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Warmaster

(Sword and Fist: A Guidebook to Monks and Fighters variant, p. 37)

Warmasters are trained at the College of War and can become a formidable presence on the battlefield.

Requirements

Base Attack Bonus: +7

Alignment: Any nonchaotic, nonevil.

Skills: Diplomacy 5 ranks

Feats: Leadership , Martial Weapon Proficiency , Weapon Specialization


Hit die

d10

Skill points

4 + Int

Class Features

Brotherhood: Warmasters are a fraternal organization, and members are generally willing to lend a hand to their fellows. You gain a +4 competence bonus to Diplomacy checks made to influence other warmasters. This is a two-way street: You are expected to treat other warmasters honorably and charitably.

Leadership Bonus: Warmasters earn bonuses to their leadership level (character level + Cha bonus), enabling them to attract more powerful cohorts and followers when they use the Leadership feat upon earning a new level.

Battle Cry: When your shout rings across the battlefield, it lifts the spirits of your allies. This ability functions as the bard's inspire courage ability, found on page 28 of the Player's Handbook. This bonus lasts a number of rounds equal to your Charisma bonus, and you can shout a battle cry once per day for every level of warmaster you have attained.

Direct Troops: As a full-round action, you can give compelling directions. You can bestow a +2 competence bonus on either attacks or skill checks to all allies within 30 feet. This bonus lasts a number of rounds equal to your Charisma bonus.

Tower: An organization affiliated with you (the army or an important lord, for example) has offered to build you a tower in a mutually agreeable location. As long as you uphold the ideals of the organization involved, you can manage the affairs of the tower as you wish, although you are responsible for upkeep costs. A tower is a round or square, three-level building made of stone.

Rally Troops: Your presence is enough to grant any allies within 30 feet a second saving throw against fear and charm effects that they have already succumbed to. Even if they fail the second saving throw, any fear effects are less severe: panicked characters are only frightened, frightened characters are only shaken, and shaken characters are unaffected.

Hard March: You can exhort your troops to march faster. Anyone traveling with you gains a +4 morale bonus to Constitution checks required for making a forced march or any other task requiring extended exertion. Animals are not affected.

Keep: As "Tower" above. A keep is a fortified stone building with fifteen to twenty-five rooms.

Battle Standard: The mere sight of your coat of arms or other heraldic display is enough to turn the tide of battle. Allies within 30 feet of your standard gain the effects of both Battle Cry and Rally Troops (above) as long as the standard is within range and held by you. If your standard is captured in battle, all allies within range aware of its loss suffer a —1 morale penalty to attacks and damage until it is recovered in addition to losing the benefits described above.

Castle: As "Tower" above. A castle is a keep (also above) surrounded by a 15-foot-high stone wall with four towers. The wall is 10 thick.

Die for Your Country: Your presence inspires your troops to make the ultimate sacrifice for your cause. Any allies within 30 feet of you can continue to fight while disabled or dying without penalty. They continue until they reach —10 hit points.

Huge Castle: As "Tower" above. This large complex has numerous associated buildings (stables, a forge, granaries, etc.), and an elaborate 20-foot-high, 10-foot-thick wall creating bailey and courtyard areas. The wall has six towers.

Advancement

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Brotherhood, Leadership bonus +1
2nd +2 +3 +0 +0 Battle cry
3rd +3 +3 +1 +1 Direct troops, Leadership bonus +2
4th +4 +4 +1 +1 Tower, rally troops
5th +5 +4 +1 +1 Hard march, Leadership bonus +3
6th +6 +5 +2 +2 Keep
7th +7 +5 +2 +2 Battle standard, Leadership bonus +4
8th +8 +6 +2 +2 Castle
9th +9 +6 +3 +3 Die for your country, Leadership bonus +5
10th +10 +7 +3 +3 Huge castle

Class skills

Skill name Key ability Trained only Armor check penalty
Craft INT no no
Diplomacy CHA no no
Intimidate CHA no no
Knowledge Int yes no
Profession WIS yes no
Ride DEX no no
Sense Motive WIS no no

Spells for Warmaster

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