KING

Warlord

Humanoid · Crown of Domination

T3d8MajorWarlordLeaderHumanoid

A legendary battlefield commander who inspires absolute loyalty. Warlords coordinate armies and crush opposition through superior tactics and overwhelming force.

Tier 3  ·  Role Major  ·  Pool Vigor 7 / Vitality 6  ·  AC 14  ·  ATK +5  ·  Save DC 15  ·  Dmg d8

AC1415 base - 1 Sense
Vigor7Tier + Heart mod, regenerates
Vitality62 x Tier
Move25 ft
Initiatived8 + d6rerolled each round
Attack+5d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit18+Cunning 14
Disruptd6on any Vitality loss
StatScoreModDie
Body18+4d8
Mind16+3d6
Sense8-1-d3
Heart18+4d8
Cunning14+2d4
Fate14+2d4

Passives

Passive

Commanding Presence

Allies within 30 ft gain +2 to saves while the warlord still stands. Minors under its command do not flee at 0 Vigor.

Maneuvers

Maneuver

Direct Strike

The warlord barks an order: one ally within 30 ft immediately makes a free attack.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Battle Cry

Telegraph · disrupt d6 · Heart save

The warlord raises its greatsword and roars. Allies within 30 ft gain +2 to attack rolls for 1 round; each enemy within 30 ft makes a Heart save (DC 15) or takes 3 damage and is frightened 1 round; on a success, takes 1 Vigor damage.

Reactions

Reaction

Redirect Attack

When an ally within 5 ft is hit, the warlord steps in and takes the hit instead.

Tactics

GM tactics

Commands the battlefield from behind front-line troops. Directs allies to focus fire on priority targets.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d8. A crit rolls two: 2d8.
  • Crits on a natural 18+ (Cunning 14).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.