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A warlord is a leader on the battlefield, standing on the front line, commanding troops and offering aid to allies as the battle rages. They are brilliant tacticians, often spelling the difference between defeat and victory.

The warlord is an archetype of the knight class.

Archetype Main Ability Scores:
The warlord mainly focuses on STR for martial combat, CHA for their class features, and CON for optional features.

Archetype Feature Replacements:
1st – Defend AllyDefensive Stance2nd – Defensive TrainingKnight TalentStand Firm3rd – Armor TrainingShield Block4th – Active DefenseKnight Talent5th – Deft Shield6th – Knight Talent8th – Knight Talent10th – Knight Talent11th – Improved Defensive Stance12th – Advanced Knight Talent14th – Advanced Knight Talent16th – Advanced Knight Talent17th – Tireless Stance18th – Advanced Knight Talent20th – Advanced Knight TalentIndestructibleSuperior Defensive Stance.

Battle Tactics (Ex)

At 1st level, a warlord learns to direct his allies in the flow of battle. He gains access to all abilities listed below (referred to as battle tactics), and may activate one as a standard action, after which he maintains it passively. He may use a move action instead at 7th level and an immediate action at 13th. He may only keep one active at a time, and activating a new battle tactic disables the prior one. He may also cease maintaining a battle tactic as a free action. This ability is usable for a number of rounds per day equal to (2 + CHA modifier + twice his warlord level). Battle tactics rely on the Warlord’s presence – he must be able to observe the battle effectively, and he must be able to effectively communicate with his allies (or enemies) to use this ability. Likewise, his targets must be aware of him, otherwise the battle tactic has no effect on them. Activating a battle tactic can be visual, auditory, or both (the Warlord chooses). All battle tactics are extraordinary abilities; unless stated otherwise they have no set range, merely requiring awareness of the Warlord’s instructions.

  • Assault: The warlord designates one opponent; for the first attack allies make against them each round, they are treating as having the the Gang Up feat (ignoring prerequisites). At 9th level this ability applies to all opponents, and at 17th level the feat’s effects are improved to only require one additional threatening ally.
  • Deployment: The warlord causes allies to gain a +10ft (untyped) bonus to their movement speed when taking a double move or run action. At 10th level this becomes a +15ft bonus.
  • Discord: The warlord makes all opponents he detects unaffected by morale bonuses or the effects of enemy orders beyond simple instruction – this includes abilities such as Battle Tactics, Commander’s Aura and anything similar, as well as any abilities which grant teamwork feats. This ability lasts for an encounter, and opponents that it is used on become immune to further attempts until the encounter ends.
  • Exemplar: The warlord chooses an ally and grants them one of his known combat feats. The ally must meet the feat’s prerequisites to use it. At 6th level and every six thereafter, the amount of feats he grants increases by 1. Feats granted by this ability count for prerequisites of other feats. The warlord may swap which feats he grants as a free action once per round. Prerequisite: Knight 3.
  • Goad: The warlord targets an enemy he’s aware of and imposes a Will save on them with a DC of (10 + half knight level + CHA mod). If the opponent fails, it becomes unable to ready or delay actions (or use readied or delayed actions). The opponent makes this save again at the start of their turns for as long as this battle tactic is maintained or until they resist its effect. Prerequisite: Knight 5.
  • Havoc: The warlord causes allies to deal 1 extra damage per die rolled on damaging attacks and abilities. Prerequisite: Knight 13.
  • Heroics: The warlord issues impossible orders, yet they are still followed. He chooses one combat feat and grants it to all alies within 60ft. He does not need to know the feat. The feat’s prerequisites have to be met for use. Once per round, the feat may be changed as a free action. Prerequisite: Knight 15.
  • Holdfast: The warlord causes allies to use his CMD instead of their own (as long as it’s higher). Prerequisite: Knight 7.
  • Raid: The warlord causes allies within 60ft to ignore penalties from the following conditions: confused, exhausted, fatigued, frightened, shakened, sickened. The conditions are not removed, their effects are merely ignored (or rather delayed up until the tactic ends). This battle tactic consumes two rounds of use per round. Prerequisite: Knight 9.
  • Safeguard: The warlord causes allies to receive a +1 (morale) bonus to AC, CMD and Reflex saves as long as they are adjacent to another ally. These bonuses increase by +1 at 5th level and every six thereafter.

This ability replaces defensive stance.

Combat Leader (Ex)

At 1st level, the warlord is always prepared for the worst. He and allies within 30ft gain a +2 bonus to initiative, increased by +1 per three knight levels thereafter.

This ability replaces defend ally.

Consul (Ex)

At 2nd level, the warlord becomes more adept at the social aspects of commanding. He may use his Knowledge (nobility) skill in place of Diplomacy for all its uses.

This ability replaces defensive training.

Commanding Presence (Ex)

At 2nd level, the warlord’s presence passively inspires allies. All allies that are aware of him gain a +1 (untyped) bonus to attack and weapon damage rolls. This bonus increases by +1 at 8th, 14th and 20th levels.

At 5th level, this bonus also applies against saves made against fear spells and effects.

This ability replaces stand firm and deft shield.

Battle Tactician (Ex)

At 3rd level, a warlord gains a teamwork feat he meets prerequisites for as a bonus feat. In battle, as a standard action, he can grant any one teamwork feat he knows to all allies that are aware of him until the end of the encounter. He cannot use this ability more than once per encounter. Allies can use the granted feat even if they don’t meet its prerequisites. This ability has one use per day, plus one more at 9th and 15th levels.

At 17th level, the warlord may use this ability as a swift action, and he gains an additional teamwork feat as a bonus feat.

This ability replaces shield block and tireless stance.

Inspiration (Ex)

At 3rd level, the warlord may inspire allies as a standard action. This grants all allies within a 30ft radius temporary hit points equal to 1d6, increased by 1d6 per two knight levels above 3rd. If used outside of battle, these last until the end of the next encounter. If used in battle, they last until its end. This ability has uses per day equal to (3 + CHA modifier).

This ability replaces armor training.

Hold the Line (Ex)

At 4th level, the warlord expertly plans key defenses. When an ally aware of the warlord uses Combat Expertise, total defense or fight defensively, any adjacent allies that are also taking these actions gain a +2 (untyped) bonus to AC.

This ability replaces active defense.

Warlord Talents (Ex)

At 2nd level, the warlord gains access to knight talents, but may also take any of the warlord talents listed below instead, with the same stipulations as usual. The warlord loses access to talents that require defensive stance, however. Talents marked with an asterisk (*) are applied as added effects to battle tactics and last as long as a battle tactic does; only one may be used at a time and they cannot be swapped without initiating use of a new battle tactic.

Mount (Ex):The warlord gains the service of a trusted steed. This functions as a beastmaster’s animal companion, using half of the warlord’s knight level (rounded down) as his beastmaster level. A Medium warlord can select a horse. A Small warlord can select a pony or wolf (or a boar or dog if 4th level or higher). The Warlord takes no armor check penalties on Ride checks with this mount, the mount is always combat trained and has the Light Armor Proficiency feat. The mount does not gain the ‘shared senses’ ability. If the mount perishes, it takes 24 hours in an appropriate settlement to procure a new one. (Consult your GM if you wish to use more exotic animal options.)

Born Leader (Ex): This talent adds half of the warlord’s knight level to his Leadership score for the purposes of determining the number of followers he gains (from the leadership feat). This talent does not modify follower levels. If this talent causes his score to be above 26, the warlord gains an extra group of followers (to determine its size, subtract 10 from his score and use the leadership chart). Prerequisite: Leadership feat (or ability that functions as Leadership).

Reputable (Ex): The warlord excels at making friends and gathering information. When the warlord reaches a new community, he may attempt a Diplomacy check to gather information during that day with special benefits. Results below 10 have no added effect. Results from 10 to 29 allow the warlord to find a trusted informant (They never lie and their attitude is indifferent no matter the community). A result from 30 to 39 makes that informant friendly instead. Finally, a result of 40 or higher makes the informant helpful. Informants have no special connection to the warlord or their party, other than trusting them.

Cover Fire* (Ex): While a battle tactic is in effect, allies aware of the warlord can use the aid another action on allies within their weapons’ first range increment as if they were adjacent to them.

Extra Tactics (Ex): The warlord gains an extra 6 uses/rounds of battle tactics per day. This talent can be selected any amount of times.

Fighting Spirit (Ex): The warlord gains a single feat that lists fighter or warrior levels as a prerequisite as a bonus feat, treating half of his knight levels (rounded down) as fighter/warrior levels; he also continues to treat them as such for any feats that list that feat as a prerequisite. He still has to meet a feat’s other prerequisites to select it with this talent.

Get Up! (Ex): As a move action, the warlord can force any prone allies that are aware of him to stand up as a free action usable outside of their turn. When they do, they do not provoke by doing so.

Hard March (Ex): The warlord expertly plans long journeys, doubling the travel speed of any group he is in. This ability cannot stack with other instances of itself, but the group can still perform a forced march as normal.

Hold!* (Ex): While a battle tactic is in effect, allies aware of the warlord may ready full round actions as if they were standard actions.

Perspicacity (Ex): The warlord may use his Perception skill in place of Appraise and Sense Motive for all uses.

Expertise (Ex): The warlord selects one ability score and gains a +1 bonus to checks made with that score, including all skill checks. This bonus increases to +2 at 10th level. This talent can be taken multiple times, but only once per ability score.

At Arms! (Ex): As a move action, the warlord can cause all allies aware of him to cease being flat-footed for the round. They also cannot be made flat-footed that round.

Take Them Alive!* (Ex): While a battle tactic is in effect, allies aware of the warlord may choose to spare any enemies they would slay (as a free action usable outside of their turns). If they choose to do so, those enemies are left stable at -1 hit points.

These abilities may replace knight talents.

Cry Havoc! (Ex)

At 11th level, as a move action, teh warlord can designate a single opponent he’s aware of. Until the end of the warlord’s next turn, he increases the critical threat range of all attacks made against that opponent by 2 (for example, a weapon that crits on 18-20 would then crit on 16-20). He also grants a +4 (untyped) bonus to confirm critical hits. This ability affects allies aware of the warlord (though they must also be aware of the chosen opponent). This ability has uses per day equal to (3 + CHA modifier).

This ability replaces improved defensive stance.

Advanced Talents (Ex)

At 12th level, and every two knight levels thereafter, a warlord can choose one of the following advanced talents in place of an advanced knight talent.

Agents (Ex): The warlord keeps track of his enemies, and converts followers equal to half of his knight level (rounded down) to agents. Whenever he enters a new community, he may make a DC 25 Diplomacy check; if successful, he (retroactively) assigns one of his agents to that community, either as a spy or informant. The GM chooses whether the agent is a true follower or simply works for the warlord. In either case, the agent has a helpful attitude towards the warlord and provides information and advice honestly if contacted, having full knowledge of their surroundings. The agent may also be used as a middleman to purchase/sell any goods safely, and may be commanded as any follower. The warlord may inform agents to leave their assignments (and thus become available for redeployment) by contacting them in any way.

Back-Up Plan* (Ex): While a battle tactic is in effect, allies aware of the warlord may reroll any one d20 roll, taking the 2nd result even if it is worse. This effect is usable once per day (per ally). In addition, using this effect costs the warlord an additional round of use of battle tactics (per use).

Formation* (Ex): While a battle tactic is in effect, allies aware of the warlord receive a +4 (untyped) bonus to attacks of opportunity and one extra attack of opportunity per round.

Hearten (Su): When the warlord uses his Inspiration ability, the temporary hit point amount is increased by his CHA modifier.

Dual Tactics* (Ex): While using a battle tactic, the warlord may begin using another one and choose to merge their effects instead of replacing the existing battle tactic. This may only be done once per tactic used, so a battle tactic must be ended/replaced in order for a new one to be used and then merged with another.

These abilities may replace advanced knight talents.

Onward to Victory! (Ex)

At 20th level, the warlord may bolster his allies as a swift action. Until the end of his next turn, all allies aware of him may make an attack of opportunity against any foe within their range as a free action. This is usable once per round (per person). This ability has three uses per day.

This ability replaces superior defensive stance.

Master Warlord (Ex)

At 20th level, the warlord is the ultimate battle leader. Once per day, he can assess a single opponent as a move action, making a Sense Motive check with a DC equal to (10 + opponent’s Bluff OR 10 + opponent’s BAB + opponent’s CHA modifier, whichever is higher). If successful, the warlord fully analyzes the opponent, immediately pointing out their weaknesses to his allies. All allies aware of the warlord (and opponent) gain a +5 (untyped) bonus on attack and damage rolls against that opponent, lasting for the day. The warlord also learns the following information:

  • The opponent’s maximum and current hit points.
  • Their saving throw bonuses.
  • Their armor class, including touch and flat-footed AC.
  • Their elemental weaknesses and resistances.

This ability replaces indestructible.