Warlord (3.5e Class)
From D&D Wiki
"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
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
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).
|1st||+1||+2||+0||+2||Frightful Strike, Murderous Intent, Intimidate Prowess|
|2nd||+2||+3||+0||+3||Rend, Warcry 1/day, Bonus feat|
|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|
|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|
|16th||+16/+11/+6/+1||+10||+5||+10||Spirit of Blood|
|17th||+17/+12/+7/+2||+10||+5||+10||Warcry 6/day, Maul +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|
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.
|22nd||Brutality +13, Bonus Feat|
|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
Skill Selection: Put ranks in skills equal to 2 + Int x 4.
Feats: Power Attack, Improved Initiative
Gear: Studded Leather Armor, Bedroll, Waterskin, Trail Rations.
Gold: 4d6 x 10, 140 max.
Playing a Warlord
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
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
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.)