Path of War - The Warlord.pdf

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OF
Th e Wa r lo r d
Path of War
The Warlord
Lead Developer:
Chris Bennett
Interior Design:
Erik Nowak
Interior Layout:
Jeremy Smith
Interior Artwork:
Joe Shawcross, Storn Cook, Toby Gregory
Publisher:
Jeremy Smith
Special thanks to the legions of fans who helped playtest the material in this book and offered new and innova-
tive ideas to include.
Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the
third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adki-
son.
Product Identity:
The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
(characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that
have previously been designated as Open Game Content or are in the public domain are not included in this decla-
ration.)
Open Content:
Except for material designated as Product Identity (see above), the game mechanics of this game
product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of
this work other than the material designated as Open Game Content may be reproduced in any form without writ-
ten permission.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Pub-
lishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo
Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the
Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the
Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.
Path of War
is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 2000 Wiz-
ards of the Coast, Inc.
Some artwork copyright Ben Hossi, used with permission.
© 2013 Dreamscarred Press
1
Path of War
A Note From The Author
Welcome to the warlord!
Thank you for taking the time to check out the
Path of War
and
the warlord base class: a martial disciple who will win battles with
the strength of daring attitude and reckless approach to combat.
The warlord is also a leadership-oriented class, leading by example
and from the front of the army, aiding his allies and strengthening
them with his daring-do and will to win.
The
Path of War
marches on and the warlord will be at the fore-
front of it! Happy gaming and thank you for your support!
Regards,
Chris “ErrantX” Bennett
Lead Designer for the Path of War
Dreamscarred Press
Once used, a maneuver is considered expended, not
unlike a prepared spell for spellcasters. But where the
difference between a spell and a martial maneuver lies
is the martial disciple’s ability to recover that expended
maneuver for use again and again over the course of the
day.
All characters have the potential to learn these maneu-
vers, either by being a martial disciple or by being some-
one who has taken up martial training in addition to
their class’ normal training. Martial disciples are those
who have taken the stalker, warder, or warlord classes,
and all others must learn martial maneuvers through
training (such as by taking feats) or through specific
training in their class (by taking up an archetype). Once
learned, a character is forever a martial initiator, a war-
rior with skills beyond the abilities of most others of his
kind, and the potential to master these arts lies before
him along the
Path of War.
Introduction
If you’ve played one of the martial classes, you might
wonder why spellcasters get all the cool new toys. Sure,
playing a fighter or rogue or monk can be fun, but they
pretty much always have the same options - melee attack,
ranged attack, full attack. There are occasionally things
to make those interesting, such as cleave or grapple, but
those options aren’t always the best option.
So why should spellcasters and manifesters get all the
fun abilities?
Path of War
is here to give fun, but bal-
anced, options to the martial classes so that role-playing
interactions aren’t the only time you get to do cool things
with your character!
A New Method Of Battle
What is the Path of War?
To put it simply, the
Path of War
is a new way to look
at martial combat in the
Pathfinder Roleplaying Game.
At its basic roots, the
Path of War
allows for martially-
inclined characters to harness new abilities to aid them
in combat. These new abilities are known as maneuvers,
a specific technique that allows a martial disciple to en-
act a powerful attack, erect a defense against an attack,
or improve his overall fighting ability or the abilities of
others. By initiating these in combat, the martial disciple
has a powerful edge that can even rival the powers of
the spellcasters of the world.
Maneuvers are grouped into disciplines, with each
discipline having a group of associated weapons that fit
the use of that discipline. In addition, disciplines have
an associated skill that is often used with many of the
maneuvers themselves.
So, there is a question that begs to be asked: Why make
a new book of martial maneuvers? Well, from the days of
3.5, there was a certain book that did drive a wedge into
many gaming tables as it challenged the philosophies of
many who sat around it. “Was it okay to give fighters
spells?” they’d say. Some would say yes, some would say
no. Almost everyone had an opinion on the matter. Since
the inception of the maneuver system in 2006, many
people still use the parent book that inspired this work
in the every day games and with good reason to; it was a
great new set of options. Some didn’t like it, and as those
who would agree with the utility of this book would say
it’s because “they don’t want fighter to have nice things.”
The
Path of War
is designed to give nice things to every-
one and to bring a ton of new options to every class that
relies on their strength of arms to survive an adventure.
The
Path of War
offers a number of new things that
could fit into any campaign setting, from classes and
archetypes, feats, items and monsters, to organizations
that are fundamentally connected to cultures of martial
disciples that have learned, developed, and spread disci-
plines of maneuvers to their members for mutual ben-
efit. By adding the
Path of War
to your campaign, you’re
adding an exciting wealth of new opportunities and op-
tions to the Pathfinder game system, breathing new life
in to combat as well as into classic monsters that will
suddenly have new tricks that veteran players will enjoy
as much as new players. Martial disciples are here at last
for the Pathfinder game system, and they’re determined
to change the face of combat forever.
2
Path of War
Classes
Path of War
introduces new classes using the maneu-
ver-based combat system. Detailed below is the warlord
class, a combination of combatant and leader.
efits from discipline choices and their gambits.
GAME RULE INFORMATION
Warlord
Dynamos on the field of combat, warlords walk the
line of victory and ruin through their determination to
achieve glory. Where some may talk tactics, the warlord
dives in. Where some may fight in strategic units, the
warlord shines alone as an inspirational beacon on the
field of combat; to be a warlord is to be a lord of war.
Adventures:
Warlords adventure for many reasons,
but one reason that will always be prominent is the de-
sire to test their skill against the world’s most dangerous
opponents, to show their strength to themselves and to
the world. Others may do this for profit, others for fun,
others for revenge, but it is always certain that a warlord
seeks the glory and honor only a battle well-fought can
bring.
Characteristics:
Brash arrogance and an irrepress-
ible nature are hallmarks of the warlord. A devil-may-
care warrior, many warlords are as fearless as they are
fierce, and they both love life and live their lives to the
fullest. Hedonists in some extreme cases, the warlord is
drawn to combat as a moth to the flame.
Alignment:
Any. Warlords can come from any and
all ethical backgrounds, though they do tend more to-
wards a chaotic alignment. Lawfully aligned warlords
are rarer, and tend to compose their impulses through
strict discipline.
Religion:
While not overly religious, some warlords
follow gods of war and battle with temperaments simi-
lar to their own.
Background:
Warlords come from families with
strong warrior traditions, from barbaric tribes and from
academies that produce the strongest warriors. One
thing that sets them apart is their reckless nature and
the inspirational presence they possess.
Races:
Humans and half-elves are prominent warlord
races due to both possessing an impetuous nature. Half-
orcs become very fearsome warlords in their own right,
and dwarves are known for their ferocity when defend-
ing their homes.
Other Classes:
Warlords get on well with fighters,
rangers, and barbarians as their martial nature
makes them amicable, but paladins and
warders tend to chafe under their reck-
lessness. Wizards and especially bards
and sorcerers get on quite well with
them, and clerics find them to be tolerable.
Role:
Striker. As a very aggressive class, the warlord
seeks to bring martial power to the field in the form of
overwhelming force and ferocity. Additionally, warlords
make excellent leaders, as they provide some passive
benefits from their class features as well as active ben-
Abilities:
Strength and Charisma are incredibly im-
portant to a warlord, as without Strength the warlord
is weaker in combat and without Charisma many of his
abilities will not function, as Charisma is the warlord’s
primary initiator attribute. Constitution is important for
vital hit points. Intelligence and Dexterity take up the
bottom of importance, for both skill points and defense
(or ranged combat).
HD:
d10
Starting Age and Wealth:
As fighter.
Class Skills
The warlord’s class skills (and the key ability for each
skill) are: Acrobatics (Dex), Climb (Str), Craft (Int), Di-
plomacy (Cha), Handle Animal (Cha), Intimidate (Cha),
Knowledge (engineering) (Int), Knowledge (history) (Int),
Knowledge (martial) (Int), Perception (Wis), Ride (Dex),
Sense Motive (Wis), Survival (Wis), Swim (Str).
Skill Points per Level:
4 + Int modifier
3
Path of War
Class Features
All of the following are class features of the warlord.
Weapon and Armor Proficiency:
Warlords are profi-
cient with all simple weapons and martial weapons, and
with light and medium armor, and with bucklers.
Maneuvers:
A warlord begins his career with knowl-
edge of six martial maneuvers. The disciplines available
to him are Golden Lion, Primal Fury, Scarlet Throne, So-
lar Wind, and Thrashing Dragon. Once he knows a ma-
neuver, he must ready it before he can use it (see Maneu-
vers Readied, below). A maneuver usable by warlords
is considered an extraordinary ability unless otherwise
noted in its description. His maneuvers are not affected
by spell resistance, and he do not provoke attacks of op-
portunity when he initiates one. He learns additional
maneuvers at higher levels, as shown above. The war-
lord must meet a maneuver’s prerequisite to learn it. See
Systems and Use chapter.
Upon reaching 4th level, and at every even numbered
warlord level after that, he can choose to learn a new
maneuver in place of one he already knows. In effect, the
warlord loses the old maneuver in exchange for the new
one. He can choose a new maneuver of any level he likes,
as long as he observes his restriction on the highest-level
maneuvers he knows, the warlord need not replace the
old maneuver with a maneuver of the same level. The
warlord can swap only a single maneuver at any given
level. A warlord’s key initiator attribute is Charisma.
Maneuvers Readied:
A warlord can ready four of
his six starting maneuvers, but as he advances in level
and learns more maneuvers, he must choose which ma-
neuvers to ready. He readies his maneuvers by going
through weapon drills for 10 minutes. The maneuvers
he chooses remain readied until he decides to repeat
this again and change them. Warlords do not need to
sleep or rest for any long period of time to ready their
maneuvers; any time he spends 10 minutes in practice,
he can change his readied maneuvers. He may not ready
any individual maneuver more than once. He begins an
encounter with all readied maneuvers unexpended, re-
gardless of how many times he may have already used
them since he chose them. When the warlord initiates
a maneuver, he expends it for the current encounter,
so each of his readied maneuver can be used once per
encounter (until they are recovered, see below). Once a
maneuver is readied, he may only use it once it until has
been recovered by a gambit or recovered through some
other means (see below).
For a warlord to recover expended maneuvers, he
must perform one of two types of actions: a gambit ac-
tion in which he gambles on his performance in battle
(see Warlord’s Gambit below), or he may spend a stan-
dard action to recover a single readied maneuver of his
choosing.
Stances Known:
Warlords begin play with knowledge
of one stance from any discipline open to warlords. At
the indicated levels (see class table), the warlord selects
an additional new stance. Unlike maneuvers, stances are
not expended and he does not have to ready them. All
the stances he knows are available to him at all times,
and he can change the stance he is currently using as a
swift action. A stance is an extraordinary ability unless
otherwise stated in the stance description. Unlike with
maneuvers, the warlord cannot learn a new stance at
Table 1: The Warlord
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Base Attack
Bonus
+1
+2
+3
+4
+5
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5
Special
Warlord’s gambit, gambit (2), bonus feat
Tactical presence (indomitable)
Warleader, force of personality
Tactical flanker, gambit
Tactical presence (rallying), battle
prowess +1
Dual boost 1/day, bonus feat
Tactical presence (free action)
Tactical assistance, gambit
Tactical presence (victorious)
Bonus feat
Dual tactical presence
Battle prowess +2, dual boost 2/day,
gambit
Improved warleader
Bonus feat
Warlord’s presence
Gambit
Master warleader
Bonus feat, dual boost 3/day
Battle prowess +3
Dual stance, gambit
Maneuvers
Known
6
7
8
8
9
9
10
10
11
11
12
12
13
13
14
14
15
16
17
18
Maneuvers
Readied
4
5
5
5
6
6
6
7
7
7
8
8
8
9
9
9
10
10
10
11
Stances
1
2
2
2
3
3
3
3
4
4
4
4
4
5
5
5
5
5
5
6
4
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