Lord of Battle (3.5e Class)
From D&D Wiki
- 1 Lord of Battle
- 1.1 Playing A Lord of Battle
- 1.2 Making A Lord of Battle
- 1.3 Class Skills
- 1.4 Campaign Information
Lord of Battle
"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 Lord of Battle makes his place upon the battlefield. As a master of the art of war, a Lord of Battle'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 Lords of Battle are like an atom bomb on a timer.
Playing A Lord of Battle
Adventuring: A Lord of Battle 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 special ops or leaders of the military. If they choose to be nomadic and travel between civilizations, aside from of course being a hero, they assume the role of either a vigilante or a mercenary. Lords of Battle revel in the idea of battle, so as long as there is a fight to be had, a Lord of Battle is more than happy to accompany you.
Characteristics: A Lord of Battle is an amazing warrior, unstoppable in its great force. While a fighter has his combat techniques, a Barbarian has his rage, and a monk has his teachings, A Lord of Battle has his will. His shout is enough to raise allies' spirits, his presence is enough to scare an enemy half to death, and works upon that to rip armies apart. As he terrifies his opponents, he rends them and mauls them until there is nothing left.
Alignment: A Lord of Battle is never lawful, because his actions are not lawful. They believe that there is no rules to warfare and that all is fair.
Religion: A Lord of Battle may follow any deity, but are commonly known to worship those of battle,chaos, and even death; if they choose to worship any at all.
Races: Its not hard to do what a Lord of Battle does, any race could pretty much do it. Races that have a strict code of conduct, similiar to the plane touched, would have a harder time being a Lord of Battle than a half-orc.
Making A Lord of Battle
Abilities: A Lord of Battle is a decent off-tank, however they are more focused on dealing damage. A high strength score is required. Lord of Battles enjoy life, so either a good dexterity score or a good constitution score is good.
Starting Gold: 4d6 times 10 gp (140 gold).
|1st||+1||+2||+0||+2||Frightful Strike, Murderous Intent, Strength of War|
|2nd||+2||+3||+0||+3||Rend 1d4, Warcry 1/day|
|4th||+4||+4||+1||+4||Indomitable, Two-Weapon Defense|
|5th||+5||+4||+1||+4||Warcry 2/day Maul +1d6|
|6th||+6/+1||+5||+2||+5||Improved Two Weapon Fighting, Rend 2d4|
|7th||+7/+2||+5||+2||+5||Drag Down, Frightful Death, Flurry, Improved Two-Weapon Defense|
|8th||+8/+3||+6||+2||+6||Maul +2d6, Warcry 3/day, Veteran|
|10th||+10/+5||+7||+3||+7||Rend 3d4, Taunt|
|11th||+11/+6/+1||+7||+3||+7||Dominant Mind, Warcry 4/day, Maul +3d6|
|12th||+12/+7/+2||+8||+4||+8||Spirit of Battle, 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 4d4, Warcry 5/day, Maul +4d6|
|15th||+15/+10/+5||+9||+5||+9||Spirit of Death|
|16th||+16/+11/+6/+1||+10||+5||+10||Spirit of Blood|
|17th||+17/+12/+7/+2||+10||+5||+10||Warcry 6/day Maul +5d6|
|19th||+19/+14/+9/+4||+11||+6||+11||Spirit of Glory|
|20th||+20/+15/+10/+5||+12||+6||+12||Ambidextrous, Maul +6d6, Warcry 7/day|
Weapon and Armor Proficiency: The Lord of Battle 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 Lord of Battles prefer to fight without armor on, because this will give them the most versatility. The Lord of Battle is proficient with all simple weapons and all martial weapons. They are not proficient with any kind of shield. They feel that the best defense is a great offense. None of the Lord of Battle's abilities apply when wearing heavy armor.
Frightful Strike: Lord of Battles 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 Lord of Battle attacks, if its a successful attack, in addition to the damage, the target must make a will save (DC= 10+Lord of Battles level+his strength mod). If the target fails he is shaken for rounds equal to the Lord of Battle'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: Lord's of Battle 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 Lord of Battle will perform the killing blow. Lord of Battle gain an automatic +4 on Intimidate checks.
Strength of War: At first level a Lord of Battle can use weapons as if he were one size larger. This effect does not stack with effects like powerful build or strongarm bracers.
Rend: A Lord of Battle has a knack for making his foes bleed out. Beginning at 2nd level, when a Lord of Battle 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+Lord of Battle's class level). A Lord of Battle cannot Rend a target who has already been rended. The damage increases by 1d4 every 4 levels
Warcry: A Lord of Battle 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), the Lord of Battle can shout out a rallying warcry. A Lord of Battle may only use this ability once per battle. When he lets loose this warcry, the Lord of Battle and all friendly targets within hearing distance gain a bonus to damage and AC equal to the Lord of Battle's strength modifier. This effect lasts for a number of rounds equal to the Lord of Battle's strength modifier.
Two Weapon Fighting: At 3rd level, a Lord of Battle gains the benefit of the Two Weapon Fighting feat (Players Handbook, page 102).
Indomitable: A Lord of Battle wears very little armor, if any at all. Therefore, a Lord of Battle knows how to dodge attacks and take a hit. Beginning at 4th level, the Lord of Battle gains a permanent +2 natural armor bonus to AC.
Two Weapon Defense: At 4th level, a Lord of Battle gains the benefit of the Two Weapon Defense feat.
Maul: A Lord of Battle takes advantage of a wounded foe. At 5th level, whenever a Lord of Battle 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.
Improved Two Weapon Fighting: At 6th level, the Lord of Battle gains the benefit of the Improved Two Weapon Fighting feat (Players Handbook, page 96).
Drag Down: A Lord of Battle doesn't stop fighting for any reason, including going unconscious. Beginning at 7th level, If an enemy were to knock a Lord of Battle unconscious(reduce to 0 or fewer hit points) the Lord of Battle 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 Lord of Battle learns how to kill his foes in a completely diabolic way. Whenever a Lord of Battle kills an enemy during combat, all enemies within 10 feat of him become appalled in the way he does it, and must make a will save (10+Lord of Battle's level+Lord of Battle's strength mod) or become shaken for rounds equal to the Lord of Battle's strength modifier. After using this ability, a Lord of Battle 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 Lord of Battle knows how to strike a foe very effectively. Beginning at 7th level, a Lord of Battle may sacrifice rending a target to get a second attack. With this second attack, the Lord of Battle cannot gain neither rend or maul. A Lord of Battle may only use this ability once per oppenent. A Lord of Battle can only get his second attack against the foe he is already attacking.
Veteran: A Lord of Battle 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 Lord of Battle receives a +2 dodge bonus to AC.
Retaliation: A Lord of Battle 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 Lord of Battle may instantly counter attack with an attack of opportunity. If the Lord of Battle successfully hits with this attack, he cannot gain the benefits from Rend.
Taunt: In addition to seeing an opening, a Lord of Battle knows how to force an opponent to give him an opening. A Lord of Battle once per battle can taunt his opponents. This affects all living opponents within 20' of Lord of Battle. The affected must make a will save (10+Lord of Battle's strength mod) or on the next round attack with the Lord of Battle as their target. Additionally, the Lord of Battle gets a +3 attack bonus against the taunted target when they make that attack and for rounds following equal to the Lord of Battle's strength mod. The round following the taunt, the opponent returns to normal.
Dominant Mind: At 11th level, the Lord of Battle gains a +9 bonus against all mind affecting effects.
Spirit of Battle:At 12th level For the entire day, if the Lord of Battle chooses, he may activate the Spirit of Battle ability. If Spirit of Battle is active, the Lord of Battle gains a +5 bonus to all attack rolls, and a +3 bonus to all saves.
Artisan of Battle: The Lord of Battle knows battle, and how to win. The Lord of Battle presents such a fierce image that his enemies fear striking him. Beginning at 12th level, the Lord of Battle receives a +2 force of will bonus(force effect applies to all ACs) to AC.
Greater Two Weapon Fighting: At 13th level, a Lord of Battle gains the benefit of the Greater Two Weapon Fighting feat (Players Handbook, page 95).
Circle of Blades: At 14th level, whenever a Lord of Battle 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 Death: At 15th level; for the entire day, if he chooses, the Lord of battle may activate the Spirit of Death ability. If he chooses to have Spirit of Death active, while active, he gains +3d6 to his maul bonus and +3d4 to his rend bonus. In addition while this ability is active the Lord of Battle treats all weapons he uses as if he had the improved critical feat for that weapon.
Spirit of Blood: At 16th level; For the entire day, if he chooses, the Lord of Battle 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.
Spirit of Glory:At 19th level; For the entire day, if he chooses, the Lord of Battle may activate the Spirit of Glory ability. If the Lord of Battle chooses the Spirit of Glory ability, while active, he gains one extra standard action using a melee weapon per round, and a +2 bonus to his dexterity. In addition he gains 20' to his move speed and acts as if he possesses the spring attack feat.
Ambidextrous: At 20th level, the Lord of Battle no longer receives a penalty for dual-wielding.
Epic Lord of Battle
|24th||Maul +7d8, Bonus Feat|
|25th||Greater Weapon Specialization: Greatsword|
|27th||Rend +6d6, Maul +8d8|
|29th||Greater Weapon Specialization: Greataxe|
|30th||Maul +9d8, 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: Above level 20 Spirit of War now grants a +10 to all attack rolls, up from +5.
Avatar of Death: Above level 20 Spirit of death now grants +5d8 to maul and +5d6 to rend.
Avatar of Blood: Above level 20 Spirit of Blood now grants a +10 to Fortitude Checks and a +7 to Constitution while active.
Avatar of Glory: Above level 20 Spirit of Glory now grants 2 extra standard actions and a move speed bonus of 50'
Bonus Feats: The epic Lord of Battle gains a bonus feat (selected from the list of epic Fighter bonus feats) every two levels after 20th.
Human Lord of Battle 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 Lord of Battle
Religion: Lords of Battle 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: Lords of Battle will easily work with other classes, whatever will help them destroy the enemy. Lord of Battles do not discriminate against other classes, although some Lord of Battles may view casting classes as cowards, as they are not on the front-lines in battles.
Combat: The Lord of Battle is at the center of the fray, bashing targets and ravaging his foes. The Lord of Battle will usually be the center of attention, allowing his weaker, more fragile companions to deal damage without getting smacked around.
Advancement: Lords of Battle can multi-class very well with fighting classes. A Lord of Battle that chooses to multi-class will not lose any of his bonuses, and can continue gaining levels in Lord of Battle whenever the player decides.
Lords of Battle in the World
Some basic information on the average Lords of Battle.
|“||"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 Lord of Battle in battle|
Lords of Battle 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 Lord of Battle would be more of a barbaric sort who goes around killing what he needs to survive.
Daily Life: Lords of Battle 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, Lords of Battle could sometimes meet up to spar, or to trade battle stories. Usually they end up drunk and fist-fighting.
Lord of Battles in the Game
Lords of Battle are prone to fighting whatever they want. They love it. They revel in the battle. Lord of Battles do not enjoy fleeing, and will take to any battle, whether the odds are stacked against them or not. (A Lord of Battle with a high enough intelligence or a player that wants to play differently can obviously make smart decisions that won't get everyone killed.)