Warlord v. 1.5
Warlord v. 1.5
Warlord v. 1.5
Battle is more for you than just the clash of steel or the glory of individual triumph.
You are more than a warrior; you are a leader, a champion of your team who's
always looking out for the group. Whether your leadership skills come from a
lifetime in the eld, formal training in a military academy, or sheer natural charisma,
you're able to keep your team together and make the most of their talents.
Others probably…
Respect your tactical acumen (even if they nd you bossy).
Look to you for guidance on how to move forward, in or out of combat.
Think you'd be better o focusing on either book learning or combat, depending on their own bent.
TABLE 1-1: WARLORD ADVANCEMENT power, training in a skill, and the choice of an
Your Class Features optional key ability score. For more information, see
Level Leadership Styles on page 4.
Ancestry and background, initial pro ciencies,
1st leadership style, battle cry, inspiring word, shield Battle Cry
block, warlord feat
At 1st level, you gain the Battle Cry associated with
2nd Skill feat, warlord feat
your Leadership Style.
3rd General feat, lightning re exes, skill increase
4th Skill feat, warlord feat Inspiring Word
5th Ability boosts, ancestry feat, skill increase, warlord
weapon expertise
You can inspire your allies to keep ghting, even if
they're nearly beaten. You gain the Inspiring Word
6th Skill feat, warlord feat
action.
7th Commanding presence, general feat, iron will, skill
increase, weapon specialization
INSPIRING WORD
8th Skill feat, warlord feat
AUDITORY CONCENTRATE EMOTION MENTAL
9th Ancestry feat, skill increase, vigilant senses,
warlord expertise
You urge your ally to keep ghting, even though the
10th Ability boosts, skill feat, warlord feat
odds seem impossible. One ally that you can see
11th General
increase
feat, medium armor expertise, skill
gains 1d6 temporary hit points, which last for 1
12th Skill feat, warlord feat minute. The ally then becomes immune to your
Inspiring Word for 1 hour.
13th Ancestry
mastery
feat, leader's cry, skill increase, weapon
14th Skill feat, warlord feat As your warlord level increases, so does the number
15th Ability
increase
boosts, general feat, greater resolve, skill of temporary hit points granted by your inspiring
word. Increase the number of dice by one at 5th,
16th Skill feat, warlord feat
11th, and 17th levels.
17th Ancestry feat, extraordinary presence, great
fortitude, skill increase
18th Skill feat, warlord feat
Shield Block
You gain the shield block general feat (found on
19th Armor mastery, general feat, skill increase, master
of warfare Core Rulebook page 266), a reaction that lets you
20th Ability boosts, kill feat, warlord feat reduce the damage you take with a shield.
Trigger An enemy you can see attempts to Strike one You aim your weapon to snag a foe's armor, clothing,
of your allies. or esh to pull them closer. Make a melee Strike. If
Seeing a foe about to act, you shout a warning to you hit a target that is your size or smaller, that
your ally, hoping to alert them in time. Your ally gains creature is at-footed until the end of your current
a +1 status bonus to their AC against the triggering turn, and you can move it 5 feet toward you. When
Strike. you move the creature, you can move the same
distance in the same direction as it, even if you're
YOU'RE NEXT FEAT 1 adjacent to the target. This movement doesn't trigger
EMOTION FEAR MENTAL ROGUE SWASHBUCKLER reactions.
WARLORD
Prerequisite Trained in Intimidation. This Strike has the following failure e ect.
Trigger You reduce an enemy to 0 hit points. Failure The target becomes at-footed until the end
of your current turn.
After downing a foe, you menacingly remind another
foe that you’re coming after them next. Attempt an FURIOUS SMASH FEAT 2
Intimidation check with a +2 circumstance bonus to
PRESS WARLORD
Demoralize a single creature that you can see and
that can see you. If you have legendary pro ciency in You deliver a violent blow that leaves a foe reeling
Intimidation, you can use this as a free action with and vulnerable. Make a melee Strike against a foe. On
the same trigger. a hit, that foe must attempt a Fortitude save against
your class DC.
2nd level Failure The foe is at-footed until the start of its next
turn.
COME ON, HIT ME! FEAT 2
Critical Failure The foe is at-footed until the start of
EMOTION FLOURISH MENTAL WARLORD
your next turn.
You strike a foe and taunt one of their allies, daring
them to retaliate. Make a Strike and choose one foe Your Strike gains the following Failure e ect:
within 30' of you other than the one you targeted. Failure The foe is at-footed until the end of your
That foe attempts a Perception check to Sense current turn.
Motive with a DC equal to your class DC or your
GET OUT OF THERE! FEAT 2
Deception DC (whichever is higher). It has the
AUDITORY LINGUISTIC WARLORD
following failure conditions in addition to the usual
ones for Sense Motive: Trigger An enemy you can see ends its movement
Failure The creature believes you have exposed adjacent to one of your allies.
yourself. On its next turn, it must spend at least one You shout a warning, giving your ally the chance to
action to Stride or Step toward you or use an attack dart away. Your ally can Step using their reaction.
action targeting you.
REMARKABLE INSPIRATION FEAT 2
Critical Failure The creature believes you to be
WARLORD
completely exposed. On its next turn, it must spend
all of its actions to Stride or Step toward you or Prerequisites Inspiring Word
attack you. You are an inspiring presence on any battle eld.
Increase the die size of the temporary hit points
granted by your inspiring word ability to d8s, and
add your Charisma modi er (min. 0) to the temporary
hit points.
STAGGERING SHOT FEAT 2 Drive: On the rst round of combat, you and
your allies gain a +1 circumstance bonus to
WARLORD
Athletics checks to Shove, Trip, or Disarm foes.
Taking careful aim, you attempt to temporarily Momentum: You and your allies gain a +5'
disable a foe. Make a ranged Strike. The Strike gains circumstance bonus to your Speeds on the rst
the following additional success conditions: round of combat.
Critical Success The foe takes a -10-foot status Positioning: You designate a 5' radius surface
(typically the ground) within as di cult terrain.
penalty to their speed for 1 minute.
Success The foe takes a -10-foot status penalty to At 15th level, increase the number of battle eld
their speed for 1 round. advantages you gain by 1.
Battle eld Advantages: You can select any of the You attack and let out an inspiring cry to help an ally
advantages from the following list. shake o a debilitating e ect. Make a Strike against
Ambush: You and your allies gain a +2 one enemy, and choose one ally within 50 feet of
circumstance bonus on Stealth checks to Avoid you. That ally can immediately attempt a saving
Notice and roll initiative. throw against an enchantment e ect or a at check
Cover: You create an area that is protected by to end persistent damage that is currently a ecting
cover surrounding a 5' radius surface. This cover them. If your Strike is a critical success, they gain a
can't be used to Hide unless you are also gaining +2 status bonus on the saving throw or at check.
the Ambush advantage.
MYRMIDON ADVANCE FEAT 4 6th Level
AUDITORY FORMATION WARLORD
ATTACK OF OPPORTUNITY FEAT 6
Prerequisites Myrmidon Formation
WARLORD
Requirements You must be in Myrmidon
Trigger A creature within your reach uses a
Formation.
manipulate action or a move action, makes a
You and your allies advance slowly but inexorably.
ranged attack, or leaves a square during a move
You Step 5 feet. Every ally who is bene ting from
action it’s using.
Myrmidon Formation before your movement may
You lash out at a foe that leaves an opening. Make a
also Step 5 feet, though if they choose to do so they
melee Strike against the triggering creature. If your
must end that Step in a position adjacent to you.
attack is a critical hit and the trigger was a
RACE THE ARROW FEAT 4 manipulate action, you disrupt that action. This Strike
AUDITORY VISUAL WARLORD
doesn’t count toward your multiple attack penalty,
and your multiple attack penalty doesn’t apply to this
Requirements You are wielding a ranged or thrown
Strike.
weapon.
Your missile signals the plan of attack to your allies. HAMMER AND ANVIL FORMATION FEAT 6
You make a ranged Strike against one foe. Choose AUDITORY FORMATION WARLORD
one ally within 30' of the foe. If your Strike hits, that
Requirements You are anking a foe with at least one
ally can Stride up to their Speed, provided they end
ally.
their movement adjacent to the foe you targeted
You call out to your allies to work together, as you've
with your Strike. If your Strike is a critical hit, the foe
drilled many times before. As long as you Maintain
is at-footed against the rst attack your ally makes
Formation, any ally within 30 feet of you deals
against them on your ally's next turn.
precision damage equal to your Intelligence modi er
SOCIAL TACT FEAT 4 when they successfully Strike a anked foe.
CONCENTRATE EXPLORATION MENTAL WARLORD
Maintenance: At least two of your allies (including
Your keen insight helps you navigate social situations you) are anking a foe.
with the same ease as a battle ed. When you
successfully Sense Motive, you may use your INSPIRED DRIVE FEAT 6
Perception bonus in place of the usual skill bonus for EMOTION WARLORD
your next attempt to Coerce, Make an Impression, or Whenever you grant allies temporary hit points with
Request something of the target. your inspiring word, they gain a +1 circumstance
WHITE RAVEN FORMATION FEAT 4 bonus on attack rolls for as long as they retain those
temporary hit points.
AUDITORY FORMATION WARLORD
Requirements At least two allies are within 15 feet of QUICK STEP FEAT 6
you. AUDITORY LINGUISTIC WARLORD
You and your allies begin a complex movement You shout a quick command to spur your allies on.
across the battle eld, making well-timed attacks to One ally within 50 feet of you gains a 5-foot
create openings for each other. As long as you circumstance bonus to their Speed until the start of
Maintain Formation, the rst time you or any ally your next turn. At 16th level, increase this bonus to
within 15 feet of you successfully Strikes on their 10 feet.
turn, the striker can allow one other creature
bene ting from the formation to Step as a free
action.
Requirements At least one of your allies has the Prerequisites White Raven Formation
Dying condition. Requirements You are in White Raven Formation
You pause in the battle to deliver a short, energizing Your attack creates the opening for your allies to
speech that rouses your allies and even causes them reposition themselves. Make a melee Strike. If your
to cling to life. Allies who are conscious and can hear Strike is a success, all allies bene ting from white
you immediately gain temporary hit points equal to raven formation can Step as a free action.
your Charisma modi er and a +2 status bonus on
attack rolls that lasts as long as the temporary hit
10th level
points remain (maximum 1 minute for both). Allies AVENGE ME! FEAT 10
who are unconscious but stable are una ected, but AUDITORY EMOTION MENTAL WARLORD
allies who are currently dying immediately stabilize
Frequency Once per hour.
(remaining unconscious and increasing their
Trigger You are reduced to 0 hit points.
wounded value as normal).
As you su er a mortal blow, you let out a cry that
POSITIONING ASSAULT FEAT 8 inspires your allies to action. Each of your allies who
FLOURISH WARLORD can hear you is quickened 1 during their next turn.
They can use this extra action only to Stride or
Requirements You are wielding a two-handed melee
Strike.
weapon and your target is within reach.
With punishing blows, you force your opponent into EXEMPLARY COOPERATION FEAT 10
position. Make a Strike with the required weapon. If AUDITORY VISUAL WARLORD
you hit, you move the target 5 feet into a space in
Your example of teamwork inspires your company to
your reach. This follows the forced movement rules.
work together. When you successfully Aid an ally, all
PREPARATORY STRIKE FEAT 8 of your allies who can see or hear you (depending on
WARLORD the manner of your aid) gain a +1 circumstance bonus
on checks to Aid each other for a number of rounds
Your carefully placed strike leaves a foe more
equal to your Charisma modi er (min. 1). If your Aid
vulnerable than they'd ordinarily be. Make a melee
is a critical success, allies gain a +2 circumstance
Strike. If your Strike is a success, the target gains
bonus to their checks instead.
Weakness 5 to your choice of acid, cold, electricity,
re, or sonic until the start of your next turn. If your
Strike is a critical success, the target gains Weakness
10 to the chosen energy type instead. Creatures who
are resistant to the energy type you name instead
lose the equivalent amount of resistance, and any
remaining Weakness is applied (e.g. if you critically
Strike a creature that has Resistance re 5, you can
make them have Weakness re 5 until the start of
your next turn). Creatures who have immunity to the
energy type you select are una ected.
READ THE BATTLE FEAT 10 UNBALANCING BLOW FEAT 10
CONCENTRATE WARLORD PRESS WARLORD
Frequency Once per turn. You deliver a massive follow-up blow, leaving your
Requirements You must not be su ering from the enemy vulnerable. Make a melee Strike. It gains the
blinded or deafened conditions. following critical success, success, and failure e ects.
You cast your senses over the battle eld, quickly
evaluating your situation. Attempt a Perception Critical Success or Success The target must make a
check against a standard DC of your level. Fortitude saving throw against your class DC. On a
failure, weapon and unarmed strikes against it
Critical Success You can make two evaluations. until the start of your next turn are a critical hit on
Success You can make one evaluation. a 19 on the die as long as that result is a success.
Failure You make no evaluations. This has no e ect on a 19 if the result would be a
Critical Failure You make no evaluations, and are failure.
stupe ed 1 until the beginning of your next turn as Failure The target is at-footed until the end of your
you are overwhelmed by the chaos of battle. current turn.
damage by an ally through Hammer and Anvil You lead a charge that inspires your allies to follow
Formation. suit. Stride up to your speed and make a melee
E ect As the foe staggers under your ally's blow, you Strike. One of your allies within 50' can immediately
put your shoulder into them. You deal bludgeoning use their reaction to Stride and make a melee Strike
damage to the triggering foe equal to your as well, provided they end the Stride adjacent to
Strength modi er, and the foe must make a basic either you or the foe you targeted.
Re ex saving throw against the class DC of the
warlord who is Maintaining Hammer & Anvil
MYRMIDON SALLY FEAT 12
Formation. On a failure or critical failure, the foe FORMATION WARLORD
Requirements You are wielding a ranged weapon. You constantly call out orders and encouragement to
Your incredible shot inspires your allies to let loose a your allies around the battle eld. At the end of each
hail of missiles of their own. Make a ranged Strike. of your turns, you may select one ally you can see.
Every ally within 30' of you who is currently That ally can Stride or Strike using their reaction.
wielding a ranged weapon can make a single Strike
with their ranged weapon as a free action.
FORMATION MASTER FEAT 20
WARLORD
EYES OF THE HAWK FEAT 18 Prerequisite at least two formations
WARLORD
You are practiced at giving di erent orders to
Your constant surveys of the battle eld have given di erent people, carefully dividing your forces into
you incredibly sharp senses. Increase your tactical groups. You can now enter a second
pro ciency in Perception to legendary. Formation without ending your current formation,
and when you Maintain Formation, you maintain up
FRENZIED ASSAULT FEAT 18 to two formations at once. You and your allies gain all
FLOURISH FORMATION PRESS WARLORD the bene ts of any formations that they qualify for.
Prerequisites Shark Frenzy Formation
Requirements You must be in Shark Frenzy INSPIRING BEACON FEAT 20
Formation WARLORD
You launch yourself into a wild assault, and your Prerequisites Remarkable Inspiration
allies follow your lead. Make a melee Strike. Each of You are a font of inspiration, and your allies never
your allies in the Formation can attempt a melee tire. When you use your Inspiring Word ability, it
Strike as a free action, but these Strikes are subject a ects all allies who would be viable targets for the
to the same Multiple Attack Penalty as your current ability, and a ected allies are immune for only 1
Strike. Your Strike gains the following failure minute, rather than an hour.
condition.
PROFOUND ENCOURAGEMENT FEAT 20
Failure Your multiple attack penalty does not AUDITORY FORTUNE VISUAL WARLORD
increase after this attack. Trigger An ally you can see fails an attack roll, saving
RIGHTEOUS FURY FEAT 18 throw, skill check, or ability check.
Your timely words of encouragement bolster your
VISUAL WARLORD
ally, pushing them to unheard-of heights. Your ally
Prerequisites Righteous Stance gains the bene ts of having spent a hero point to
Your zeal inspires your allies to ght harder, even reroll a check, and gains a +4 status bonus to the
when they're at their weakest. Allies who are within check. That ally is then immune to Profound
30' of you while you're in Righteous Stance gain a +1 Encouragement until your next daily preparations.
circumstance bonus to their attack rolls whenever
they are at fewer than half their maximum hit points.
Warlord Multiclass BATTLE CRY FEAT 4
Archetype ARCHETYPE