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    Default From 4e to 3.5: The Warlord [Base Class]

    The Warlord



    While mighty warriors might make a name for themselves with their great strength or masterful bladesmanship, there are some who see true greatness differently. For a Warlord, might is not about brute strength, or even about technique–it is about command. While most Warlords are themselves skilled warriors, their true power is their talent for leading others, assisting them with cunning strategies or bolstering their spirits with reassuring words and heroic examples.

    Abilities
    As Warlords are primarily melee combatants, Strength and Constitution are essential to them. Depending on whether you pick the Tactical Presence or Inspiring Presence ability at 1st level, either Intelligence or Charisma will also be important for your class features.

    Races
    Most Warlords are primarily either humans or dwarves. Some half-orcs are warlords, though their penalties to both Intelligence and Charisma put them at a disadvantage.

    Alignment
    Though there are no alignment restrictions placed on Warlords, most tend to be of lawful alignments.

    Starting Gold
    4d4 x 10 (100 gp)

    Starting Age
    As the Fighter class.

    Hit Die
    d10

    Class Skills
    The Warlord’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Martial Lore (Int), Profession (Wis), and Ride (Dex).

    Skills per Level
    2 + Intelligence modifier (x4 at 1st level)

    {table=head]Level|
    BAB
    |Fort Save|Ref Save|Will Save|Special|Maneuvers[br]Known|Maneuvers[br]Readied|Stances[br]Known

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Warlord’s Presence|3|3|1

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |
    |4|3|1

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Lesser Warlord Aura|5|3|1

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |
    |5|4|2

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Bonus Feat|6|4|2

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +2
    |Martial Tactics (1/encounter)|6|4|2

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +2
    |
    |7|4|2

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +2
    |Warlord Aura|7|4|2

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +3
    |
    |8|4|2

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +3
    |Bonus Feat|8|5|3

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +3
    |Seize the Day|9|5|3

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +4
    |Martial Tactics (2/encounter)|9|5|3

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +4
    |
    |10|5|3

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +4
    |Greater Warlord Aura|10|5|3

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +5
    |Bonus Feat |11|6|3

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +5
    |
    |11|6|4

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +5
    |Commander’s Prowess|12|6|4

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +6
    |Martial Tactics (3/encounter)|12|6|4

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +6
    |Seize the Day (2 dice)|13|6|4

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +6
    |Bonus Feat, Lord of Warfare|13|7|4[/table]

    Class Features
    All the following are class features of the Warlord.

    Weapon and Armor Proficiency
    Warlords are proficient with all simple and martial melee weapons, including thrown weapons, and with all armors and shields, except tower shields.

    Maneuvers
    A 1st-level Warlord has knowledge of three martial maneuvers. Warlords have access to the Devoted Spirit, Stone Dragon, and White Raven disciplines. In addition, Warlords have access to an additional discipline based on the ability they choose at 1st level. Warlords who choose Tactical Presence gain access to the Diamond Mind discipline, while those who choose Inspiring Presence gain access to the Iron Heart discipline.

    In order to use a maneuver, you must first ready it. Your maneuvers are extraordinary abilities unless otherwise stated. Your maneuvers are not affected by spell resistance, and initiating a maneuver does not provoke attacks of opportunity.

    You learn additional maneuvers as you gain more levels. You must meet a maneuver’s prerequisites to learn it. At 4th level, and each subsequent even level, you can exchange one of your maneuvers known for another maneuver of any level you are capable of initiating.

    You can ready your maneuvers by exercising or meditating for 5 minutes. The maneuvers you choose remain readied until you choose to ready new maneuvers. You begin an encounter with all your readied maneuvers unexpended, but once you initiate it, it is expended. You can refresh all of your expended maneuvers as a swift action, though you cannot initiate a maneuver or change stances in the same round you refresh your maneuvers.

    Stances
    A 1st-level Warlord knows one stance of any discipline available to him. At 4th, 10th, and 16th levels, you learn an additional stance. Stances do not have to be readied, and are never expended. You can enter a stance or change stances as a swift action. Stances are extraordinary abilities unless otherwise noted.

    Warlord’s Presence (Ex)
    Warlords can either direct their allies in battle with tactics and strategy, or inspire them with their force of personality, spurring them on to great feats of prowess. At 1st level, you choose whether to gain the Tactical Presence ability or the Inspiring Presence ability.

    Inspiring Presence
    Your allies will never fall in battle as long as they can see you shining like a beacon beside them. You can bolster your allies’ spirits, healing them. As a swift action, you can heal an ally within 30 ft. of you a number of hp equal to twice your Charisma bonus. The total amount of hp you can heal each day with this ability is equal to your level times your Charisma bonus.

    Tactical Presence
    Whenever an ally within 30 ft. of you makes a melee attack, before they make the attack roll, you may use this ability as an immediate action. They gain a +1 insight bonus on the attack and damage rolls. You can use this ability a number of times per encounter equal to your Intelligence modifier.

    Lesser Warlord Aura (Ex)
    At 2nd level, your presence on that battlefield bolsters your allies. Either by great wits or inspiring words, you drive them on in combat. You may choose to gain one of the following lesser warlord auras:

    Aura of Expertise
    All allies within 30 ft. of you add your Intelligence modifier as an insight bonus on all attack rolls made to disarm, trip, bull rush, or sunder. You must have the Tactical Presence ability to choose this aura.

    Aura of Readiness
    All allies within 30 ft. of you add your Intelligence modifier as an insight bonus on initiative checks. You must have the Tactical Presence ability to choose this aura.

    Aura of Resilience
    All allies within 30 ft. of you add your Charisma modifier as a morale bonus on all saving throws of one type (Fortitude, Reflex, or Will). You choose which saving throw is affected when you first gain this ability, and cannot change your choice later. You must have the Inspiring Presence ability to choose this aura.

    Aura of Valor
    All allies within 30 ft. of you add your Charisma modifier as a morale bonus on all damage rolls made as part of a charge. You must have the Inspiring Presence ability to choose this aura.

    Bonus Feat (Ex)
    At 5th, 10th, 15th, and 20th levels, you may gain one of the following feats as a bonus feat. You must meet all of the feat’s prerequisites. Feats marked with a * are new, and can be found after the class description.

    Adept Warlord*, Back to Back*, Blade Meditation, Brothers in Steel*, Clarion Commander, Cleave, Combat Expertise, Combat Reflexes, Cunning Feint*, Devoted Bulwark, Dual Aura*, Faith Unswerving, Great Cleave, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Initiative, Improved Overrun, Improved Shield Bash, Improved Sunder, Improved Trip, Inspiring Aid*, Ironheart Aura, Leadership, Martial Teamwork*, Mighty Bastion*, Opportunistic Tactics*, Perfect Clarity of Mind and Body, Power Attack, Selfless Defense*, Shards of Granite, Stone Power, Stormguard Warrior, Union of Steel*, Unnerving Calm, Veteran’s Prowess*, White Raven Defense

    Martial Tactics (Ex)
    At 6th level, you can direct your ally’s in combat, showing them how to use the martial maneuvers that are the heart and soul of your own fighting style. Once per encounter, as a swift action, you may expend a single one of your readied maneuvers of 2nd level or lower. A single ally within 60 ft. of you that is able to hear you gains the ability to use that maneuver once, as if he had readied it normally. He uses your own initiator level when initiating the maneuver. He cannot recover the maneuver once he has expended it. Likewise, you cannot recover the expended maneuver until the ally you granted it to has used it. You can use this ability twice per encounter at 12th level and grant maneuvers of up to 4th level. You can use it three times per encounter at 18th level, and grant maneuvers of up to 6th level.

    Warlord Aura (Ex)
    At 8th level, you are a pillar of strength to those who rely on you, aiding them in battle with tactical advice or an heartening spirit. You may choose to gain one of the following warlord auras:

    Aura of Alacrity
    All allies within 30 ft. of you gain a +5 ft. bonus to their base land speed for each +2 of your Charisma modifier. You must have the Inspiring Presence ability to choose this aura.

    Aura of Caution
    All allies within 30 ft. of you add your Intelligence modifier as an insight bonus to AC. This bonus only applies if their Dexterity bonus to AC also applies. You must have the Tactical Presence ability to choose this aura.

    Aura of Guile
    All allies within 30 ft. of you add your Intelligence modifier as an insight bonus on all attack rolls and damage rolls made against enemies denied their Dexterity bonus to AC or that are flanked. This bonus only applies if their Dexterity bonus to AC also applies. You must have the Tactical Presence ability to choose this aura.

    Aura of Resilience
    All allies within 30 ft. of you gain DR 1/— for each +2 of your Charisma modifier, rounded up. You must have the Inspiring Presence ability to choose this aura.

    Seize the Day (Ex)
    At 11th level, you leave nothing to chance, using your skill as a commander to ensure your ally’s seize every opportunity they have. At the beginning of each encounter, roll 1d20 and record the result. Once during that encounter, after one of your allies has rolled a d20, you may choose to, as an immediate action, replace the result of that roll with the result you recorded earlier. You cannot use the earlier roll to replace one of your own rolls—only those of your allies. If you roll a 20 at the beginning of the encounter, then it does not count as a natural 20 if you choose to substitute it. At 19th level, you roll and record the results of two d20 rolls, instead of only one.

    Greater Warlord Aura (Ex)
    At 14th level, you are a powerful force on the battlefield, inspiring your troops with both cunning stratagems and a heroic spirit. You may choose one of the following greater warlord auras:

    Aura of Ardor
    All allies within 30 ft. of you add your Charisma modifier as a morale bonus on all melee attack rolls. You must have the Inspiring Presence ability to choose this aura.

    Aura of Prowess
    All allies within 30 ft. of you add your Intelligence modifier as an insight bonus on all weapon damage rolls. You must have the Tactical Presence ability to choose this aura.

    Aura of Resistance
    All allies within 30 ft. of you gain spell resistance equal to 8 + your class level + your Intelligence modifier. You must have the Tactical Presence ability to choose this aura.

    Aura of Vigor
    All allies within 30 ft. of you gain fast healing 1 for each +1 of your Charisma modifier, rounded up. You must have the Inspiring Presence ability to choose this aura.

    Commander’s Prowess (Ex)
    At 17th level, your martial prowess is an inspiration to your allies, bolstering their strength and spirit. While you are in a martial stance, every ally that begins his turn adjacent to you gains the benefits of that stance until the beginning of his next turn.

    Lord of Warfare (Ex)
    At 20th level, you have become completely attuned to the battlefield, giving you a heightened awareness of combat. You can affect yourself with maneuvers and other abilities, such as your warlord auras, that can normally only target your allies.
    Last edited by The Demented One; 2008-07-26 at 09:06 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: From 4e to 3.5: The Warlord [Base Class]

    Warlord Feats

    Adept Warlord
    You are a master both of strategy and inspiration.
    Requirements: Warlord’s Presence class feature, BAB +9, Int and Cha 15+
    Benefit: If you choose to gain the Tactical Presence ability as a 1st level Warlord, you gain the Inspiring Presence ability as well. If you chose the Inspiring Presence ability, you gain the Tactical Presence ability as well. However, you do not gain access to the martial discipline associated with the ability you gain.

    Back to Back
    While you and your allies are together, no force can drive you apart.
    Requirements: Tactical Presence class feature, Int 13+
    Benefit: Whenever an ally is adjacent to you, as long as neither of you are flatfooted or helpless, you both gain a +2 insight bonus to AC.
    Special: Back to Back can be used in place of Dodge to qualify for a feat, prestige class, or other special ability. You can take both this feat and Dodge.

    Brothers in Steel
    Your allies are spurred on whenever they see you cut down a foe.
    Requirements: Power Attack, Cleave, BAB +7, Int or Cha 13
    Benefit: Whenever you would gain an extra attack from the Cleave feat, you may choose not to take it. You may designate one ally within 30 ft. of you, and they may make a single melee attack as an immediate action. If you have the Great Cleave feat, you cannot make any more extra attacks after you choose to not take one, even if your ally’s attack drops an enemy.
    Special: Brothers in Steal can be used in place of Great Cleave to qualify for a feat, prestige class, or other special ability. You can take both this feat and Great Cleave.

    Cunning Feint
    When you successful feint against your enemies, your allies can take advantage of them
    Requirements: Combat Expertise, Improved Feint, BAB +7, Int or Cha 13
    Benefit: Whenever you successfully feint against an enemy, you may designate a single ally for whom that enemy is within their reach. That ally may immediately attempt to trip or disarm that enemy as an immediate action, and they do not provoke attacks of opportunity for doing so.

    Dual Aura
    You have access to more auras than most warlords.
    Requirements: Lesser Warlord Aura class feature, BAB +5, Int or Cha 15+
    Benefit: For each level of warlord aura (lesser, normal, or greater) you have access to, you may choose another aura. You cannot have two auras of the same level active at the same time, but you can swap between auras of a level as a swift action. If you gain access to another level of warlord aura, then you can choose two auras to gain and swap between.

    Inspiring Aid
    You can motivate your allies by aiding them.
    Requirements: Inspiring Presence class feature, Cha 13+
    Benefit: Whenever you use the aid another action, the bonus you grant is equal to 2 + your Charisma modifier.

    Martial Teamwork
    Your knowledge of fighting lets you lend expertise.
    Requirements: Warlord Aura class feature
    Benefit: At the beginning of each encounter, choose a single feat you have. All of your allies gain the benefits of that feat for the duration of the encounter.

    Mighty Bastion
    You take retribution against enemies who harm your friends.
    Requirements: Combat Reflexes, BAB +12
    Benefit: Whenever an enemy attacks one of your allies while within your reach, it provokes an attack of opportunity from you.

    Opportunistic Tactics
    Under your command, your allies can take advantage of every opening your enemies present.
    Requirements: Tactical Presence class feature, Int 13+
    Benefit: Whenever an enemy provokes an attack of opportunity from you, you may choose to forgo that attack. Doing so still counts as your attack of opportunity for that round. If you do, then you may choose a single ally within 30 ft. of you. Until the end of your next turn, that ally can make an additional number of attacks of opportunity equal to your Intelligence modifier, and can make attacks of opportunity while flatfooted.
    Special: Opportunistic Tactics can be used in place of Combat Reflexes to qualify for a feat, prestige class, or other special ability. You can take both this feat and Combat Reflexes.

    Selfless Defense
    You spare no pains in defending your allies.
    Requirements: Inspiring Presence class feature, Cha 13+
    Benefits: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll. All allies within 30 ft. of you gain a morale bonus to AC equal to the penalty you took until the beginning of your next turn. This number may not exceed your base attack bonus.
    Special: Selfless Defense can be used in place of Combat Expertise to qualify for a feat, prestige class, or other special ability. You can take both this feat and Combat Expertise.

    Union of Steel
    When you attack alongside your allies, you deal out even more devastating blows.
    Requirement: Warlord’s Presence class feature, Int or Cha 13+
    Benefit: Whenever you hit a foe with a melee attack, you gain a +1 bonus on the damage roll for each one of your allies that have hit that foe with a melee attack since the end of your last turn.
    Special: Union of Steel can be used in place of Power Attack to qualify for a feat, prestige class, or other special ability. You can take both this feat and Power Attack.

    Veteran’s Prowess
    You’ve learned to draw as much strength and accuracy from each attack as possible.
    Requirements: Martial Lore 6 ranks, BAB +12
    Benefit: The penalty you take on iterative attacks is reduced from a cumulative -5 to -3.
    Last edited by The Demented One; 2008-06-19 at 10:09 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: From 4e to 3.5: The Warlord [Base Class]

    Commentary
    So why convert a class from 4e to 3.5? Couple reasons. For starters, while I really, really like the Warlord class in 4e, I’m not so sure about 4e as a whole–I’m giving it a try, but most of the games I’ll be running and playing in for the foreseeable future are going to be 3.5, and I suspect I’m not the only one. So by converting it, it lets those of us who haven’t gone over to the new edition yet still get to play with some of its goodies, and maybe see some reasons. Granted, my adaptation isn’t that faithful to the original–it basically takes the name and its general role, and then makes up entirely new abilities. However, it hopefully still captures the spirit of the 4e Warlord.

    Secondly, the Warlord can fill a role that’s left more-or-less unfilled in 3.5: the leader. A few classes of have been made in an attempt to fill it–the Marshal and Dragon Shaman spring to mind–but none of them seem to be terribly popular. One guess I have is to why is that, while the classes focus around helping your allies, they’re not terribly active about it–you throw up an aura to buff them, and that’s about it. That’s why I included several active ways to help your allies–warlord’s presence, martial tactics, and seize the day. As swift action abilities, you can both use them and still go to town on your enemies, and hopefully they’ll make being the party leader in battle a bit more fun for the player.

    In terms of comparison to other martial classes, I was aiming to more or less mirror the Warblade power-wise. The Warblade has more abilities that boost its own offense, but the Warlord makes up for it by having abilities to help its allies. Likewise, while the Warblade gets a higher hit dice, the Warlord gets heavy armor proficiency. The Warlord is, in many ways, just a Martial Marshal (no pun intended), in the same way the Crusader is a Martial Paladin, or the Warblade is a Martial Fighter.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: From 4e to 3.5: The Warlord [Base Class]

    I like the idea a lot, and was actually thinking of doing this myself (though I'm not sure mine would have turned out this well).

    Just a couple of concerns. The 19th and 20th level abilities seem like they could be used for some crazy cheesiness (probably involving White Raven Tactics, but I don't know any specifics); the same could possibly apply to the Martial Teamwork feat. I guess by that level, though, it wouldn't be that big of a concern, so it's not too bad.

    Also, is Aura of Alacrity written correctly? To me, a +5 bonus to base land speed per point of Cha modifier seems like a LOT. I mean, a Warlord is probably gonna focus on Cha, and by that level probably has a +5 or +6 Cha bonus (16-18 base, +2 for leveling, and at least a +2 item), meaning an extra 25-30 feet of movement. I'd almost suggest doing it like the other one (5 feet per +2 of the Warlord's Cha modifier). Really, it's up to you though.

    Really nice job overall.
    The Playgrounder Formerly Known as rtg0922

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    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

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    Default Re: From 4e to 3.5: The Warlord [Base Class]

    Just a couple of concerns. The 19th and 20th level abilities seem like they could be used for some crazy cheesiness (probably involving White Raven Tactics, but I don't know any specifics); the same could possibly apply to the Martial Teamwork feat. I guess by that level, though, it wouldn't be that big of a concern, so it's not too bad.
    That's true, but the problem there is really more with White Raven Tactics than anything. My solution was to just redo that maneuver, you can probably find the redo floating around somewhere. However, I can't think of anything that would cause an abusive problem at that level.

    Also, is Aura of Alacrity written correctly? To me, a +5 bonus to base land speed per point of Cha modifier seems like a LOT. I mean, a Warlord is probably gonna focus on Cha, and by that level probably has a +5 or +6 Cha bonus (16-18 base, +2 for leveling, and at least a +2 item), meaning an extra 25-30 feet of movement. I'd almost suggest doing it like the other one (5 feet per +2 of the Warlord's Cha modifier). Really, it's up to you though.
    Honestly, I would guess that Charisma would be a secondary or tertiary score for most, with Strength and possibly Constitution taking precedence. So in this case, maybe 14-16 base, +2 item, for a total of +15 to +20 ft. However, you may be right; I'll consider making it +5/2 points.

    Really nice job overall.
    Thank you.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: From 4e to 3.5: The Warlord [Base Class]

    Wow. I've always loved the Marshal idea, but thought the execution was poor. I'd definitely play this class.
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    Strongarm Warrior: An actually worthwhile Monkey Grip-focused PrC!
    Guyr Adamantine Avatar by Tomb Raven.

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    Default Re: From 4e to 3.5: The Warlord [Base Class]

    3.5 still rides on a strong-backed horse, and it's a Demented One.
    My Deviantart, Please enjoy it.
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    Homebrew by Krimm Blackleaf


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    Default Re: From 4e to 3.5: The Warlord [Base Class]

    Fight the Man!!!

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    Default Re: From 4e to 3.5: The Warlord [Base Class]

    Quote Originally Posted by Krimm_Blackleaf View Post
    3.5 still rides on a strong-backed horse, and it's a Demented One.
    Aww, thanks.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: From 4e to 3.5: The Warlord [Base Class]

    I've been looking for JUST THIS for one of my important NPCs. Thanks a bundle!

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    Thumbs up Re: From 4e to 3.5: The Warlord [Base Class]

    really good stuff. this has just become a core class for my players. thank you for the awesome.
    Ia! Ia! Cthulu Ftagn!
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    Default Re: From 4e to 3.5: The Warlord [Base Class]

    See, the 3.5 Sublime way marshal is an example of how Wizards of the Coasts steals from there own posting boards to make the 4th ed. warlord and others don't notice.

    It kinds of reminds me of the urban legend that the japanese movie the seven samurai was based of westerns... and american film makers thought the seven samurai was such a great movie they remade it as the western, the magnificent seven.
    Last edited by Te'Shen; 2008-08-14 at 12:24 PM.

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