Warmasters are exactly what their name suggests- masters of the Art of War. They are renowned the world over not only for their combat prowess, but also for their unrivaled ability to lead men into battle.
All are skilled enough to cut through opponents with frightening ease, but that is often of secondary concern. Their leadership has far more impact on a battle than their skill at arms.
Warmasters possess a unique ability to empathically convey their orders to companions who have accepted them as their leader. This makes them devestatingly effective, as their soldiers can adapt to changes in the flow of combat with preternatural speed.
Warmasters are sought by every kingdom in the west. Many are offered lands and titles for swearing an oath of loyalty, while others earn vast fortunes as mercenaries.
Hit Points Per Level: 10
Class Skills: Athletics (STR), Craft (INT), Handle Animal (CHA), Intimidate (CHA, STR), Knowledge Dungeoneering (INT), Knowledge Engineering (INT), Profession (WIS), Ride (DEX), Survival (WIS).
Skill Ranks Per Level: 4 + INT Modifier
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Class Features
Fighters possess the following class features.
Weapon and Armor Proficiency: Warmasters are proficient will all simple and martial weapons, all armor and all shields.
Command: A warmaster who leads a group in combat can give that group certain bonuses. Every character within 30 feet of the warmaster gains a +1 bonus to hit and +1 to saving throws. The warmaster also benefits from this bonus.
In addition all soldiers who recognize the Warmaster as their commander gain the benefits of any Command Feats the Warmaster possesses.
Warmaster Order: At 1st level the warmaster selects an Order from the list below. As he levels he obtains abilities based on the selected order. Once an order is chosen it cannot be changed unless the warmaster performs a re-training.
Bonus Feats: At 3rd and 5th level warmasters gain a bonus feat. This feat must be selected from the Martial category.
Bonus Command Feats: At each level the Warmaster may select a Command Feat from the following list:
Uncanny Dodge, Improved Uncanny Dodge, Evasion, Dodge, Alertness, Mobility, Spring Attack, Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, Trample or Unseat.
Improved Flanking : At 2nd level a warmaster gains the Improved Flanking ability. Warmasters and their parties consider an opponent flanked if two or more people are in melee with that opponent, even if the opponent wouldn’t normally be flanked.
Greater Command: At 6th level the Warmaster’s command radius is increased to 100 feet. In addition any martial feats the character possesses are considered command feats.
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Warmaster Orders
The following orders are the most common chosen by Warmasters. Members of each order do not necessarily belong to a specific group, but rather practice the same principles and tactics.
Order of the Feathered Shaft
A warmaster who belongs to this order understands that the best way to win a battle is to kill your opponent before they have an opporunity to attack you. The best way to do this is with a combination of archers and battlemages, each raining death on the enemy before they are in range to engage.
Discipline: The warmaster grants his unit a +2 deflection bonus to AC versus ranged attacks. In addition the warmaster grants the unit a +2 bonus to initiative.
Order Abilities: The warmaster gains the following abilities as he levels:
Precise Strike: At 2nd level the warmaster may declare a target (this can be a unit or individual). Any members of his unit that fire at the target receive the benefits of the Precise Shot feat. If they already have the feat they gain a +2 circumstance bonus to hit.
Strategy: At 4th level the warmster can spend a standard action to grant a bonus to each member of his unit. He may grant a +2 dodge bonus to AC, a +2 morale bonus to attack rolls, or the ability to move up to their speed as an immediate action. The warmaster can grant a different bonus to each member of the unit, but may only grant each person a single bonus in any given combat. The bonus lasts for one round.
Volley of Death: At sixth level the warmaster’s unit may use his attack bonus when rolling to hit against a target he has declared.
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Order of Charging Death
A warmaster who belongs to this order knows that the swiftest way to end a combat is to bring the fight to his opponent. He and his unit are trained to charge foes, cutting them down with lethal accuracy.
Discipline: Whenever the warmaster leads men into battle he grants his unit an additional +5 movement each round. This symbolizes his ability to keep the enemy from pinning his unit in place.
Order Abilities: The warmaster gains the following abilities as he levels:
You Can’t Run: At 2nd level the warmaster gains the ability to more effectively pursue enemies. Any a foe attempts to flee the warmaster and his unit gain an extra 10 feet move while pursuing.
Dogpile: At 4th level the warmaster may grant the Pounce feat to a unit he leads allowing all members within 30 feet to utilize a full attack on a charge action.
Act as One: At 6th level the warmaster may spend a standard action to move up to his speed and make an attack. All members of his unit within 30 feet can also move up to their speed and make a melee attack as an immediate action. This attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with charge). All participants gain a +2 bonus to AC for the round. The warmaster can make this attack once per combat.