The Warlord Prestige Classes

When a warlord earns enough experience to gain a level it gains a Warlord Level in one of the three warlord prestige classes: the Martial Warlord, the Stealth Warlord, and the Caster Warlord.  Warlords gain the benefits shown in the tables below for each of their prestige class levels, as well as their Warlord Level which is the sum of all their levels in each of the three prestige classes

Warlord Eligibility

Any commander with cost 35 points or less is eligible to start as a Warlord.  Creatures chosen as warlords are considered to have Warlord Level 0.

Lieutenants: Although they are not warlords, Lieutenants gain levels identically to how warlords do with the few exceptions noted in the Lieutenants and Promotions section.

Warlord Levels

With each new Warlord Level there are some benefits gained regardless of the specific prestige class chosen: +5 hp per level, a commander rating bonus at every even level, and a new feat every odd level beginning at level three.  The benefits shown in the table below are running totals and stack with the benefits provided by the warlord's Warlord Classes.

Saves: A creature's Save is equal to its total level, which is the creature's level as shown on its stat card plus its Warlord Level.

Warlord Level
Experience
HP
Feats
Commander Rating
1 1000 +5 0 +0
2 2000 +10 0 +1
3 3000 +15 1 +1
4 5000 +20 1 +2
5 7000 +25 2 +2
6 9000 +30 2 +3
7 11000 +35 3 +3
8 14000 +40 3 +4
9 17000 +45 4 +4
10 20000 +50 4 +5

The Martial Warlord Class

Levels in the Martial Warlord Class are designated with an 'M' followed by the level.

Requirements: Every warlord is eligible for the Martial Warlord Class.

Benefits: Benefits provided by this class are: +1 attack and +5 hp per level, and any warlord that has taken at least one level in this class gain an extra melee and ranged attack (if any) upon gaining a total attack bonus of +6 from all Warlord Levels.  This extra attack represents a new attack with the warlord's primary weapon, at -5 of the lowest attack with the primary weapon

Class Level
Attack Bonus
HP
Special
M1 +1 +5  
M2 +2 +10
M3 +3 +15  
M4 +4 +20
M5 +5 +25  
M6 +6 +30

Extra Attack1

M7 +7 +35  
M8 +8 +40
M9 +9 +45  
M10 +10 +50
1 The extra attack may occur at a lower Martial Class level if the warlord has taken levels in the Stealth Class

The Stealth Warlord Class

Levels in the Stealth Warlord Class are designated with an 'S' followed by the level.

Requirements: To be eligible for the Stealth Warlord Class a warlord must have a level in the rogue or ninja class.  A creatures class can be found on the RPG side of their stat card.

Benefits: Benefits provided by this class are: +1 attack every odd level, +5 hp at first level, 3rd level and every third thereafter, a new Stealth Ability at the first level and every three levels thereafter, and +5 damage to their special attack (Sneak Attack, or Sudden Strike) at the second level, and every three levels thereafter.

Eligible creatures that do not have a special attack may upon reaching level S2 choose to gain either Melee Sneak Attack or Ranged Sneak Attack for rogues, or Sudden Strike for ninjas.

Class Level
Attack Bonus
HP
Stealth Abilities
Special Attack Damage1
S1 +1 +5 1 +0
S2 +1 +5 1 +5
S3 +2 +10 1 +5
S4 +2 +10 2 +5
S5 +3 +10 2 +10
S6 +3 +15 2 +10
S7 +4 +15 3 +10
S8 +4 +15 3 +15
S9 +5 +20 3 +15
S10 +5 +20 4 +15

1 If a warlord has more than one Special Attack, then they must choose which special attack gains the extra damage.  The warlord may choose a different special attack each level.

The Caster Warlord Class

Levels in the Caster Warlord Class are designated with an 'C' followed by the level.

Requirements: To be eligible for the Caster Warlord Class a warlord must be a creature with levels in a spell casting class (such as sorcerers, wizards, clerics, druids, and other similar classes) or in a class that gains spells at higher levels (such as rangers, paladins, and other similar classes).  A creatures class can be found on the RPG side of their stat card

Benefits: Benefits provided by this class are the ability to learn new spells of one type that is most appropriate to the class that grants them: Arcane, Divine, Druidic, or Psionics  If a warlord has a class that grants more than one spell type or has more than one spell casting class, they must permanently choose one spell type available to them in which to gain new spells and may never change this choice.   To determine the level of the new spell you gain with each Caster Level, use the column that matches the level of the highest level original spell the creature can cast.  Choose a spell from the appropriate list of spells, or a spell of the proper level that the warlord may already cast.

Sorcerers: Creatures who cast Sorcerer Spells and gain levels in the Caster Class must choose either an additional casting or a new spell of the appropriate level, unless they cannot cast spells of that level yet, in which case they gain both an additional casting and a new spell  

Psionics: Warlords who use psionics and gain levels in the Caster Class must choose either to gain pp or a new spell of the appropriate level, unless they cannot cast spells of that level yet, in which case they gain both pp and a new spell.

Psionic casters gain new pp equal to: (level of spell x 2) -1.

Class Level
Spell Progression
No Spells
1st Level Casters
2nd Level Casters
3rd Level Casters and above
C1 +1st +1st +1st +1st
C2 +1st +2nd +2nd +2nd
C3 +2nd +1st +3rd +3rd
C4 +1st +2nd +1st +4th
C5 +2nd +3rd +2nd +1st
C6 +3rd +1st +3rd +2nd
C7 +1st +2nd +4th +3rd
C8 +2nd +3rd +1st +4th
C9 +3rd +4th +2nd +5th
C10 +4th +1st +3rd +1st
For psionic spellcasters substitute spell levels in the above table for pp according to: 1st = 1pp, 2nd = 3pp, 3rd = 5pp, 4th = 7pp, 5th = 9pp.

Feats

Bertha, the proud Dwarf Sergeant, returned from battle again, beaten and bruised. “Oy, you lousy trainers! ‘Ere I am back to the mountain and all this magical gear hasn’t helped me enough. What I need is for you to train me how to float like a butterfly as I move across the battlefield. After that, how about you teach me that trick so I can hit every one of those creeps surrounding me!” - jjbeezer

  

Every odd level, starting at Warlord Level 3, warlords may choose a feat from the table below.  Some feats require the warlord to have a pre-existing ability or another feat.  A warlord can only have as many Martial and Caster feats as they have Martial and Caster levels respectively.  Each feat may be taken only once, except for Ability Focus which may be taken once for each special ability it is applied to.

General Feats
Description

Ability Focus1

+2 DC on one special ability

Combat Expertise

-2 attack, +2 AC

Dash Speed +2

Divine Might

Swift action; replace the effect of Turn TYPE ability with: Self; +5 damage

Divine Vigor

Swift action; replace the effect of Turn TYPE ability with: Self; speed +2, +5 hp

Dodge

+1 AC

Extra Smiting2 Gain an additional Smite attack

Improved Beastmaster2

+4 to Beastmaster ability

Improved Countersong2 Replace Countersong with Improved Countersong
Improved Foe2 Replace TYPE Foe with TYPE Bane (+2 Attack, +10 Damage against [type]))

Improved Initiative

Commander rating +1 for initiative checks

Improved Smite2

+5 to Smite ability

Improved Turning2

+4 to Turn Undead ability

Leadership Lieutenant Commanders can benefit from this creature's Commander Effect

Minion

1 [criteria] of cost 4 or less where [criteria] is a phrase that limits the warlord to 2 possible creatures as of the time the feat is taken

   Greater Minion

Gain one Minion of cost # or less, this creature must be of the same type as the Minions ability; # = Warlord Level (requires Minions)

Mobility

Gain Mobility

Resistance

Save +2

Toughness

+10 HP

Weapon Focus +1 attack
Wild Talent Gain 1pp and one 1st level Psion spell
    
Martial Feats
Description

Blind-Fighting

Gain Blind-Fight

  Limited Blindsight

This creature, when using a melee attack, automatically succeeds on rolls against an enemy creature's Conceal ability and this creature ignores invisibility effects of creatures it threatens (requires Blind Fight)

Cleave

Gain Cleave 

  Great Cleave This creature may cleave more than once per turn (requires Cleave)

Circle Kick

Gain Whirlwind Attack (creatures with at least one level in Monk only, as shown on RPG side of stat card)

Combat Reflexes

Any time this creature causes an enemy creature to rout with a melee attack he may make an immediate attack of opportunity against the routing creature, this may occur more than once per turn

Improved Bull Rush

Gain Pushback

Improved Critical

Gain Keen Critical 19

Improved Trip

Gain Stunning Attack []; DC 10 + Warlord Level

Intimidation

Gain Aura of Fear 2 

Point Blank Shot

Gain Ranged Precision +5 (On its turn, if this creature makes a single ranged attack at an enemy within 6 squares, damage +5 on that attack)

Power Attack

All melee attacks; -5 attack, +5 damage

Powerful Charge

Gain Powerful Charge 10

   Improved Powerful Charge

+10 to existing Powerful Charge ability (requires Powerful Charge)

Precise Shot

Gain Precise Shot

Precise Swing

Enemies do not gain the normal +4 AC bonus for cover against warlord's melee attacks

Ranged Cleave

Gain Ranged Cleave (As cleave, but replace Melee with Ranged)

Selective Shot

Gain Selective Shot 2

Sharpshooter

Gain Ranged Keen Critical 19 (Score critical hits with ranged attacks on a roll of 19 or 20)

Shield Bash

Creatures that use a shield gain additional melee attack at lowest rating (5 damage)

Shot on the Run This creature can move, make a ranged attack, and then move again, as long as the distance it moves during its turn doesn't exceed its speed
   
Caster Feats
Description

Augmented Summoning

Summoned creatures gain +2 attack and +5 HP

Body Fuel Gain Body Fuel (Swift action; +4 pp, attack -1, -1 AC, and creature takes 5 damage; warlord may not exceed its starting pp)
Craft Spell Storing Item When rolling a magic item your warlord may instead choose a scroll, wand or staff as appropriate
  Craft Rod When rolling a major magic item, this warlord may instead choose a rod of his choice (requires Craft Spell Storing Item)
Energy Substitution Gain Energy Substitution [] (change the energy type of 1 spell that deals energy damage)
  Elementalist All spells that do energy damage gain Damage +5 (requires Energy Substitution)

Empower Spell

[] When casting a spell that deals damage the same turn as being cast and that does not contain the word "Empowered", gain Sudden Empower (Damage +10, 1 spell that deals damage).

Shape Spell

Gain Sudden Shape [] (spell’s range is increased one step: touch → range 6 → sight, OR spell with an area effect is increased one step: cone → sight; radius 2 → sight; radius 4)

Heighten Spell

Gain Sudden Heighten [] (+2 DC to 1 spell that has a DC)

Overchannel Gain Overchannel (take 5 damage, and 1 Psionic spell being cast does +5 damage)

Quicken Spell

Gain Quick Cast [] (This creature can cast one spell as a swift action)

Sacred Spell

Gain Sacred Spell [] (Divine spell being cast ignores Spell Resistance)
Silent and Still Spell Gain Sudden Silence and Stillness [] (spell may be used when threatened or paralyzed)

Spell Focus

+1 DC on all spells

Spell Penetration

Roll twice to overcome Spell Resistance

Spontaneous Spell Gain Spontaneous Spell [] (swift action; replace one remaining spell with any other spell of equal or lower level the warlord is capable of casting)
Unconditional Power Gain Unconditional Power [] (use a Psionic spell under any condition that would normally prevent the creature from casting a spell)
1 Ability Focus feat may be taken multiple times, but each time must be taken on a different Special Ability

2 Warlord must already have the appropriate special ability

Stealth Abilities

Pike surveyed the field of battle from his perch high on the fields of ruin. He wasn't familiar with his opponent today, but his opponent was obviously familiar with him. "Golems, I hate Golems" he thought to himself, knowing they had no anatomical weaknesses for him to exploit. Well he knew what he had to do, giving the majority of his troops to advance to the northwest, he motioned one Zakya to follow him as he set off to the southwest. "We are going to ambush their leader" he told the Rakshasha, "it is the only way we can win this battle, without him, the Golems are as good as scrap metal." As they approached the human cleric across through the backlines, Pike disappeared into the shadows and moved behind the cleric, when the Zakya charged the ambush was set. With Pike's amazing stealth skills he was able to allow the Zakya to strike like a master rogue. With the swift ambush from both sides the Cleric of Lathandar fell as did his mighty Iron Golems. "Brains win the day again" Pike thought to himself. - AesophDarkfable

   

When a warlord earns a new stealth ability from gaining Stealth Levels, you choose one of the following abilities where you have all of the appropriate prerequisites as permanent abilities.  Abilities that only have a single use may be taken more than once by a warlord to gain multiple uses

Ability
Prerequisites
Effect
Hide Hide
  Ghost Step Hide Ghost Step [] (Until the end of its turn, this creature gains Invisible)
    Hide in Plain Sight Hide, Ghost Step This creature is Invisible to non-adjacent enemy creatures
      Shadow Walk Hide, Ghost Step, Hide in Plain Sight Shadow Walk (When adjacent to a wall or statue, this creature has Conceal 11)
  Sneaky Tactics Hide Sneaky Tactics (Whenever this creature deals damage with its [Special Attack] on its turn, choose whether it counts against your limit of activating 2 creatures per phase)
    Ambush Hide, Sneaky Tactics Ambush (When this creature ends its movement in a flanking position on an enemy creature, any allies flanking the same enemy creature gain +5 damage against that enemy creature until the end of the phase.
      Phantom Threat Hide, Sneaky Tactics, Ambush Phantom Threat (A creature hit by this attack is considered flanked for the rest of the skirmish; DC 17)
  
Ability
Prerequisites
Effect
Feint   Stunning Attack [] (Stun; DC 14)
  Opportunist Feint Opportunist [] (make an immediate attack against an enemy that was successfully attacked by an ally)
    Improvise Feint, Opportunistic Improvise [] (replaces attacks; make a single melee attack and add [Special Attack] damage even if the conditions required for the [Special Attack] are not met)
      Backstab Feint, Opportunistic, Improvise Backstab +15 [] (damage +15 when using any [Special Attack]; this must be declared before making the attack)
  Hamstring Feint Hamstring [] (On a successful attack replace [Special Attack] damage: target's movement is halved; this must be declared before making the attack)
    Crippling Strike Feint, Hamstring Crippling Strike [] (Creature struck by successful [Special Attack] gains attack -2 and damage -5; this must be declared before making the attack)
      Arterial Strike Feint, Hamstring, Crippling Strike Arterial Strike [] (On a successful attack replace [Special Attack] damage with: Bleed 5 (living creatures only; 5 damage whenever affected creature activates until it gains hit points); this must be declared before making the attack)
 
Ability
Prerequisites
Effect
Mobility   Mobility (+4 AC against attacks of opportunity)
  Nimble Step Mobility Stable Footing (Difficult Terrain does not slow this creature's movement)
    Sidestep Mobility, Nimble Step Sidestep (On it's turn, if it moves only 1 square, this creature can make all its attacks and does not draw attacks of opportunity)
      Tumble Mobility, Nimble Step, Sidestep Tumble (replaces attacks; this creature may pass through the space of an enemy creature and does not provoke any attacks of opportunity during its turn)
  Evasion Mobility Evade Damage (if this creature successfully saves against a damaging spell or special ability, it takes no damage) 
    Defensive Roll Mobility, Evasion Defensive Roll [] (Immediate: take no damage from a melee or ranged attack)
      Uncanny Dodge Mobility, Evasion, Defensive Roll +2 AC against invisible creatures and Immune Flanking
 
Ability
Prerequisites
Effect
Poison   damage + Poison (5 damage whenever poisoned creature activates; DC 14)
  Belladonna Poison Belladonna [] (on a successful attack, replace Poison damage with: Paralysis; DC 15; this must be declared before making the attack)
    Arsenic Poison, Belladonna Arsenic [] (on a successful attack, replace Poison damage with: Blinded (-2 AC, speed is halved, all other creatures are considered Invisible to this creature); DC 16); this must be declared before making the attack)
      Pre-emptive Strike Poison, Belladonna, Arsenic Pre-emptive Strike [] (before the first initiative of the skirmish is rolled choose one enemy creature, this creature is poisoned (5 damage whenever poisoned creature activates); DC 17)