Competitor Games

We are the Competition

[Class] Warlord

For the d20 Rebirth system, headed by Fax Celestis

Moderator: Fax

[Class] Warlord

Postby Fax » Sun Nov 07, 2010 4:28 pm

LevelBABFortRefWillSpecialAuras of LeadershipAuras of Command
1st+1+1+0+2Aura of Leadership, Tactical Leadership +11-
2nd+2+1+0+3Bonus Feat, Leader's Obligation2-
3rd+3+2+1+3Motivation2-
4th+4+2+1+4Alacrity, Aura of Command21
5th+5+3+1+4Bonus Feat, Tactical Leadership +231
6th+6/+1+3+2+5-32
7th+7/+2+3+2+5Legion's Motivation32
8th+8/+3+4+2+6Bonus Feat42
9th+9/+4+4+3+6Double Aura42
10th+10/+5+5+3+7Legion's Alacrity, Tactical Leadership +343
11th+11/+6/+1+5+3+7Bonus Feat53
12th+12/+7/+2+6+4+8-53
13th+13/+8/+3+6+4+8Broaden Aura53
14th+14/+9/+4+6+4+9Bonus Feat64
15th+15/+10/+5+7+5+9Tactical Leadership +464
16th+16/+11/+6/+1+7+5+10Mercurial Action (1/day)64
17th+17/+12/+7/+2+8+5+10Bonus Feat74
18th+18/+13/+8/+3+8+6+11-75
19th+19/+14/+9/+4+8+6+11Triple Aura75
20th+20/+15/+10/+5+9+6+12Bonus Feat, Mercurial Action (Cha/day), Tactical Leadership +586


HD: d10

Prowess: A warlord gains six prowess per level.

Skills: A warlord is trained in the Knight and Warrior skill sets and chooses one other skill set.

Proficiencies: A warlord is proficient with all simple weapons, plus any three weapon groups of their choice. They are also proficient with all armors and with all shields (except tower shields).

Aura of Leadership (Ex) [Aura, Martial, Progressing]: A warlord's mere presence is a stirring and motivating force, particularly on the battlefield. At first, second, fifth, eighth, eleventh, fourteenth, seventeenth, and twentieth, a warlord selects an aura from the list of auras of leadership below. A warlord may have one aura of leadership active at a time, and any bonus provided by an aura is considered a morale bonus unless stated otherwise. Each aura of leadership has a radius of 30'. Switching an aura of leadership is a swift action. Auras of leadership are Aura effects and are affected by feats and abilities that specifically augment auras.

Tactical Leadership (Ex) [Martial, Progressing]: A warlord is always rapidly issuing commands to his allies on the battlefield: as such, allies within 30' of him gain a +1 to attack and damage rolls when flanking or when using a special combat maneuver (such as a bull-rush, a disarm attempt, or a fencer's Tactical Strike ability). This ability increases by +1 every five levels (to +2 at 5th, +3 at 10th, +4 at 15th, and +5 at 20th).

Bonus Feat [Lore, Progressing]: A warlord gains a bonus investing feat at second level and again every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). He must meet prerequisites for these feats as normal.

Leader's Obligation: At second level, a warlord gains the Leader's Obligation style feat as a bonus feat.

Motivation (Ex) [Martial]: At third level and above, as a move action, a warlord can grant a move action immediately to one of his allies within 100'. This ability is usable a number of times per day equal to his Charisma modifier. This ability does not alter the order of initiative and follows the normal rules for move actions, except that the ally is able to use the move action on the warlord's turn.

Alacrity (Ex) [Martial]: At fourth level and above, as a standard action, a warlord can grant an attack immediately to one of his allies within 100'. This ability is usable a number of times per day equal to his Charisma modifier. This ability does not alter the order of initiative and follows the normal rules for attacks, except that the ally is able to use the attack on the warlord's turn. The ally chosen also gains a bonus on the attack and damage rolls equal to the warlord's hero value.

Aura of Command (Ex) [Aura, Martial]: At fourth level, a warlord gains the ability to radiate a second aura: an aura of command. At fourth, sixth, tenth, fourteenth, eighteenth, and twentieth, a warlord selects an aura from the list of auras of command below. A warlord may have one aura of command active at a time, and any bonus provided by an aura of command is considered a morale bonus unless stated otherwise. Auras of command have a 30' radius. Switching an aura of command is a standard action. Auras of command are Aura effects and are affected by feats and abilities that specifically augment auras.

Legion's Motivation (Ex) [Martial]: Starting at seventh level, a warlord may use an ability similar to his Motivation ability on multiple allies at the same time. As a standard action, he may grant a move action (as if by his Motivation ability) to all allies within a 20' radius centered within 100'. This ability is usable a number of times per day equal to his Charisma modifier.

Double Aura (Ex) [Lore]: Starting at ninth level, a warlord may have two auras of leadership active at the same time.

Legion's Alacrity (Ex) [Martial]: Starting at tenth level, a warlord may use an ability similar to his Alacrity ability on multiple allies at the same time. As a standard action, he may grant an attack action (as if by his Alacrity ability) to all allies within a 20' radius centered within 100'. This ability is usable a number of times per day equal to his Charisma modifier. Allies affected by this ability also gain a bonus on their attack and damage rolls equal to his hero value.

Broaden Aura (Ex) [Lore]: Starting at thirteenth level, a warlord may designate one aura effect he is currently generating as a broadened aura: double the radius of this aura. Switching which aura is broadened is a move action.

Mercurial Action (Ex) [Martial]: At sixteenth level and above, as a standard action, a warlord can grant a standard action immediately to one of his allies within 100'. This ability is usable once per day. This ability does not alter the order of initiative and follows the normal rules for standard actions, except that the ally is able to use the action on the warlord's turn. This ability may be used a number of times per day equal to his Charisma modifier once the warlord reaches 20th level.

Triple Aura (Ex) [Lore]: Starting at nineteenth level, a warlord may have three auras of leadership active at the same time.

Auras
Auras of Leadership

Auras of leadership are generated by a warlord's Aura of Leadership class feature. Unless otherwise specified, auras of leadership only affect allies.
  • Bloodlust: The warlord grants a bonus on damage rolls equal to his hero value against creatures that have taken lethal damage in the past minute.
  • Bolster: The warlord creates a small pool of temporary hit points equal to twice his hero value. These temporary hit points are removed first whenever an ally within the aura takes damage. If more than one ally takes damage from the same effect simultaneously, the warlord designates how the temporary hit points are distributed. The temporary hit points refresh each round.
  • Extending: The warlord grants a bonus on durations of spells that are longer than instantaneous cast within his aura: such effects last for an additional number of rounds equal to the warlord's hero value.
  • Focus: The warlord grants a bonus on saves versus mind-affecting effects equal to his hero value.
  • Guardian: The warlord grants a bonus on spells that restore hit point damage cast within his aura: such spells heal extra hit points equal to his hero value.
  • Lively: The warlord grants a bonus on damage rolls equal to his hero value against undead creatures.
  • Magical: The warlord grants a bonus on spell damage cast within his aura equal to his hero value.
  • Opportunity: The warlord grants a bonus on attack rolls made as part of an attack of opportunity equal to his hero value.
  • Persistence: The warlord grants a bonus on opposed combat checks (such as for a bull-rush) equal to his hero value.
  • Resistance: The warlord grants energy resistance to one type of energy (acid, cold, fire, electricity, or sonic) equal to twice his hero value.
  • Shield: The warlord grants DR/adamantine equal to his hero value.
  • Targeting: The warlord grants a caster level bonus to allied spellcasters who cast spells within the range of his aura equal to his hero value when determining the range of spells.
  • Triumph: The warlord creates a small pool of luck points equal to his hero value. Any ally may remove one of these points as an immediate action to reroll a saving throw, attack roll, or damage roll. These points, once consumed, are gone until the warlord has a chance to rest for five minutes.
  • Valiant: The warlord grants a bonus on attack and damage rolls made as part of a charge equal to his hero value.
  • Vigilance: The warlord grants a bonus on Awareness and Initiative checks equal to his hero value.

Auras of Command

Auras of command are generated by a warlord's Aura of Command class feature. Unless otherwise specified, auras of command only affect allies.
  • Evasive Maneuvers: When this aura is active, all allies within the aura's range gain the Evasion ability.
  • Heroic Willpower: When this aura is active, all allies within the aura's range gain a competence bonus to all saves equal to the Warlord's Charisma modifier.
  • Incredible Resolve: When this aura is active, all allies within the aura's range heal hit points equal to the warlord's Charisma modifier after successfully damaging an enemy.
  • Indomitable Phalanx: When this aura is active, all allies within the aura's range gain a dodge bonus to their Armor Class equal to the warlord's Charisma modifier.
  • Overwhelming Assault: When this aura is active, all allies within the aura's range may substitute the warlord's Charisma modifier for their own statistic modifier for a class feature, racial feature, feat, spell, or spell-like ability that has a save DC. For instance, if a cleric casts a spell, it has a save DC of 10 + the spell's level + the cleric's Wisdom modifier. If the cleric is within the aura, he may substitute the warlord's Charisma modifier for his Wisdom modifier.
  • Rapid Advance: When this aura is active, all allies within the aura's range gain a competence bonus to speed equal to 5' times the Warlord's Charisma modifier.
  • Renewed Confidence: If any ally within the aura's range becomes shaken, panicked, or frightened while this aura is active, the warlord may make a Diplomacy or Intimidate check to grant them a second save; the warlord must beat the save of the original DC + 10 in order to grant his ally a second save: the ally's second saving throw (if any) is at the original DC.
  • Spell Shielding: When this aura is active, all allies within the aura's range gain Spell Resistance equal to 5 + the warlord's class level + the warlord's Charisma modifier.
  • Synchronized Strike: When this aura is active, all allies within the aura's range who prepare an attack to occur at the same time as another ally's attack causes both attacks to receive a bonus to damage equal to the Charisma modifier of the Warlord.
  • Timed Advance: When this aura is active and initiative is rolled to start combat, all allies within the aura's range may immediately move a number of squares less than or equal to your Charisma modifier. This ability does not alter the order of initiative and follows the normal rules for move actions.
Image
Deliberately Limited Masterful Mastermind
User avatar
Fax
Site Admin
 
Posts: 182
Joined: Thu Oct 07, 2010 5:27 pm

Re: [Class] Warlord

Postby Esser-Z » Wed Jan 05, 2011 4:28 pm

The current wording has many of the auras of leadership buffing enemies, too, unless I managed to miss something on every readthrough!
Esser-Z
 
Posts: 1
Joined: Mon Oct 11, 2010 10:32 am

Re: [Class] Warlord

Postby Fax » Thu Jan 13, 2011 8:23 pm

Added some keywords, updated leadership text.
Image
Deliberately Limited Masterful Mastermind
User avatar
Fax
Site Admin
 
Posts: 182
Joined: Thu Oct 07, 2010 5:27 pm


Return to d20 Rebirth

Who is online

Users browsing this forum: No registered users and 0 guests

cron