Author Topic: Warleader [Prestige]  (Read 1186 times)

Offline Stratovarius

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Warleader [Prestige]
« on: March 14, 2017, 09:09:41 AM »
Warleader

"We shall sweep out of the hills and swallow your kingdom whole!"
– Karlat, Yn Gyntaf Warleader


A warleader is the general of his people, whether he leads a primitive, aggressive tribe or the remains of a once great noble army. The warleader calls on his indomitable presence and expert leadership to spur his soldiers to feats of great courage and sacrifice. Guided by his steady and forethright hand, warleaders and their men can be found at the forefront of almost every conflict in Arhosa.

Becoming a Warleader
Warleaders are self-made leaders, more often than not reaching their elevated status by hard and bloody labour in combat. The martial classes are most likely to become warleaders.

Table 1: The Warleader
Hit Die: d10

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities                     Martial Fusillades           
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +0    +2    +2     Warleader's Guidance, Fight As One    +1 fusilier level
  2    +2     +0    +3    +3     Close That Gap!, Bonus Feat           +1 fusilier level
  3    +3     +1    +3    +3     Warleader's Guidance, Hold the Line   +1 fusilier level
  4    +4     +1    +4    +4     Close That Gap!, Bonus Feat           +1 fusilier level
  5    +5     +1    +4    +4     Warleader's Guidance                  +1 fusilier level

Class skills (4 + Int modifier per level): Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all but Arcana, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex), Warcraft (Int)

Requirements:
Base Attack Bonus: +4
Feats: Any two Warcraft feats
Skills: Warcraft 7, Knowlege (Geography) 7
Special: Must be appointed to a position of military authority

Class Features
All of the following are class features of the warleader.
  • Martial Fusillades: The warleader increases all fusilier features as if the character had gained a level in the appropriate class at each indicated level.
  • Warleader's Guidance (Ex): The warleader exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. Projecting an aura is a swift action, and he can only project one aura at a time. An aura remains in effect until he uses a free action to dismiss it or he activates another aura in its place. He can have an aura active continually; thus, an aura can be in effect at the start of an encounter even before he takes his first turn. Unless otherwise noted, his aura affects all allies within 10 feet per class level (including himself) with line of effect to him. His aura is dismissed if he becomes unconscious or is slain, but otherwise it remains in effect even if he is incapable of acting. The bonus granted by the aura is equal to the warleader's charisma modifier or his class level, whichever is less. A 1st-level warleader knows how to project three auras chosen from the list below. At every odd-numbered level after that, he learns one additional aura. At 5th level, he can activate a second aura.
    • Energy Shield: Any creature striking the warleader or his ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage for each point of his aura bonus. The energy type is chosen when creating the aura from acid, cold, electricity, or fire.
    • Power: Bonus on melee damage rolls equal to his aura bonus.
    • Presence: Bonus on Bluff, Diplomacy, and Intimidate checks equal to his aura bonus.
    • Resistance: Resistance to acid, cold, electricity, or fire damage equal to 5 × his aura bonus.
    • Senses: Bonus on Listen and Spot checks, as well as on initiative checks, equal to his aura bonus.
    • Toughness: DR 1/magic for each point of his aura bonus.
    • Vigor: Fast healing 1 for every 2 points of his aura bonus, but only affects characters at or below one-half their full normal hit points.
    • Attack: Bonus on melee attack rolls equal to his aura bonus.
    • Care: Bonus to armour class equal to his aura bonus.
    • Urgency: Allies’ base land speed is increased by a number of feet equal to 5 × his aura bonus.
    • Resilient Troops: Bonus to all saves equal to his aura bonus.
    • Steady Hand: Bonus on ranged attack rolls equal to his aura bonus.
    • Accuracy: Bonus on ranged damage rolls equal to his aura bonus.
    • Alliance: If an ally makes an attack of opportunity against an enemy, one other allied creature per two points of aura bonus in melee range of the enemy may make a free attack against that creature with a -4 penalty.
    • Dogpile: If an ally successfully critical hits an enemy, one other allied creature per two points of aura bonus in melee range of the enemy may make a free attack against that creature with a -4 penalty.
    • Transfer of Power: Allied casters in the aura receive a +1 bonus to caster level (or appropriate) for every 4 points of aura bonus.
    • Resist the Inevitable: Allies in the aura gain spell resistance equal to 10 + 2 per point of aura bonus.
    • Countering Blows: All allies in the aura are treated as if they had the Combat Reflexes feat, except the number of Attacks of Opportunity is one half the aura bonus.
  • Fight As One (Ex): When the warleader uses the Coordinate Allies option of Warcraft he applies a number of teamwork benefits equal to the warleader's charisma modifier or his class level, whichever is less.
  • Close That Gap! (Ex): Reacting to the changing nature of the battlefield is the highest skill a warleader can have. Once per day, as an immediate action, he may grant an extra move action to one ally within 10 feet per class level. The affected ally takes this extra move action immediately. This extra action does not affect the ally’s initiative count; the round continues normally. At 4th level, a warleader can use this ability twice per day.
  • Bonus Feat (Ex): At 2nd and 4th levels, the warleader gains a bonus Warcraft feat. He must still meet all the prerequisites.
  • Hold the Line (Ex): Sometimes, the strength of a warleader is in persuading his troops that they stand where they are. He gets the ability to make a DC 20 Warcraft check as a move action to command his allies to Hold Ground. If he succeeds, all allies within 10 feet per class level gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground, gain DR 2/-, and gain a +1 bonus to armour class for each ally adjacent to them (to a maximum of the warleader's class level).
« Last Edit: March 14, 2017, 11:45:12 AM by Stratovarius »