Warlord (3.5e Class)

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Author: The-Marksman (talk)
Date Created: November 09
Status: Redone Dec 2017 & April 2019
Editing: Please discuss before editing
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Out in the battlefield, certain individuals stand out amoungst the rest, showing no fear while take down opponents one after another using his seemingly endless stamina and endurance, striking fear into all those who oppose him. Such individuals are known as Warlords. 20 1 Good Good Poor Poor

"Staredown, Damage Reduction, Fast Healing" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.


Lawful Good Lawful Neutral Lawful Evil Neutral Good Neutral Neutral Evil Chaotic Good Chaotic Neutral Chaotic Evil

Thanks to ElfsMaster who suggested ideas to improve the class over on the discussion page.


Warlords are the ultimate when it comes to mixing skill, prowess, and power on the battlefield. Warlords are trained to make the best use of their armor and shield which are sometimes vexingly bulky to other warriors. Warlords have a high threshold for pain and are trained to take the best aspects from other fighting styles and to master them to become the most diverse and dangerous opponent in battle.

Making a Warlord[edit]

Abilities: Constitution gives the Warlord more staying power in battle by virtue of higher hit points and fuels his Smite and Skillful recovery class features. Being a combat class, Warlords appreciate a high strength score which allows them to deal more damage in battle. Dexterity determines how often he can use his Evade Critical class feature.

Characteristics: Warlords are trained to be the ultimate warriors. They have taken the best from all fighting styles and combined them to make the perfectly blended fighter. The Warlord is quicker than most warriors and able to wear heavier armors while ignoring the speed reduction and armor penalty to skills. He is completely fearless and a master of flanking, a Warlord is too skilled to be flanked, but when given the opportunity to flank himself, can take better advantage than most of his comrades. A well placed blow from fully trained Warlord will sap the strength and very life from an opponent, leaving him severely weakened.

Races: Humans make excellent Warlords and with their constant wars and feuding, many rise up in times of conflict. Dwarves also make great Warlords already being naturally hardy combined with their militaristic bent makes it a very common choice for a Dwarf. Half-Orcs with their natural strength and impressive and already intimidating physiques make natural and sometimes some of the more dangerous Warlords. Any race that is physically strong or larger and physically intimidating make ideal and impressive Warlords.

Alignment: Warlords may be of any alignment. Good Warlords are often crusading types who seek out and fight evil while protecting the weak and innocent. Lawful Warlords may be champions who protect the lands and its people, often in the service of a king where they may be in a larger number of great battles. Chaotic Warlords may work as mercenaries or may try and find his battles out on the traveled path. Evil Warlords are truly fearsome foes and are intimidating and daunting villains, who take anything they want as it suits them, with little regard for who they hurt...or kill.

Starting Gold: 6d4 times 10 gp (125 gp).

Starting Age: "Moderate" or "As fighter"

Table: The Warlord

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Kiai Smite 2/day, Weapon Focus, Fast Movement +10
2nd +2 +3 +0 +3 Shield Block +2, Uncanny Dodge, Stand Still,
3rd +3 +3 +1 +3 Aura of Courage, Vigilant Bulwark, Endurance
4th +4 +4 +1 +4 Armor Mastery (Medium), Mettle, Bonus Feat
5th +5 +4 +1 +4 Improved Uncanny Dodge, Smite 4/day
6th +6/+1 +5 +2 +5 Battle Ardor
7th +7/+2 +5 +2 +5 Damage Reduction 1/−, Improved Flanking
8th +8/+3 +6 +2 +6 Armor Mastery (Heavy), Bonus Feat
9th +9/+4 +6 +3 +6 Evade Critical, Shield Block +3
10th +10/+5 +7 +3 +7 Damage Reduction 2/−, Smite 6/day,
11th +11/+6/+1 +7 +3 +7 Weakening Critical
12th +12/+7/+2 +8 +4 +8 Defensive Roll, Bonus Feat
13th +13/+8/+3 +8 +4 +8 Damage Reduction 3/−
14th +14/+9/+4 +9 +4 +9 Wounding Critical
15th +15/+10/+5 +9 +5 +9 Improved Mettle, Smite 8/day
16th +16/+11/+6/+1 +10 +5 +10 Damage Reduction 4/−, Bonus Feat
17th +17/+12/+7/+2 +10 +5 +10 Battle Mastery
18th +18/+13/+8/+3 +11 +6 +11 Impetuous Endurance
19th +19/+14/+9/+4 +11 +6 +11 Damage Reduction 5/−, Shield Block +4
20th +20/+15/+10/+5 +12 +6 +12 Overlord, Smite 10/day, Bonus Feat

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Nobility & Royalty) (Int), Listen (Wis) Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str)

Class Features[edit]

All of the following are class features of the Warlord.

Weapon and Armor Proficiency: Warlords are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Kiai Smite (Ex): Twice per day a Warlord may give a great cry during combat that invigorates him. When a Warlord should (free action), on his next melee attack he adds his Constitution bonus (if any) to his attack roll and deals 1 extra point of damage per class level. For example a 10th level Warlord wielding a longsword would deal 1d8 + 10 points of damage, plus any additional bonuses for high Strength or magical effects that would normally apply. At 5th level and every 5 levels there after a Warlord may smite an opponent another 2 times per day.

Weapon Focus (Ex): A Warlord gains Weapon Focus as a bonus feat at first level and may take the feat with any weapon which he is proficient. Also, from 1st level forward a Warlord's levels also counts as, and stacks with, fighter levels for the purpose of qualifying for weapon related feats such as weapon specialization and others. If he already has Weapon Focus from another source he may choose any other feat for which he does meet the prerequisites.

Fast Movement (Ex): A Warlords land speed is faster than the norm for his race by +10 feet. While wearing medium or heavy armor his speed is still reduced as normal. For example, a human Warlord has a speed of 40 rather than 30 feet, when wearing light or no armor. When wearing medium armor or carrying a heavy load, his speed drops to 30 feet. After receiving the Armor Mastery (medium) ability at 4th level, his speed would only drop back down to 30 feet for carrying a heavy load, but would otherwise remain 40 feet even in the medium armor. A Halfling Warlord has a speed of 30 feet rather than 20 feet in light or no armor. When wearing medium armor or carrying a heavy load his speed drops to 20 feet. After receiving the Armor Mastery (medium) ability at 4th level, his speed would only drop back down to 20 feet for carrying a heavy load, but would otherwise remain 30 feet in the medium armor. The same applies to heavy armor at 8th level.

Shield Block (Ex): Starting at 2nd level a Warlord excels in using his shield to fustrate his enemies attacks. During his action, he may designate a single opponent as the target of this ability. His shield bonus against that foe increases by +2. He moves his shield to deflect an oncoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +3 at 9th level and +4 at 19th.

Uncanny Dodge (Ex): At 2nd level a Warlord gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat footed or is struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Warlord already has Uncanny Dodge from another class (such as a Warlord with 2 levels of Barbarian, for example), he automatically gains Improved Uncanny Dodge (see below) instead.

Stand Still (Ex): At 2nd level, a Warlord gains the Stand Still feat as a bonus feat even if he doesn't meet the prerequisites. If he already has Stand Still from another source he may choose any other feat for which he does meet the prerequisites.

Aura of Courage (Ex): Beginning at 3rd level, a Warlord is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the Warlord is conscious, but not while he is unconscious or dead.

Vigilant Bulwark (Ex): When a Warlord reaches 3rd level, any time an opponent begins its square in one of his threatened squares, that opponent treats all squares that the Warlord threatens as difficult terrain. His strict vigilance and active defensive maneuvers force his opponents to move with care. Also, if an opponent attempts to use the Tumble skill to move through your threatened area or space without provoking an attack of opportunity, the Tumble check DC to avoid the Warlord's attack of opportunity is increased by an amount equal to the Warlord's class level.

Endurance (Ex): Starting at 2nd level a Warlord gains Endurance as a bonus feat, even if he doesn't meet the prerequisites. If he already has Endurance from another source he may choose any other feat for which he does meet the prerequisites.

Armor Mastery (Medium/Heavy) (Ex): Starting at 4th level a Warlord wears his armor like a second skin and ignores the standard speed reduction for wearing any medium armors and reduces the armor check penalty for all armors and shields by −1 (minimum of 0) and increases the maximum Dexterity allowance for all medium armors by +1. Starting at 8th level, he ignores the speed reduction imposed by any heavy armors as well and reduces the armor check penalty for all armors and shields by −2 (minimum of 0) and increases the maximum Dexterity of any armor by +2.

Mettle (Ex): At 4th level and higher a Warlord can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Warlord does not gain the benefit of Mettle.

Bonus Feat: At 4th level and every 4 levels thereafter (8th, 12th, 16th, and 20th), a Warlord gains a bonus feat which must be a Fighter bonus feat, or at DM discretion at least a combat related feat.

Improved Uncanny Dodge (Ex): At 5th level and higher, a Warlord can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Warlord by flanking him, unless the attacker has 4 more rogue levels than the target has Warlord levels. If a character already has Uncanny Dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from classes that grant uncanny dodge stack to determine the minumum level a rogue must be to get sneak attack by flanking the character.

Battle Ardor (Ex): The Warlord's sheer love of battle lends uncanny strength to his blows. Starting at 6th level, he gains an competence bonus equal to his Constitution bonus on all rolls made to confirm critical hits.

Damage Reduction (Ex): At 7th level, a Warlord gains Damage Reduction. Subtract 1 from the damage a Warlord takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three Warlord levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Improved Flanking (Ex): A Warlord of 7th level or higher becomes an expert of taking advantage of a distracted opponent. Any time the Warlord is flanking an opponent he gains a +4 bonus on all attack rolls against his target instead of the normal +2 on attacks. (Other characters flanking with the Warlord do not gain this bonus). This ability also allows for the Warlord to use other abilities that require a distracted target such as sneak attack or similar abilities on targets with Improved Uncanny Dodge as well, although he still gains no flanking bonus on his attack rolls.

Evade Critical (Ex): Although often more skilled than his opponents, a Warlord has seen too many battles won by one lucky blow from a falchion. At 9th level a Warlord becomes able to turn even the luckiest blow into a grazing strike. A number of times per day equal to his Dexterity modifier (minimum of 1/day) a Warlord can make a Reflex saving throw (DC = 20 + the enhancement bonus if any possessed by the weapon) to turn a critical hit dealt upon him into a normal hit. The Warlord must be aware of the attack and not flat-footed, and he must declare his attempt to reduce the effect of the critical hit before the damage from the hit is rolled.

Weakening Critical (Ex): A Warlord of 11th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.

Defensive Roll (Ex): A Warlord can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Warlord can attempt to roll with the damage. To use this ability, the Warlord must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, if the Warlord’s has the evasion ability from another source, it does not apply to the defensive roll.

Wounding Critical (Ex): A Warlord of 14th level or higher who scores a critical hit against a creature also deals 2 points of constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the Warlords weakening critical class feature). Creatures immune to critical hits are immune to this effect.

Improved Mettle (Ex): A Warlord of 16th level gains the Improved Mettle ability. This functions exactly as Mettle, except that if the Warlord fails on a Will partial or Fortitude partial saving throw, he still only takes the partial effect instead.

Battle Mastery (Ex): A Warlord notice the most subtle openings and cues offered by his opponents. At 17th level, he gains a competence bonus equal to his Constitution bonus on melee attack rolls and melee damage rolls made whenever he makes an attack of opportunity.

Impetuous Endurance (Ex): Starting at 18th level a Warlords fighting spirit enables him to push his body beyond its normal limits of endurance. He no longer automatically fail any saving throw on a roll of 1. He can still fail a saving throw if his result fails to equal or beat the DC of the check. In addition he gains Diehard as a bonus feat even if he doesn't meet the prerequisites. If he already has Die Hard from another source he may choose any other feat for which he does meet the prerequisites.

Overlord (Ex): When a Warlord gains 20th level he gains great notoriety and becomes known as an Overlord. Other Warlords of the same alignment revere him and even those of different alignments treat him with some measure of respect. If the Overlord has an NPC master, this master likely assigns the Overlord more responsibility and authority within his domain (perhaps giving him a castle, monastery or military school). If the Overlord serves a specific deity, that deity may take a personal interest in giving the Overlord more responsibility, perhaps contacting the Overlord directly or through intermediaries and making the deity's wishes known.

In addition to this added responsibility the Overlord gains some tangible benefits as well. He has the right to petition other (lower-level) Warlords for assistance on adventures or with quests or meaningful tasks (as long as the Overlords requests do not violate the other Warlord's alignment or beliefs). Lower-level Warlords have a responsibility to assist the Overlord in any reasonable manner−such as providing food and shelter, access to minor resources and other things the other Warlord might have to barter for.

Overlords inspire those around them. When fighting within 30 feet of an Overlord allies gain a +2 morale bonus on attack and damage rolls and on all saving throws.

Human Warlord Starting Package[edit]

Weapons: Bastard Sword.

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Intimidate 4 Cha
Sense Motive 4 Wis

Feat: Exotic Weapon Proficiency (Bastard Sword)

Bonus Feats: Weapon Focus (Bastard Sword) from class, and Improved Inniative for Human.

Gear: Breastplate.

Gold: 6d4 X 10.

Epic Warlords[edit]

Table: The Epic Warlord

Hit Die: d12

Level Special
21st Bonus Feat
22nd Supreme Armor Mastery
23rd Bonus Feat
25th Bonus Feat
26th Shield Block +5
27th Bonus Feat
29th Bonus Feat

4 + Int modifier skill points per level.

Bonus Feats: The epic Warlord gains a bonus feat at 21st level and every 2 levels after.

Supreme Armor Mastery (Ex): Starting at 22nd level a Warlord is such an expert at wearing armor that he can ignore the movement restrictions of any armors, even magically cursed armors have no effect on his movement. (This does not negate any other effect of a cursed armor and has no effect on cursed weapons, wonderous items or other curses spells or effects). He reduces the armor check penalty from all armors by −3 (minimum of 0) and gains an additional +2 armor bonus from any armor he wears because he understands how to move in battle to make the blows of his opponents hit the strong points of his armor and avoid any weakness his armor may have.

Campaign Information[edit]

Playing a Warlord[edit]

Religion: Most Warlords will worship Heironeous or Hextor based on their alignment, but its not at all uncommon for Warlords to worship any other deity that has the War domain in their portfolio and has a similar alignment to the Warlords.

Other Classes: Being on the front lines of battle, the Warlord always appreciate clerics and healing magics. They also have a respect for the destructive power of arcane magic. They are also smart enough to understand the advantages gained by advanced scouting and tactical information and respect stealthy classes accordingly, even if they feel them to be much weaker in combat. Warlords feel fairly neutrally about other warriors but internally feel them all to be inferior in overall skill and ability.

Role: Simple and straight forward, a Warlords role in the party is to take down tough opponents and to protect the other members of the party to the best of his ability. To assist him in this task, a Warlord also has a series of abilities that give the ability to stop his foes from passing by him so easily.

Advancement: If Warlords choose to leave the path of a Warlord, likely they would do so for another class that further bolstered their combat prowess and battle techniques. For example classes such as Cavalier, Exotic Weapon Master, Knight of the Chalice, Knight Protector or similar combat prestige classes. Alternatively a Warlord may take some levels in Fighter in order to specialize in a certain weapon or technique.

Warlords in the World[edit]

In all of the land there is no warrior more versatile or skilled than a Warlord.
—Joelvar, Human Fighter

Adventures: Most Warlords adventure for the usual reasons of warriors; that being trying to amass riches and power and the notoriety that goes along with it.

Notables: legend has it, once lead an army of just over 1,000 men into battle, against an army of 3,500 strong. When the battle was over, they say he was the only living thing left standing.

Organizations: Warlords have never met in mass and would not do so without a very strong case that affected them all. Even were such a situation reality, no way is known to find or track down all of the Warlords in existence.

NPC Reactions: Anyone looking to hire a mercenary, whether to kill someone or just to provide protection, would love the prospect of a Warlord. Most commoners would likely be terrified of a typical Warlord. Warlords are not known for their outgoing personalities or polite demeanors, and when an NPC looks into a Warlords eyes, and sees no fear .. he has to wonder: What wont this guy do?

Warlord Lore[edit]

Characters with a lore skill or ranks in Knowledge (History) can research Warlords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (History)
DC Result
5 Warlords are fearless and skilled warriors that excel at guarding an area and preventing his foes from passing by him. A Warlord is almost impossible to catch off guard in combat.
10 Warlords move faster than average warriors and are experts with armor and shields. They even are capable of moving equally fast while wearing heavier or bulkier armors as well.
15 Warlords have a knack for narrowly avoiding mishap in situations where it seems as though they've been effected. They resist physical or mental attacks and even fatal blows seem to bounce off them just right to avoid disastrous damage.
20 Powerful Warlords are called Overlords and are generally important people who run castles or military school and even act directly for their deity. Anyone who gains this level of success can research information about specific Warlords, their history, and even current location.

Warlords in the Game[edit]

Warlords perceive themselves to be the the ultimate when it comes to trained combat warriors. Warlords are likely to be found as either lone wandering warriors, high priced mercenaries, captain of the guards, leaders of a military squadrons, generals in an army, or even a personal guard of a king who stays with him at all times.

Adaptation: in your campaign, there may be in a very large city or capital, an elite squadron of Warlords who go on top secret covert missions for the king, or alternatively, maybe a group of Warlords in the city guard deal with stronger or more unruly trouble makers. Another idea may be to have a singular Warlord be a captive warrior in a Colosseum, acting as a gladiator and a PC may find themselves captive as well, and the Warlord could be their first opponent.

Sample Encounter: The PC's are in a city, when they are either mistaken for someone else who possibly has wronged the Warlord or owes him a large sum of money., Alternatively, the PC's have been falsely accused of ratting on a local Warlord to the city guard or a local crime lord who is making life rather difficult for the Warlord. Regardless, the PC's get lost and/or are lead to a dead end alley, as they realize its a dead end, they turn around to head back, to find a very disgruntled Warlord who has a bone to pick with them.

Ugarth Kalip
Half-Orc Warlord 8
Size/Type: Medium Humanoid (Orc)
Hit Dice: 8d12 (52) + (60 con) (112 averaged 156 maximum hp)
Initiative: 2
Speed: 40 ft
Armor Class: Normal 24 (Armor +9, Dex +2, Shield +3), touch 12, flat-footed 22
Base Attack/Grapple: 8/11 (8 BAB, 3 Str)
Attack: Bastard Sword +14 melee 1d10 + 7 19-20×2 +2 Str damage on crit
Full Attack: Bastard Sword +14/+9 1d10 + 7 19-20×2 +2 Str damage on crit
Space/Reach: 5 ft/5 ft
Special Attacks: Smite 4/day (+5 attack and +8 damage), Weakening Critical, Improved Flanking
Special Qualities: Shield Block +2, Uncanny Dodge, Aura of Courage, Bulwark, Armor Mastery (Medium / Heavy), Mettle, Vigilant Defender, Improved Uncanny Dodge
Saves: Fort 12, Ref 5, Will 7
Abilities: Str 16, Dex 14, Con 20, Int 12, Wis 10, Cha 8
Skills: Intimidate 10, Listen 6, Spot 6, Sense Motive 6, Knowledge (Local) 6, Handle Animal 4, Ride 7
Feats: Exotic Weapon Proficency (Bastard Sword), Weapon Focus (Bastard Sword), Stand Still, Endurance, Die Hard, Combat Reflexes, Combat Expertise, Weapon Specialization (Bastard Sword)
Environment: Any
Organization: Any
Challenge Rating: 8
Treasure: +2 Bastard Sword, +1 Fullplate, +1 Heavy Steel Shield, Cloak of Resistance +1, Bag of Holding (I), Backpack, Bedroll, Belt Pouch, Crowbar, Flask, Flint and Steel, Grappling Hook X2, Hammer, Ink Vial, Ink Pen X2, Parchment X10, Silk Rope 50ft, Sunrod X2, Tent, Torch X5, Trail Rations (6 days), Waterskin, Whetstone. 625 gp
Alignment: Chaotic Neutral
Level Adjustment:

Marksman's Homebrews
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
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Facts about "Warlord (3.5e Class)"
AlignmentChaotic Neutral +
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceModerate +
AuthorThe-Marksman +
Base Attack Bonus ProgressionGood +
Challenge Rating8 +
Class Ability ProgressionOther +
EnvironmentAny +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Level Adjustment+
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionPoor +
SizeMedium +
SkillClimb +, Craft +, Diplomacy +, Handle Animal +, Intimidate +, Jump +, Knowledge +, Listen +, Profession +, Ride +, Sense Motive +, Spot + and Swim +
Skill Points4 +
SubtypeOrc +
SummaryOut in the battlefield, certain individual
Out in the battlefield, certain individuals stand out amoungst the rest, showing no fear while take down opponents one after another using his seemingly endless stamina and endurance, striking fear into all those who oppose him. Such individuals are known as Warlords.
m. Such individuals are known as Warlords. +
TitleWarlord +
TypeHumanoid +
Will Save ProgressionPoor +