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Warlord (3.

5e Class)
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Contents
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1 Warlord

o 1.1 Playing A Warlord

o 1.2 Making A Warlord

1.2.1 Table: The Warlord

o 1.3 Class Skills

1.3.1 Class Features

1.3.2 Epic Warlord

1.3.3 Human Warlord Starting Package

o 1.4 Campaign Information

1.4.1 Playing a Warlord

1.4.2 Warlord in the World

1.4.3 Warlords in the Game

Warlord[edit]
"A weapon is not a destructive force, it is the one who wields the weapon that leaves things in ruin"-
Aivus Silverbeard, of Cold Fire City

Whether its the harsh tundras, or the dry heated deserts, a Warlord makes his place upon the
battlefield. As a master of the art of war, a Warlord's body is a destructive force, his mind is a tool of
strategy, and his will is the will of the battlefield. Civilizations refer to them as mercenaries, and often
leave them in charge of armies. They know little difference between right and wrong, and ally and
enemy, however for those who they know to be allies, they are a powerful guardian. For those who
they define as enemies, the Warlords are like an atom bomb on a timer.

Playing A Warlord[edit]
Adventuring: A Warlord can make his place in either society and civilization or the outskirts of the
wild. Those who choose to remain amongst civilization end up becoming more then just guards.
Because of their abilities, they are often used as vanguards or leaders of the military. If they choose
to be nomadic and travel between civilizations, they become that of either a warmonger or a
mercenary. Warlords revel in the idea of battle, so as long as there is a fight to be had, a Warlord is
more than happy to accompany you.

Characteristics: A Warlord is an amazing warrior, unstoppable in its great force. While a fighter has
his combat techniques, a Barbarian has his wrath, and a monk has his teachings, a Warlord has his
will. His shout is enough to raise allies' spirits, his presence is enough to scare a foe half to death,
and his merciless nature preys on the weaknesses of those against him. As he terrifies his
opponents, he rends them and mauls them until there is nothing left. Warlords get caught up in the
moment and are prone to rash decisions and deviant actions.

Alignment: A Warlord is never lawful and hardly neutral. They believe that there is no rules to
warfare and that all is fair.

Religion: A Warlord may follow any deity, but are commonly known to worship those of a darker,
more chaotic path, if they choose to worship any at all.

Background: A Warlord is a person who lives for the glory of combat. Not victory per say, but the
pursuit of their enemies. How they came to this is extremely varied.

Races: Its not hard to do what a Warlord does, any race could pretty much do it. Races that have a
strict code of conduct, similar to the plane touched, would have a harder time being a Warlord than a
half-orc.

Making A Warlord[edit]
Abilities: A Warlord is a decent off-tank, however they are more focused on dealing damage. A high
strength score is required. Warlords enjoy life, so either a good dexterity score or a good constitution
score is good.

Starting Gold: 4d6 x 10 gp (140 gold).

Table: The Warlord[edit]


Hit Die: d10
Base Saving Throws
Level Attack Bonus Fort Ref Will Special
1st +1 +2 +0 +2 Frightful Strike, Murderous Intent, Intimidate
Prowess
2nd +2 +3 +0 +3 Rend, Warcry 1/day, Bonus feat
3rd +3 +3 +1 +3 Two-Weapon Fighting
4th +4 +4 +1 +4 Indomitable, Two-Weapon Defense
5th +5 +4 +1 +4 Warcry 2/day, Maul, Bonus feat
6th +6/+1 +5 +2 +5 Improved Two-Weapon Fighting, Rend +1
7th +7/+2 +5 +2 +5 Drag Down, Frightful Death, Flurry, Improved
Two-Weapon Defense
8th +8/+3 +6 +2 +6 Maul +1, Warcry 3/day, Veteran
9th +9/+4 +6 +3 +6 Retaliation
10th +10/+5 +7 +3 +7 Rend +2, Taunt, Bonus feat
11th +11/+6/+1 +7 +3 +7 Dominant Mind, Warcry 4/day, Maul +2
12th +12/+7/+2 +8 +4 +8 Spirit of War, Artisan of Battle
13th +13/+8/+3 +8 +4 +8 Greater Two Weapon Fighting, Greater Two-
Weapon Defense
14th +14/+9/+4 +9 +4 +9 Circle of Blades, Rend +3, Warcry 5/day, Maul +3
15th +15/+10/+5 +9 +5 +9 Bonus feat
16th +16/+11/+6/+1 +10 +5 +10 Spirit of Blood
17th +17/+12/+7/+2 +10 +5 +10 Warcry 6/day, Maul +4
18th +18/+13/+8/+3 +11 +6 +11 Rend +4
19th +19/+14/+9/+4 +11 +6 +11 Spirit of Glory
20th +20/+15/+10/+5 +12 +6 +12 Ambidextrous, Maul +5, Warcry 7/day
Class Skills[edit]
Class Skills (2 + Int, x4 at first level)

Intimidate (Cha), Jump (Str), Swim (Str), Listen (Wis), Climb (Str; Armor Check
Penalty), Spot (Wis), Tumble (Dex) Ride (Dex), Survival (Wis)

Class Features[edit]
Weapon and Armor Proficiency: The Warlord is proficient with light and medium kinds of armor.
They view anything heavier as too clunky, and will get in the way of combat. Most Warlords prefer to
fight without armor on, because this will give them the most versatility. The Warlord is proficient with
all simple weapons and all martial weapons. They are proficient with light shields and bucklers. They
feel that the best defense is a great offense. None of the Warlord's abilities apply when wearing
heavy armor, although specially forged armors such as Warforged's and other constructs won't
interfere with the Warlord's abilities.

Spirit Abilities Beginning at level 12, Warlords may activate their spirit abilities. A Warlord must
activate these at the beginning of the day. Spirit abilities last the entire day.A Warlord can only
activate one ability at a time, If he wishes at any time throughout the day he may switch his spirit
ability as a move action.

Frightful Strike: Warlords are very frightening beings, and in turn, they intend to inflict that upon
anyone who they come across on the battlefield. Beginning at 1st level, whenever a Warlord attacks,
if its a successful attack, in addition to the damage, the target must make a will save (DC=
10+Warlords level+his strength mod). If the target fails he is shaken for rounds equal to the Warlord's
strength modifier. Once a target is affected by successful strike, he cannot be affected by it again
1d4 rounds after the shaken effect wears off. This ability only effects living targets. Undead,
Constructs, and Oozes are immune to this ability, just like sneak attacks.

Murderous Intent: Warlords enter battle fully prepared to slaughter their foes and take any
advantage they can get. Where a Knight might stop and help his opponent back up, a Warlord will
perform the killing blow. Warlords gain +1 on Disarm and Trip attempts.
Intimidate Prowess: The image of a Warlord is terrifying to behold. Warlords gain an automatic +4
on Intimidate checks.

Rend: A Warlord has a knack for making his foes bleed out. Beginning at 2nd level, when a Warlord
gets a successful strike on a target he rends the target also. A rended target takes an additional 1d4
damage per round while he is until affected by a healing spell or bandages (heal check DC
10+Warlord's class level). A Warlord cannot Rend again a target who is already rended. The damage
increases by 1d4 every 4 levels

Warcry: A Warlord rages the battlefield, destroying anything in its path, and inspiring confidence and
courage. Beginning at 2nd level, once per day (and an additional time per day every 3 levels) as a
free action, the Warlord can shout out a rallying warcry. A Warlord may only use this ability once per
battle. When he lets loose this warcry, the Warlord and all friendly targets within hearing distance
gain a bonus to damage and AC equal to their strength modifier. This effect lasts for a number of
rounds equal to the Warlord's strength modifier.

Two Weapon Fighting: At 3rd level, a Warlord gains the benefit of the Two Weapon Fighting feat
even if she does not qualify for the feat (Players Handbook, page 102).

Maul: A Warlord takes advantage of a wounded foe. At 5th level, whenever a Warlord makes a
successful attack against a foe that he has been shaken or rended, he deals an additional 1d6 points
of damage for mauling his target. This damage increases by 1d6 every 3 levels.

Indomitable: A Warlord wears very little armor, if any at all. Therefore, a Warlord knows how to
dodge attacks and take a hit. Beginning at 4th level, the Warlord gains a permanent +2 natural armor
bonus to AC.

Two Weapon Defense: At 4th level, a Warlord gains the benefit of the Two Weapon Defense feat
even if she does not qualify for the feat.

Improved Two Weapon Fighting: At 6th level, the Warlord gains the benefit of the Improved Two
Weapon Fighting feat even if she does not qualify for the feat. (Players Handbook, page 96).

Drag Down: A Warlord doesn't stop fighting for any reason, including going unconscious. Beginning
at 7th level, If an enemy were to knock a Warlord unconscious(reduce to 0 or fewer hit points) the
Warlord may make one final attack of opportunity at the enemy that brings him down. This attack
cannot apply frightful strike or rend but can add maul damage.

Frightful Death: Beginning at 7th level, a Warlord learns how to kill his foes in a completely diabolic
way. Whenever a Warlord kills an enemy during combat, all enemies within 10 feet of him become
appalled in the way he does it, and must make a will save (10+Warlord's level+Warlord's strength
mod) or become shaken for rounds equal to the Warlord's strength modifier. After using this ability, a
Warlord may not use this ability for another 2d4 rounds. This ability, just like Frightful Strike, only
effects living creatures. Undead, Constructs, and Oozes are immune to this effect.
Flurry: A Warlord knows how to strike a foe very effectively. Beginning at 7th level, a Warlord may
sacrifice rending a target to get a second attack. With this second attack, the Warlord cannot gain
neither rend or maul. A Warlord may only use this ability once per opponent. A Warlord can only get
his second attack against the foe he is already attacking.

Veteran: A Warlord has seen many battles, and has received many scars. They have better honed
their abilities in order to dodge attacks and take less damage. Beginning at 8th level, the Warlord
receives a +2 dodge bonus to AC.

Retaliation: A Warlord knows how to get an opening against an opponent who is attacking him.
Beginning at 9th level, whenever an opponent attacks and misses on an attack of opportunity, the
Warlord may instantly counter attack with an attack of opportunity. If the Warlord successfully hits
with this attack, he cannot gain the benefits from Rend.

Taunt: In addition to seeing an opening, a Warlord knows how to force an opponent to give him an
opening. A Warlord once per battle can taunt a single opponent. The opponent must be at least 10
feet away from the Warlord. The target must make a will save (10+Warlord's strength mod) or on the
next round attack with the Warlord as its target. An opponent with spells must use all, if any,
metamagic feat based spells on the Warlord. Additionally, the Warlord gets a +3 attack bonus
against the taunted target for the duration of the taunt. The round following the taunt, the opponent
returns to normal.

Dominant Mind: At 11th level, the Warlord gains a +9 bonus against all mind affecting effects.

Spirit of War: For the entire day, if the Warlord chooses, he may activate the Spirit of War ability. If
Spirit of War is active, the Warlord gains a +5 bonus to all attack rolls, and a +5 bonus to all saves.

Artisan of Battle: The Warlord knows battle, and how to win. The Warlord presents such a fierce
image that his enemies fear striking him. Beginning at 12th level, the Warlord receives a +2 force of
will bonus(force effect applies to all ACs) to AC..

Greater Two Weapon Fighting: At 13th level, a Warlord gains the benefit of the Greater Two
Weapon Fighting feat (Players Handbook, page 95).

Circle of Blades: At 14th level, whenever a Warlord full attacks he may chose to split the attack
between the enemies surrounding him. He can strike at any enemy within five feet of him using this
ability.

Spirit of Blood: For the entire day, if he chooses, the Warlord may activate the Spirit of Blood ability.
If he chooses to have the Spirit of Blood ability active, he gains a +7 bonus to fortitude saves and a
+4 bonus to constitution and temporary hit points from the increased con score. In addition the
Warlord's maul ability increases from xd6 to xd12.

Spirit of Glory: For the entire day, if he chooses, the Warlord may activate the Spirit of Glory ability.
If the Warlord chooses the Spirit of Glory ability, while active, he gains one extra standard action
using a melee weapon per round. In addition he gains 20' to his move speed and acts as if he
possesses the spring attack feat.

Ambidextrous: At 20th level, the Warlord no longer receives a penalty for dual-wielding.

Epic Warlord[edit]
Table: The Epic Warlord
Hit Die: d10
Level Special
21st Maul +6d8
22nd Brutality +13, Bonus Feat
23rd Rend +5d6
24th Maul +7d8, Brutality +15, Bonus Feat
25th Greater Weapon Specialization: Greatsword
26th Bonus feat, Brutality +17
27th Rend +6d6, Maul +8d8
28th Brutality +19, Bonus Feat
29th Greater Weapon Specialization: Greataxe
30th Maul +9d8, Brutality +21, Bonus Feat

2 + Int modifier skill points per level.

Wrathful Maul: For levels 21-30, Maul uses a d8 instead of a d6.

Gouging Rend: For levels 21-30, Rend uses a d6 instead of a d4.

Avatar of War: Spirit of War now grants a +10 to all attack rolls, up from +5.

Avatar of Blood: Spirit of Blood now grants a +10 to Fortitude Checks and a +7 to Constitution while
active.

Avatar of Glory: Spirit of Glory now grants 2 extra standard actions and a move speed bonus of 50'

Bonus Feats: The epic Warlord gains a bonus feat (selected from the list of epic Fighter bonus
feats) every two levels after 20th.

Human Warlord Starting Package[edit]


Weapons: Greatsword

Skill Selection: Put ranks in skills equal to 2 + Int x 4.


Armor
Check
Skill Ranks Ability Penalty

Jump 4 Str -1

Intimidate 4 Cha

Listen 4 Wis
Climb 4 Str -1

Spot 4 Wis

Swim 4 Str -2

Tumble 4 Dex -1

Feats: Power Attack, Improved Initiative

Gear: Studded Leather Armor, Bedroll, Waterskin, Trail Rations.

Gold: 4d6 x 10, 140 max.

Campaign Information[edit]
Playing a Warlord[edit]
Religion: Warlord are physical beasts on the battlefield, and have little time to worship. They can
believe in any god they want, however, they do not follow their gods will as specifically as a Cleric or
a Paladin would. Religion is merely a pass-time for them.

Other Classes: Warlord will easily work with other classes, whatever will help them destroy the
enemy. Warlords do not discriminate against other classes, although some Warlords may view
casting classes as cowards, as they are not on the front-lines in battles.

Combat: The Warlord is at the center of the fray, bashing targets and ravaging his foes. The Warlord
will usually be the center of attention, allowing his weaker, more fragile companions to deal damage
without getting smacked around.

Advancement: Warlord can multi-class very well with fighting classes. A Warlord that chooses to
multi-class will not lose any of his bonuses, and can continue gaining levels in Warlord whenever the
player decides.

Warlord in the World[edit]


Some basic information on the average Warlord.


"He stopped at nothing. He tore through enemy after enemy, the blood of his foes
covering his body from head to toe. The Parastin Army fled before his onslaught,
seeking to find refuge from this artisan of war."
General Henderson, describing the Warlord in battle

Warlord tend to live.. well, wherever they please. If they choose to live in cities, chances are they are
part of the local military or town guard, and fight regularly. If they choose to live on their own or in
small tribes, the Warlord would be more of a barbaric sort who goes around killing what he needs to
survive.
Daily Life: Warlord will wake up early in the morning and begin training with their weaponry. They
will train until they need to rest, or eat, or sleep. They will regularly take up any opportunity they
receive to do battle, or spar.

Organizations: While it isn't very common, Warlord could sometimes meet up to spar, or to trade
battle stories. Usually they end up drunk and fist-fighting.

Warlords in the Game[edit]


Warlord are prone to fighting whatever they want. They love it. They revel in the battle. Warlords do
not enjoy fleeing, and will take to any battle, whether the odds are stacked against them or not. (A
Warlord with a high enough intelligence or a player that wants to play differently can obviously make
smart decisions that won't get everyone killed.)

Warlord

A Warlord is a leader on the battlefield, standing on the front line, commanding troops and
offering aid to allies as the battle rages. They are brilliant tacticians, often spelling the difference
between defeat and victory.
Adventures: Warlords are more commonly found in command of units of soldiers, whether a
cadre of the city guard, or a horde of barbarian raiders. Those warlords who do seek adventure on
their own, though, often appear at the head of a group of adventurers, leading the party through
inspiration and courage. They can be a commander on leave from their military order, a minor
chieftain looking to make a name for themselves away from their tribe, or a sharp-eyed mercenary
wandering between jobs.
Characteristics: Warlords are warriors, born of battle. They stand alongside dedicated warriors
like the knight or the paladin, without those classes strict codes of behavior. They are focused
upon cunning strategies, tactical superiority and offering inspiration and leadership to their allies.
Alignment: A warlord may be of any alignment. Lawful warlords are found in the ranks of the
grand armies, defending civilization from destruction, while chaotic warlords ride at the head of
ravening hordes bent upon slaughter and conquest.
Background: Warlords can come from all walks of life it is their ability that differentiates
them from the common soldier. By virtue of their instincts and training, the warlord has shown
himself to be a true leader.
Races: Warlords can be found among all of the races the ability to lead in battle and inspire
allies is not a trait limited to any particular race.
Role: Warlords are front-line combatants, strong warriors in melee. Their abilities provide allies
with bonuses to attack and defense, inspire them to great deeds, or urge them forward to victory.
Alignment: Any.
Hit Die: d10.
Class Skills
The warlords class skills (and the key ability for each skill)
are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Knowledge (e
ngineering) (Int), Knowledge (history) (Int), Perception (Wis), Ride (Dex), Stealth (Dex)
and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.

Table: The Warlord

Level Base Attack Fort Ref Will Special


Bonus Save Save Save

1st +1 +2 +0 +2 Combat leader, commanding


presence, inspiration 1d6

2nd +2 +3 +0 +3 Hold the line, bonus feat

3rd +3 +3 +1 +3 Inspiration 2d6

4th +4 +4 +1 +4 Bonus feat

5th +5 +4 +1 +4 Inspiration 3d6, rallying presence

6th +6/+1 +5 +2 +5 Combat leader +3

7th +7/+2 +5 +2 +5 Inspiration 4d6

8th +8/+3 +6 +2 +6 Bonus feat, commanding presence +2

9th +9/+4 +6 +3 +6 Inspiration 5d6

10th +10/+5 +7 +3 +7 Cry Havoc!

11th +11/+6/+1 +7 +3 +7 Inspiration 6d6, rallying presence +2

12th +12/+7/+2 +8 +4 +8 Bonus feat

13th +13/+8/+3 +8 +4 +8 Inspiration 7d6

14th +14/+9/+4 +9 +4 +9 Combat leader +4

15th +15/+10/+5 +9 +5 +9 Inspiration 8d6, rallying presence +3


16th +16/+11/+6/+1 +10 +5 +10 Bonus feat

17th +17/+12/+7/+2 +10 +5 +10 Inspiration 9d6

18th +18/+13/+8/+3 +11 +6 +11 Commanding presence +3

19th +19/+14/+9/+4 +11 +6 +11 Inspiration 10d6

20th +20/+15/+10/+5 +12 +6 +12 Onward to victory!

Class Features
All of the following are class features of the warlord.
Weapon and Armor Proficiency: A warlord is proficient with all simple and martial weapons,
with all armor, and with shields (including tower shields).
Errata

Add (including tower shields). to Weapon and Armor Proficiency section.


[ Source]

Combat Leader
At 1st level, the warlord begins to demonstrate the brilliance of their battlefield leadership. The
warlord and all allies within 10 ft per point of his Charisma bonus + half his class level gain a +2
bonus to initiative. This bonus increases to +3 at 6th level and +4 at 14th level

Commanding Presence
The mere appearance of a warlord upon the field of battle has a positive impact among his allies.
All allies that can see the warlord gain a +1 bonus to attack and weapons damage rolls. This bonus
increases to +2 at 8th level, and +3 at 18th level.

Inspiration
During battle, the warlord exhorts his comrades with words of courage and determination. This
inspiration affects all allies within a 30-foot radius centered on the warlord, and bestows
1d6 temporary hit points, plus 1d6 additional points for every two warlord levels beyond 1st (2d6
at 3rd, 3d6 at 5th, and so on) These temporary hit points last until the battle ends, or until they are
removed through damage. A warlord may inspire a number of times per day equal to 3+
his Charisma modifier. This is a standard action and does not provoke an attack of opportunity.
The warlord can choose whether or not to include himself in this effect.

Hold the Line


At 3rd level, the warlord gains the ability to bolster a defensive line. When forming a defensive
line (fighting defensively and standing adjacent to one another), the warlord and all allies gain a
+2 competence bonus to AC.

Bonus Feat
At 2nd, 4th, 8th 12th and 16th level, the warlord may take a bonus feat from the following list.
The warlord must meet any prerequisites when taking a feat.
Animal Affinity, Cleave, Combat Reflexes, Diehard, Endurance, Great Cleave, Greater
Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved
Initiative, Intimidating Prowess, Improved Vital Strike, Leadership, Mounted
Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Vital Strike, Weapon
Focus, Weapon Specialization.

Rallying Presence
At 5th level the warlord gains the ability to rally others, identical to the knights ability of the
same name. The warlord and all allies within 10 ft per point of her Charisma bonus (minimum
10ft) gain a +1 morale bonus on saves against fear spells and effects. This bonus increases to +2 at
11th level and +3 at 15th level.

Cry Havoc!
At 10th level, the warlord may direct their allies to attack a specific target, overwhelming the
enemy. The warlord designates a particular target, and until the end of the warlords next turn,
any attack roll against that target can now score a critical hit on a roll of 18-20, and receive a +4
bonus to confirm the results of a critical hit.
The warlord can cry havoc a number of times per day equal to 3+ his Charisma modifier. This is
a standard action, and does not provoke an attack of opportunity.

Onward to Victory!
At 20th level, the warlord may exhort their allies to glory. Until the end of warlords next turn, the
warlord and all allies within 10 ft per point of point of his Charisma bonus + half his class level
may follow up a standard action with an attack made as a free action. This ability may be used
once per day.

Section 15: Copyright Notice


Tome of Secrets, Copyright 2009, Adamant Entertainment, Inc. Authors: Walt Ciechanowski and Gareth-Michael
Skarka.

Senhor da Guerra
Batalhes de homens de armas seriam ineficazes sem um comandante.
As imensas hordas goblinides teriam suas fileiras destrudas sem um
general inspirador, ou um marechal de pulso firme, que guie suas foras
atravs das brechas nas formaes inimigas. O Senhor da Guerra
preenche esse papel com maestria.

Utilizando mtodos de encorajamento e profundo conhecimento dos


meandros das batalhas, o Senhor da Guerra o lder perfeito. Ele usa
seu magnetismo pessoal para inspirar seus comandados, e sua mente
ttica para colocar os adversrios em armadilhas blicas inescapveis.
Seja manejando os exrcitos como peas de xadrez ou apenas
instigando um assalto furioso e mortfero ter um Senhor da Guerra
ao seu lado garantia de que voc vai lutar melhor e por mais tempo.

Apesar de suas incontestveis qualidades de liderana, o Senhor da


Guerra no precisa ser o lder do grupo de aventureiros que acompanha,
embora seria inteligente deixar esse encargo em seu poder, pelo menos
durante o combate.

Aventuras

O Senhor da Guerra se arrisca em busca de aprimoramento blico. Seu


objetivo pode ser progredir gradualmente do comando de um pequeno
grupo de aventureiros, at conseguir seu prprio exrcito ou batalho.
Um Senhor da Guerra mercenrio no incomum, oferecendo seus
servios e lealdade a um rei ou governante, em troca de ouro ou patentes
militares cada vez mais altas.

Tendncia

Devido sua natureza primordialmente metdica e organizada,


Senhores da Guerra sero quase sempre Leais, embora algumas
metodologias ensinem que o Caos tambm eficiente para confundir
inimigos e vencer combates. Porm, eles nunca sero Neutros: Numa
batalha, a indeciso pode ser um erro fatal.

O Bem e o Mal usam Senhores da Guerra em suas fileiras, liderando


tanto exrcitos de Paladinos quanto hordas de mortos-vivos. Um Senhor
da Guerra Leal e Mau pode at comandar o exrcito de um rei bondoso;
Sua tendncia se refletir nos mtodos aplicados em seus subordinados
ou nos seus adversrios

Religio

O Deus da Guerra logicamente o mais reverenciado pelos membros


dessa classe, embora o Deus da Justia seja uma escolha aceitvel pelos
mais honrados; O Deus dos Goblinides e da Fora tambm so
reverenciados pelos Senhores da Guerra, por causa de sua filosofia
primordialmente belicosa.
Histrico

A maior parte dos Senhores da Guerra recebem um treinamento militar


tradicional, ascendendo postos numa hierarquia rgida. Os mais
inteligentes e carismticos entre os recrutas so direcionados para um
treinamento especfico, que prover suas habilidades.

Outros apenas nascem com o dom de comandar, e galgam degraus


atravs de fora, violncia e duro treinamento militar e com armas,
aprendendo coisas como natao, sobrevivncia e estudos tticos, at
serem capazes de comandar seu primeiro destacamento.

Raas

Qareen so Senhores da Guerra ideais tanto por seus atributos raciais


quanto por sua natureza prestativa. Humanos, elfos e meio-elfos
tambm fazem bons comandantes. Minotauros costumam contar com
um Senhor da Guerra em suas fileiras, apesar dele no ser to eficiente
quanto os de outras raas. Os halflings por vezes assumem esse papel,
se no houver ningum melhor (ou maior). Goblins e Lefou do
pssimos Senhores da Guerra, devido a sua aparncia e mtodos
exticos.

Outras Classes

O Senhor da Guerra trabalha bem com classes combativas, como o


guerreiro, o samurai e o paladino. Rangers, brbaros, ladinos, druidas e
swashbucklers so muitas vezes avessos ordem militar imposta pelo
Senhor da Guerra, preferindo trabalhar sem ter algum lhe dando
ordens o tempo todo. Se estiver numa cruzada pela iluminao ou numa
guerra santa, os clrigos e monges do bons soldados ao Senhor da
Guerra. Classes mgicas como magos e feiticeiros no costumam se
beneficiar muito da presena de um Senhor da Guerra, pois suas
capacidades no so afetadas por eles. Curiosamente, o bardo trabalha
bem em conjunto com o Senhor da Guerra, usando suas habilidades
para complementar o auxlio ao grupo, como faria um arauto numa
tropa.
Caractersticas de Classe

Pontos de Vida: O Senhor da Guerra comea com 16 pontos de vida (+


modificador de Constituio) e ganha 4 pontos de vida (+mod. de
Constituio) por nvel.

Percias Treinadas: 2 + modificador de Inteligncia

Percias de Classe: Atletismo, Cavalgar, Conhecimento, Diplomacia,


Iniciativa, Intimidao, Intuio, Percepo e Sobrevivncia

Talentos adicionais: Usar Armaduras (Leves e Mdias), Usar Armas


(Simples e Marciais), Fortitude Maior, Vontade de Ferro.

Nvel BBA Habilidades de Classe

1 +0 Palavra de Motivao 1d6, Liderar +1, Comando (x2)

2 +1

3 +2

4 +3 Comando

5 +3 Liderar +2

6 +4 Palavra de Motivao 2d6

7 +5 Comando

8 +6
9 +6 Liderar +3

10 +7 Comando

11 +8 Palavra de Motivao 3d6

12 +9

13 +9 Liderar +4, Comando

14 +10

15 +11

16 +12 Palavra de Motivao 4d6, Comando

17 +12 Liderar +5

18 +13

19 +14 Comando

20 +15

Habilidades de Classe
Palavra de Motivao
O Senhor da Guerra capaz de reacender em seus companheiros a
vontade de lutar. Ao usar esse poder, todos os aliados at 9m, que
possam ver ou ouvir o Senhor da Guerra, recuperam uma quantidade de
pontos de vida igual 1d6 + nvel do Senhor da Guerra. Esse valor
aumenta para 2d6+nvel no 6 nvel, e +1d6 a cada cinco nveis.

Liderar

O Senhor da Guerra treinado nos meandros da ttica militar; Isso faz


com que ele saiba qual a melhor hora de se mover, atacar, ou deixar que
outros faam isso por voc. Basicamente, o Senhor da Guerra abdica de
uma ao padro, de movimento, ou ambas, para permitir que um de
seus aliados realize uma ao extra do mesmo tipo. Alm disso, ele d
um bnus de +1 na ao de um aliado. Por exemplo, ao transferir uma
ao padro, o aliado ter +1 de bnus em qualquer rolagem que realize
nessa ao extra (seja ela de ataque, dano, percia, cura). Se a ao
transferida for de movimento, cada +1 de bnus se transforma em 1,5m
de deslocamento.

O Senhor da Guerra no pode transferir suas duas aes para a mesma


pessoa, e no pode transferir aes recebidas com o gasto de Pontos de
Ao. Caso o Senhor da Guerra transfira tanto a ao Padro quanto a
de movimento numa mesma rodada, ficar desprevenido at o inicio do
seu prximo turno.

O bnus concedido aumenta para +2 no 5 nvel e +1 a cada quatro


nveis.

Comando

Treinados arduamente na arte de comandar, os Senhores da Guerra


aprendem como posicionar seus comandados para que eles tirem o
melhor de suas capacidades. Esses Comandos concedem bnus
imprescindveis, que duram todo o combate e afetam todos os seus
aliados que possam ver ou ouv-lo, e que estejam at 9m de distncia.

Para usar um comando, o Senhor da Guerra necessita de uma Ao


Padro. O bnus concedido dura at o final do combate, ou at que o
Senhor da Guerra use outro comando. Apesar de no conceder bnus a
si mesmo, os comandos de dois ou mais Senhores da Guerra so
cumulativos; Ou seja, um no cancela o outro.

O Senhor da Guerra comea com dois comandos, escolhidos da lista


abaixo. Aprende outro no 4 nvel, e mais um comando a cada trs
nveis.

Coordenar Defesas: Todos afetados por esse poder passam a ajudar uns
aos outros a se defender de ataques. Desse modo, recebem um bnus na
CA igual a 1 + modificador de Inteligncia do Senhor da Guerra.

Ttica: A melhor maneira de derrotar um inimigo, seja um nico


homem ou um exrcito, flanqueando! Assim, os afetados por esse
poder recebem um bnus de dano durante o flaqueamento igual ao
modificador de Inteligncia do Senhor da Guerra.

Conselheiro: Se voc no tem certeza de como fazer, pergunte ao


Senhor da Guerra! Mesmo que no seja treinado numa percia, o Senhor
da Guerra sempre tem uma opinio para dar, ou ento apenas grita
frases de incentivo, que ajudaro na sua tarefa. Assim, todos os testes
de percias durante o combate recebem um bnus igual Inteligncia
ou Carisma do Senhor da Guerra ( sua escolha).

Arte da Guerra: Os aliados do Senhor da Guerra se tornam mais


confiantes perto de seu lder, e todas as suas manobras especiais so
mais fceis de serem executadas. Afetados por esse poder recebem um
bnus igual ao Carisma do Senhor da Guerra nas jogadas de ataque OU
dano de Manobras de Combate (Desarmar, Atropelar, etc), escolha do
personagem que est sendo afetado. Manobras que no causam dano
obrigatoriamente recebem bnus no teste de ataque.

Soldados Dures: Acostumados a enfrentarem longas marchas sob o


jugo de seu lder, os soldados passam a lutar por mais tempo. Os aliados
recebem RD (Resistncia Dano) igual ao modificador de Carisma do
Senhor da Guerra.
Tropas Resistentes: Mais do que sofrer dano e aguentar de p, os
aliados do Senhor da Guerra so menos suscetveis poderes e golpes
que afetem a sua integridade fsica. Todos os seus Testes de Resistncia
recebem um bnus igual ao modificador de Carisma do Senhor da
Guerra.

Golpe Estratgico: No adianta apenas golpear. preciso achar as


brechas e bater com mais eficcia, onde di mais. Aliados afetados por
esse poder recebem um bnus em suas jogadas de dano igual ao
modificador de Inteligncia do Senhor da Guerra.

Movimento da Tropa: Soldados bem-treinados se movem como um s!


E assim, ao utilizar esse poder, todos os aliados podem se mover 1,5m,
se assim desejarem. Esse movimento no um recuo, e est sujeito a
Ataques de Oportunidade, se essa regra estiver sendo usada.

Dar o Exemplo (mnimo 7 Nvel): Mais do que apenas mandar, o


Senhor da Guerra lidera atravs do exemplo. Assim, um aliado
adjacente ao Senhor da Guerra pode realizar a mesma ao que o
Senhor da Guerra acabou de realizar, ao custo de uma ao livre, se for
capaz disso (por exemplo, atacar, mover-se 6 metros). Se a ao estiver
fora da capacidades do aliado, ele nada faz (por exemplo, conjurar uma
magia).

Designar Subordinado (mnimo 10 nvel): Depois de muitas batalhas


ao lado do Senhor da Guerra, ele acaba escolhendo um de seus soldados
mais capacitados para ajudar a organizar as tropas. Esse Comando
uma excesso: pode ser usado em conjunto com outros Comandos.

O Senhor da Guerra transfere um de seus Comandos para um aliado,


podendo assim haver dois Comandos ativos ao mesmo tempo. Note
apenas que o uso dos Comandos pelo Subordinado utilizam os
modificadores de atributo do Subordinado, e ele gasta suas prprias
aes para ativ-lo. O Senhor da Guerra pode cancelar o Comando do
Subordinado a qualquer momento, como uma ao livre, e pode mudar
o Comando transferido durante sua prpria ao, tambm como uma
ao livre.
Frente de Batalha (mnimo 13 Nvel): O poder definitivo do Senhor da
Guerra, onde ele incita seus comandados a realizarem o ltimo esforo
para defender sua posio. Todos os aliados adjacentes ao Senhor da
Guerra recebem um bnus nas jogadas de ataque e dano igual ao
modificador de Carisma do Senhor da Guerra. Diferentemente dos
outros Comandos, apenas aqueles que permanecerem adjacentes
recebem o bnus.

Talentos para Senhor da


Guerra
Claro que uma nova classe exige novos Talentos para customiz-la mais
ainda!

Comando Firme

Seu poder de Comando mais eficiente

Pr-Requisito: Habilidade Comando

Sistema: O bnus concedido pelos Comandos aumentado em +2

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________________________________

Liderana Feroz

Voc impe sua liderana com maior eficcia

Pr-Requisito: Habilidade Liderar

Sistema: O bnus de Liderar aumenta em +1

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________________________________
Inspirador

Suas palavras so mais efetivas ao incitar seus amigos

Pr-Requisito: Habilidade Palavra de Inspirao, nvel 8+

Sistema: O dado do poder passa a ser d8

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________________________________

Voz Divina

As palavras de motivao que voc pronuncia s podem ser inspiradas


pelos deuses

Pr-Requisito: Habilidade Palavra de Inspirao, Inspirador, nvel 15+

Sistema: O dado do poder passa a ser d10

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________________________________

Marechal

Voc capaz de dividir as tarefas com mais ajudantes, e assim melhorar


o desempenho da tropa

Pr-Requisito: Comando Designar Subordinados, nvel 14+

Sistema: Voc pode ter at dois subordinados ativos

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