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Warlord Prestige Class
The warlord is a professional commander, a warrior who makes it his primary occupation to lead others rather than to fight himself. The Cerilian Warlord is not a student from a military academy; he is a grizzled and experienced commander, who has led his troops through so many battles that they will do anything for him. The warlord class, as it appears here, is derived from the warmaster class from Sword and Fist, page 37. There are three reasons why I have made my own version. First, I wanted rules for how the abilities of the warlord worked under the Card Battle rules. Second, I wanted to remove all references to the World of Greyhawk. Third, I wanted a five-level prestige class without the social benefits of the old warlord class. Most of the warlord abilities described in Sword and Fist are still here, and I have not quoted the text from Sword and Fist; rather, I have expanded the old descriptions as required for the war card rules. Hit Die: d10 RequirementsTo qualify as a warlord, the character must fulfill all the following criteria. Base Attack Bonus: +6 or more (see below)
Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Skill points at each level: 4 + Int modifier. Class FeaturesAll of the following are class features of the warlord class. Weapon and Armor Proficiency: A warlord is proficient with all simple weapons and martial weapons as well as light, medium and heavy armor and with shields. Command Point: You get an extra command point at levels one and five. Note that the following abilities are all taken from the Warmaster class from S&F. The details of each ability s given in S&F, while the effects that the ability has in the War Card rules are given here. A warlord can choose to be either a general or an admiral, and use his abilities either in land or sea warfare. Direct Troops: This gives the War Card unit you are stacked with a +1 morale bonus on attack, missile and charge values. Rally Troops: The War Card unit you are stacked with is immune to fallback results, and need not withdraw on a rout, instead only suffering a hit. Hard March: The War Card unit you are stacked with gets one extra movement point on the tactical scale. On the strategic scale, a number of units equal to your class level get this bonus. Battle Standard: In a War Card battle, your standard serves as an inspiration for the whole army; you may apply the Rally Troops and Direct Troops bonuses to all units under your command. If your standard falls, all units under your command must make a morale test or rout; those that do not rout continue to gain the benefits of your Battle Standard, as they seek revenge. Die For Your Country: The unit that you are stacked with takes only a hit on a destroyed result, and does not have it's combat values reduced when it takes hits. It can still be destroyed by accumulated damage, but until it is destroyed, it will continue to fight at full values. This applies even if you assume command of the unit after it has taken hits; in this case, it is restored to full values but still has some accumulated damage. |
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