Author Topic: Warleader [Base]  (Read 745 times)

Offline Stratovarius

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Warleader [Base]
« on: June 30, 2020, 10:50:34 AM »
Warleader

"Follow me, and I shall lead you to glory!"
- Excasard the Brilliant, Human Warleader


Sometimes it is not enough to be a conquering warrior, a champion of all that’s right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require a solid Warleader of soldiers and situations. Sometimes the circumstances demand a Warleader. Warleaders inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A Warleader has a tactician’s mind, a cartographer’s overview of the disputed landscape (or dungeon warren), and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out.

Making a Warleader
Warleaders come to their profession through study and desire. Most have had formal training in a noble’s army, where they were given positions of authority. Others have trained in formal academies, preparing themselves for careers as a military officers. Warleaders see others of their class as part of a special group, especially those they have studied with. Even enemy Warleaders can be afforded some respect, though the enemy’s forces must be crushed all the same.

Abilities: Charisma.

Races: Warleader appear amongst all races, for their talents are widespread.

Alignment: Warleader can be of any alignment, and there is no bias in any one direction.

Table 1: The Warleader

Level  BAB   Ref   Fort  Will  Abilities                             
---------------------------------------------------------------------
1      +0    +0    +2    +2    Unit, Morale, Warleader Aura               
2      +1    +1    +3    +3    Warden, Aid Them All                 
3      +2    +1    +3    +3    Look Out, Sir!, Enhanced Training
4      +3    +2    +4    +4    Grant Move Action, Warleader's Boon   
5      +3    +2    +4    +4    Seal the Breach                       
6      +4    +3    +5    +5    Look Out, Sir!, After Me!, Enhanced Training
7      +5    +3    +5    +5    Warleader's Boon, Extra Recruits       
8      +6    +2    +6    +6    Grant Move Action                     
9      +6    +3    +6    +6    Warden, After Me!, Enhanced Training
10     +7    +3    +7    +7    Warleader Aura, Warleader's Boon     
11     +8    +3    +7    +7    When the Moment Calls                 
12     +9    +4    +8    +8    Grant Move Action, Strength of Purpose, Enhanced Training
13     +9    +4    +8    +8    Warleader's Boon, Doubled Ranks                     
14     +10   +4    +9    +9    Redirected Spell                       
15     +11   +5    +9    +9    Enhanced Training, Great Resolve
16     +12   +5    +10   +10   Grant Move Action, Warleader's Boon   
17     +12   +5    +10   +10   Overstrength
18     +13   +6    +11   +11   Enhanced Training, When Called Upon
19     +14   +6    +11   +11   Warleader's Permanence                     
20     +15   +6    +12   +12   Grant Move Action, Warleader Aura     


Game Rule Information
Warleaders have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)

Class skills
Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Trained in the basics of fighting, Warleaders possess a general knowledge of weapons and armor. Their real strength is their ability to lead those who follow them to success they might not otherwise reach in combat. Warleaders make passable warriors themselves, when personal danger finds them.

Weapon and Armor Proficiency
Warleaders are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Unit (Ex)
A Warleader is a commander of a military unit or clan. This is represented by the Warleader permanently controlling a total number of hit dice of followers (who must be the same race as the warleader) equal to his class level times two. No creature controlled through this ability can have a CR more than 1/3rd the class level of the Warleader. Thus at 1st level, a halfling Warleader could have two 1/3rd CR halflings as his unit. As the Warleader only has followers of his own race available to him to make up his unit, it is sometimes necessary to advance them as the Warleader gains levels (a Warleader can choose to have a large number of much lower CR followers, if desired). Followers can choose to be any NPC class. Followers come equipped with gear appropriate to an NPC of their level and class, and use the normal array. Any followers lost from this total are replenished one week later. Followers act on the Warleader's initiative. No more than one in five creatures can be an adept or magewright (minimum zero).

Morale (Ex)
If the unit (excluding the Warleader) takes damage equal to or greater than a quarter of its hit points (this is the sum of hit points for all creatures in the unit), every creature in the unit must make a Will save against Fear at 10 + encounter CR or become shaken. This effect lasts until the encounter ends, or the unit is healed above the total at which it was forced to save. Every quarter of the unit's hit points (so at 75%, 50%, 25%), every creature must save again. If the unit goes past two points from one attack or action (say, drops from 80% to 45% of their total hit points) they save twice. The effects stack.

Warleader Aura (Su)
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 60 feet (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 lower. 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 10th level, he can activate a second aura, and at 20th level, a third.
  • 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. Also, any creature viewing someone affected by the aura must make a Will save against DC 10 + 1/2 Warleader level + Warleader's charisma modifier or be fascinated until he can no longer see anyone under the effect of this aura.
  • Resistance: Resistance to acid, cold, electricity, or fire damage equal to 5 for every two points of his aura bonus (min 5).
  • Senses: Bonus on Listen and Spot checks, as well as on initiative checks, equal to his aura bonus. In addition, all creatures under the effect of this aura receive a bonus on saves against dazzling, blindness, and deafeness equal to 2 per point of 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.
  • Care: Bonus to Armor Class.
  • Urgency: Allies’ base land speed is increased 5' for every two points of his aura bonus (min 5').
  • Resilient Troops: Bonus on all saves equal to 1 for every two points of his aura bonus (min 1).
  • Steady Hand: Bonus on ranged attack rolls.
  • 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. The Warleader chooses which creature.
  • 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. The Warleader chooses which creature.
  • Transfer of Power: Allied magic users 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 increased by 1 for every 4 points of aura bonus.
Warden (Su)
Born with the desire to protect their people, a Warleader always knows where they are. He gains a +20 circumstance bonus on Listen and Spot checks to hear and see allies. At 9th level, his senses are honed so finely that he is aware of the location and status (as with the status spell) of all allies within 100 feet per class level, even if they are not within sight.

Aid Them All (Ex)
As a standard action, make a DC 10 Warleader aura check (1d20 + the Warleader's aura bonus). On a success, increase the Warleader's aura bonus by 2 for 1 round.

Look Out, Sir! (Ex)
Beginning at 3rd level, once per round, whenever a Warleader is hit by an attack, the Warleader may make a DC 15 Reflex save to have that attack affect an adjacent follower instead. The attack is treated as though it had hit the chosen follower instead of the Warleader, regardless of the follower's Armor Class or any other defensive effects. At 6th level, the Warleader, by making a DC 20 Will save, may have a spell that targets him and only him instead strike an adjacent follower, although the follower must be a legal target of the chosen spell. A follower is not legal for either Look Out, Sir! ability if it is dazed, stunned, paralyzed, or otherwise unable to act.

Enhanced Training (Ex)
Soldiers with little training are of no use to anyone. At 3rd level, and every 3 levels after that, the Warleader choose one Tactical feat and permanently grants it to all followers, including any gained after achieving that level. The followers do not need to meet the prerequisites of the Tactical feat.

Grant Move Action (Ex)
Starting at 4th level, a Warleader can direct and motivate his followers to act immediately. Once per day, as a standard action, he may grant an extra move action to all of his followers within 60 feet. Each of the affected followers takes this extra move action immediately. This extra action does not affect the followers’ initiative count; the round continues normally after the Warleader’s turn is over. At 8th level, a Warleader gains the ability to grant an extra move action to his followers twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level. At 12th level, he may instead grant a standard action in place of a move action. At 20th level, he may grant a full round action in place of a move action.

Warleader's Boon (Su)
At 4th level, the Warleader gains the ability to grant certain abilities to all allies currently under the effect of its aura as a standard action (unless mentioned otherwise). Once per day, he can grant any of the class features described below. Every 3 levels after that (7, 10, 13, 16, 19) he gains one additional use (either to grant the same ability, or a different ability).
  • Evasion: As an immediate action, the Warleader grants his allies evasion for one minute.
  • Rage: The Warleader grants his allies the benefits of the barbarian's rage ability, for 1 round plus 1 round per point of (newly improved) constitution modifier.
  • Smite: The Warleader grants his allies the benefits of the paladin's smite ability for 1 round. They may add their Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per character level.
  • Sudden Strike: The Warleader grants his allies the ability to deal an extra 1d6 points of damage per two character levels any time the target would be denied its Dexterity bonus. This lasts for one round.
  • Skirmish: The Warleader grants his allies (for one round) the ability to deal an extra 1d6 points of damage on all attacks they make during any round in which they move at least 10 feet away from where they were at the start of your turn. The extra damage applies only to attacks made after they have moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during their turn. This extra damage increases by 1d6 for every four character levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The affected allies must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. They can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At their 3rd character level, they gain a +1 competence bonus to Armor Class during any round in which they move at least 10 feet. The bonus applies as soon as they have moved 10 feet, and lasts until the start of their next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). They cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Seal the Breach (Su)
A number of times per day equal to his charisma modifier, a Warleader can reposition a follower in order to plug an opening on the battlefield. A follower under his command is teleported from its current position, which must be within 100 feet per class level, to a square of the Warleader's choosing, no more than 30 feet from the Warleader. The square must be unoccupied, and it must not present any danger to the teleported creature. This is a standard action to use.

After Me! (Ex)
A Warleader leads by example, and guides his unit with a solid resolve. Every member of the unit uses the Warleader's base attack bonus. At 9th level, they also use the Warleader's base saving throw bonuses instead of their own.

Extra Recruits (Ex)
The unit now has a total number of hit dice of equal to his class level times three, and the maximum CR is 1/2 the class level of the Warleader.

Strength of Purpose (Ex)
All members of an Warleader's unit now pool their hitpoints into a single total. None of them die until the pool is emptied, at which point they all die.

When the Moment Calls (Su)
The Warleader, as any good general, can sense the moment when a battle is about to turn. The Warleader can grant a full round action to all followers under his command once per encounter. Those followers take their actions immediately. This is a full round action to activate.

Doubled Ranks (Ex)
The unit now has a total number of hit dice equal to his class level times four, and the maximum CR is 1/2 the class level of the Warleader.

Redirected Spell (Su)
Any time the Warleader is the target of a single target beneficial spell, he may forgo the benefits of that spell to have it affect all allies within range of his aura. In each case, treat the spell as if it had been cast normally.

Great Resolve (Ex)
A warleader is hardly a leader without a proper speech now and then. Once per day, the Warleader can Inspire Greatness (as per the bard ability) in all of his followers. The effect lasts for a number of rounds equal to his Charisma modifer.

Overstrength (Ex)
The unit now has a total number of hit dice equal to his class level times five, and the maximum CR is 1/2 the class level of the Warleader.

When Called Upon (Su)
The benefit of being an elite unit is being exactly where needed, when needed. Once per day, the warleader's entire unit (himself included) can appear at that any followers's location as if taken there by a word of recall spell. The warleader can choose not to be transported if he wishes.

Warleader's Permanence (Ex)
When the Warleader grants a boon to his followers, the duration is permanent until the warleader grants a different boon, at which point any existing boons are lost.