Lo-Dar, Hord King

The Warmaster
Sword and fist, pg. 37

The Legendary Leader
See Heroes of Battle pg. 108 Class Skills (4 + Int modifier per level): Bluff, Craft, Diplomacy, Gather Information, Handle Animal, Intimidate, Knowledge (history), Knowledge (nobility and royalty), Profession, Ride, Sense Motive.

Broodhood
Warmasters are a fraternal organization, and members are generally willing to lend a hand to their fellows. You gain a +4 competence bonus to Diplomacy checks made to influence other warmasters. This is a two-way street: You are expected to treat other warmasters honorably and charitably.

Leadership Bonus
Warmasters earn bonuses to their leadership level (character level + Cha bonus), enabling them to attract more powerful cohorts and followers when they use the Leadership feat upon earning a new level.

Battle Cry
When your shout rings across the battlefield, it lifts the spirits of your allies. This ability functions as the bard’s inspire courage ability, found on page 28 of the Player’s Handbook. This bonus lasts a number of rounds equal to your Charisma bonus, and you can shout a battle cry once per day for every level of warmaster you have attained.

Direct Troops
As a full-round action, you can give compelling directions. You can bestow a +2 competence bonus on either attacks or skill checks to all allies within 30 feet. This bonus lasts a number of rounds equal to your Charisma bonus.

Tower
An organization affiliated with you (the army or an important lord, for example) has offered to build you a tower in a mutually agreeable location. As long as you uphold the ideals of the organization involved, you can manage the affairs of the tower as you wish, although you are responsible for upkeep costs. A tower is a round or square, threelevel building made of stone.

Rally Troops
Your presence is enough to grant any allies within 30 feet a second saving throw against fear and charm effects that they have already succumbed to. Even if they fail the second saving throw, any fear effects are less severe: panicked characters are only frightened, frightened characters are only shaken, and shaken characters are unaffected. Hard March: You can exhort your troops to march faster. Anyone traveling with you gains a +4 morale bonus to Constitution checks required for making a forced march or any other task requiring extended exertion. Animals are not affected.

Keep
As “Tower” above. A keep is a fortified stone building with fifteen to twenty-five rooms. Battle Standard: The mere sight of your coat of arms or other heraldic display is enough to turn the tide of battle. Allies within 30 feet of your standard gain the effects of both Battle Cry and Rally Troops (above) as long as the standard is within range and held by you. If your standard is captured in battle, all allies within range aware of its loss suffer a –1 morale penalty to attacks and damage until it is recovered in addition to losing the benefits described above.

Castle
As “Tower” above. A castle is a keep (also above) surrounded by a 15- foot-high stone wall with four towers. The wall is 10� thick. Die for Your Country: Your presence inspires your troops to make the ultimate sacrifice for your cause. Any allies within 30 feet of you can continue to fight while disabled or dying without penalty. They continue until they reach –10 hit points.

Huge Castle
As “Tower” above. This large complex has numerous associated buildings (stables, a forge, granaries, etc.), and an elaborate 20-foot-high, 10-footthick wall creating bailey and courtyard areas. The wall has six towers.

Fearless (Ex)
Because of their supreme confidence in their own abilities, legendary leaders are not subject to effects that would shake others’ resolve. When you enter this class, you become immune to fear effects. Hero’s Luck (Ex): Upon becoming a legendary leader, you gain a +1 luck bonus on all saving throws. This bonus improves to +2 at 3rd level and to +3 at 5th level.

Natural Commander (Ex)
As a legendary leader, your commander rating equals your class level (unless your rank would normally grant you a higher commander rating). See page 75 for information on commander ratings. Legendary Reputation (Ex): As you advance in the prestige class, tales of your exploits begin to circulate. When people match your face with your reputation, they are more likely to be friendly toward you. You add your class level to any Diplomacy check you make to influence the attitude of any NPC who is not already unfriendly or hostile.

Greater Command (Sp)
Beginning at 2nd level, you can focus your powers of persuasion to use greater command (as the spell) once per day (save DC 16 + Cha modifier). At 4th level and higher, you can use this ability twice per day.

Command
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

Level: Clr 1

Components: V

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature

Duration: 1 round

Saving Throw: Will negates

Spell Resistance: Yes

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.

Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can’t carry out your command on its next turn, the spell automatically fails.

Command, Greater
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

Level: Clr 5

Targets: One creature/level, no two of which can be more than 30 ft. apart

Duration: 1 round/level

This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature’s action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.

Quick Rally (Ex)
Starting at 2nd level, you can perform a rally check (see page 73) as a free action once per round. Bonus Feat: At 3rd level, you gain a bonus feat from among the feats with the leader type (see page 96). You must meet the normal prerequisites for the feat.

Heroic Success (Ex)
When you reach 4th level, your deeds become truly legendary, and you demonstrate your ability to beat the odds even when the situation looks bleak. Once per day, you can choose to automatically succeed on a single saving throw instead of rolling the dice.

Additional Commander Aura (Ex)
At 5th level, you can select a secondary commander aura, which can be any commander aura for which you qualify (see page 75 for more information on commander auras). Your followers benefit from both commander aura effects, though any bonuses granted follow the normal rules for stacking. If you further increase your commander rating at another time and choose to gain a new commander aura, you can replace either of your existing commander auras. To Hell and Back (Ex): Your followers will accompany you to the ends of the world, and beyond. When you reach 5th level, any followers or cohorts gained from your Leadership feat are immune to fear effects (including morale checks) when they have line of sight to you.

Reckless Commander
You inspire your allies to charge ferociously into battle. Prerequisite: Commander rating 2, chaotic evil alignment.

Benefit: Any ally who begins her turn within 30 feet of you deals an extra 1d6 points of damage on the next charge attack she makes during her turn. This benefit is considered a morale bonus.

Orc Commander
You can hone the fighting instincts of the orcs under your command.

Prerequisite: Commander rating 3, orc, chaotic evil alignment.

Benefit: Orc allies within 30 feet of you deal an extra 1d6 points of damage on melee attacks. This benefit is considered a morale bonus.

Tribal Frenzy (Ex)
A warchief is able to inspire his followers to acts of extreme battle frenzy. The warchief may activate this frenzy as a standard action. He may then maintain it as a free action. It ends at the conclusion of any turn in which the warchief does not maintain it.

The frenzy affects any creature that is a member of the warshief ’s race and tribe, that starts its turn within 30 feet of the warchief, and that is able to hear the warchief.

The frenzy grants a +2 enhancement bonus to the Strength score of each affected ally (not including the warchief himself ). At the start of each of their turns, everyone affected by the Strength boost takes 1 point of damage for each Hit Die they have. Thus, an orc warchief can grant +2 Strength to each member of the pack of 1stlevel orc warriors he commands, but they each take 1 point of damage per round as long as the Strength boost remains in effect.

Every two levels (3rd, 5th, 7th, and 9th), the bonus to Strength increases by +2.

Devoted Bodyguards (Ex)
Beginning at 8th level, once per round, whenever a warchief is hit by an attack, he may make a DC 15 Reflex save to have that attack affect an adjacent tribe member instead. The attack is treated as though it had hit the chosen bodyguard instead of the leader, regardless of the bodyguard’s Armor Class or any other defensive effects. A tribe member may not serve as a bodyguard if it is dazed, stunned, paralyzed, or otherwise unable to act.

Daunting Presence [General]
You are skilled at inducing fear in your opponents.

Prerequisites: Cha 13, base attack bonus +1.

Benefit: You may take a standard action to overawe an opponent. The opponent must be within 30 feet, have line of sight to you, and have an Intelligence score. If the opponent fails a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier), the opponent is shaken for 10 minutes. This feat has no affect on a creature that is already shaken.

Special: A fighter may select Daunting Presence as one of his fighter bonus feats.