Enemies to the knight’s immediate endeavor suffer a penalty of -4 to charisma checks. This bonus lasts only for that one saving throw however as a warlord can use this ability a number of times per day equal to his charisma modifier.ĭEMORALIZE: At 5th level, the knight causes fear and dread in the ranks of foes and enemy forces. To use this ability, the warlord must announce the use of Shake It Off on the target allies turn, before the saving throw die is roll. To use this ability one ally within line of sight of the warlord, that can hear and understand the warlords commands, gains a +3 bonus to a single saving throw. SHAKE IT OFF: At 3rd level, using nothing more than a shout of encouragement, a warlord can impart increased resilience.
This ability cannot be used in conjunction with demoralize or inspire. This ability can be used once per day and lasts a number of rounds equal to the knight’s level.
Any companions or followers within 30 feet of the knight gains a bonus of +1 to strength, constitution, dexterity, and intelligence saving throws, and a +2 to wisdom and charisma saving throws. This bonus to hit increases also by +1 for every 8 levels of experience (charisma +1 at level 8, charisma +2 at level 16, charisma + 3 at level 24, etc to a maximum of +5).ĮMBOLDEN: At 3rd level, the knight’s confidence and fearlessness in the face of danger instills courage in their companions and followers. This bonus lasts only for that one attack however a warlord can use this ability a number of times per day equal to 2, +1 for every 4 levels of experience (as shown here): To use this ability, the warlord must announce the use of Tactical Presence on the target allies turn, before the attack die is roll. Any time the warlord uses this ability, one ally within line of sight of the warlord, that can hear and understand the warlords commands, gains a bonus to hit equal to the warlords charisma modifier. A warlord can use his tactical presence to guide and direct companions and followers. TACTICAL PRESENCE: A warlord directs squads and small tactical groups with grit, determination and experience. This ability cannot be used in conjunction with embolden or demoralize. The ability affects up to 25 creatures at 3rd level, up to 50 creatures at 5th level, up to 250 creatures at 7th level, up to 1000 creatures at 9th level, up to 5,000 creatures at 12th level and 20,000 creatures at 16th level. At 1st level, the knight can affect up to 12 creatures. The number of persons that are affected increases as the knight gains levels. Any person friendly to a knight’s immediate endeavor gains a bonus to hit equal to the knight’s charisma modifier.
This gives the knight the ability to inspire companions and followers. INSPIRE: The mere presence of a knight upon the field of battle can alter the mood of armies and change the tide of combat. Thoughts? To tough? Not tough enough? Good/bad? Thanks in advance!! Knight abilities are posted in italics, while the warlord are in red. I am seeing where the knights is the brave leader, commanding large numbers on an epic battlefield, the warlorld is the "in the trenches" leader, affecting single individuals more directly. Where the knight abilities can be used once per day, affecting great numbers of targets for multiple rounds, the warlord abilities affect a single target for a single round, but can do so multiple times per day. Note: this warlord design is based off the C&C knight.
SO, check out the following and let me know what you think. I am looking for what the best way to convert the 4e Warlord to C&C might be. If there is one thing I really like about D&D4e that I'd love to pull into C&C, it's the Warlord class. I hope I am posting this in the correct place.