an insight bonus
equal to the warleader’s Intelligence modifier to all Reflex saving throws.
This bonus lasts until the warleader’s next turn.
Expose
Weakness (Ex): At 3rd
level, the warleader has developed a strong bond with her allies. She is now
able to create openings in the enemy’s defense, allowing for devastating attacks.
Whenever she is flanking with an ally, that ally gains an insight bonus equal
to the warleader’s Intelligence modifier to hit rolls against the flanked
creature. This is in addition to the normal +2 bonus for flanking.
Bonus
Feat: At 5th, 11th and 17th level, the
warleader gains a bonus feat in addition to those gained from normal
advancement. These bonus feats must be selected from those listed as teamwork
feats. The warleader must meet the prerequisites of these bonus feats.
Field
Medic (Ex): Starting at
7th level, a warleader is skilled at aiding wounded allies in the midst of
battle. She can use the Heal skill to stabilize another creature as a swift
action, and never causes attacks of opportunity while doing so.
Improved
Expose Weakness (Ex): At 9th
level, when a warleader is flanking with an ally, the insight bonus applies to
both attack and damage rolls against the flanked creature.
Fast
Command (Ex): At 13th
level, the sinergy between the warleader and her comrades is incredible. She
can use her warleader’s command class feature as a swift action instead of a
standard action.
Greater
Expose Weakness (Ex): At 15th
level, when a warleader is flanking with an ally, the insight bonus applies to attack
and damage rolls against the flanked creature, and to the ally’s Armor Class
against attacks made by the flanked creature.
Rally
the Troops (Ex): At 19th
level, a warleader can lead her allies’ offensive with a single shout. Whenever
she uses her warleader’s command class feature, she can now influence a number
of allies less than or equal to her Charisma modifier. To be affected, each of
the allies must be within 30 feet of the warleader and able to hear her. All
influenced allies attack the same target or different ones, warleader’s choice,
but each ally must be able to see the target of her attack, and the warleader
must be able to see all the targets she chooses. If the warleader chooses a
tactic for her command, she chooses a single tactic and the effects of that
tactic apply to each of the influenced allies.
Bolster
the Legion (Ex): At 20th
level, the warleader has become a master of tactics and an incredible warrior. Once
per day, when she uses her warlord’s command class feature, she can choose to
grant all allies within 30 feet temporary hit points equal to her class level,
and a morale bonus equal to her Charisma modifier to attack and damage rolls.
These bonuses last for a number of rounds equal to 3 + the warleader’s Intelligence
modifier, and are in addition to any bonus granted by the warlord’s command
itself.
Level
|
Base
Attack Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
1st
|
+1
|
+2
|
+0
|
+2
|
Veteran’s
awareness, warleader’s command
|
2nd
|
+2
|
+3
|
+0
|
+3
|
Command tactic
|
3rd
|
+3
|
+3
|
+1
|
+3
|
Expose
weakness
|
4th
|
+4
|
+4
|
+1
|
+4
|
Command tactic
|
5th
|
+5
|
+4
|
+1
|
+4
|
Bonus feat
|
6th
|
+6/+1
|
+5
|
+2
|
+5
|
Command tactic
|
7th
|
+7/+2
|
+5
|
+2
|
+5
|
Field
medic
|
8th
|
+8/+3
|
+6
|
+2
|
+6
|
Command tactic
|
9th
|
+9/+4
|
+6
|
+3
|
+6
|
Improved expose
weakness
|
10th
|
+10/+5
|
+7
|
+3
|
+7
|
Command tactic
|
11th
|
+11/+6/+1
|
+7
|
+3
|
+7
|
Bonus feat
|
12th
|
+12/+7/+2
|
+8
|
+4
|
+8
|
Command tactic
|
13th
|
+13/+8/+3
|
+8
|
+4
|
+8
|
Fast
command
|
14th
|
+14/+9/+4
|
+9
|
+4
|
+9
|
Command tactic
|
15th
|
+15/+10/+5
|
+9
|
+5
|
+9
|
Greater
expose weakness
|
16th
|
+16/+11/+6/+1
|
+10
|
+5
|
+10
|
Command tactic
|
17th
|
+17/+12/+7/+2
|
+10
|
+5
|
+10
|
Bonus feat
|
18th
|
+18/+13/+8/+3
|
+11
|
+6
|
+11
|
Command tactic
|
19th
|
+19/+14/+9/+4
|
+11
|
+6
|
+11
|
Rally the
troops
|
20th
|
+20/+15/+10/+5
|
+12
|
+6
|
+12
|
Bolster the legion, command tactic
|
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