A new draft of Microlite81 (Draft 0.40) is available to RetroRoleplaying Cancer Fund donors with the usual password. This draft includes the first versions of the optional Dragonborn, Tiefling, Warforged, and Warlord classes I promised in my Christmas day post.
As a teaser for the upcoming first public beta release, the Microlite81 version of the Warlord class (or at least the initial draft of it) follows. I tried to capture some of the “shoutiness” of the popular late edition version of this class with the inspiration powers but without the features many old school players consider silly, such as shouting wounds away. The inspiration powers cost HP as magic does and can be considered magical or non-magical abilities, whatever makes the most sense in each specific campaign using the class. Note that the following was pasted in from Microsoft Word, so if you view the HTML there will be all sorts of junk.
* * * * *
Warlords are warriors trained to lead in combat. Any fighter is able to lead others in battle but warlords specialize in battle leadership. Prime Requisite: STR. Requirements: CHR 9+.
Weapons and Armor:Warlordsmay use light or medium armor and may use shields. They may use any weapon.
Class Abilities: When leading a group of hirelings under their command, the hirelings subtract the Warlord’s fighter bonus in any morale checks and add one-half the Warlord’s fighter bonus (round up) to their attack and damage rolls. Warlords are expert at riding and at small unit tactics.
Battlefield Prowess: At 5th level, a warlord inspires those organized units (mercenary companies, etc.) under his direct command. Any organized military units under the command of the warlord have a +1 bonus to their morale. At 10th level, this bonus becomes +2.
Inspiration: Warlords are able to inspire allies during combat by battle cries and shouting encouragement. Only allies who can clearly hear the warlord are affected by these abilities. Each of these abilities may only be used once per combat (and cannot be used again until the warlord has rested for at least one turn (10 minutes). The effects of these abilities do not stack under any circumstances.
·Inspire Courage: Warlords can use their action to grant all allies who can hear them +2 bonus to saves against charm and fear effects and a +2 bonus on attack and weapon damage rolls for a number of rounds equal to twice his Fighter Bonus. Using this ability costs the Warlord 3 hit points.
·Inspire Greatness: Warlords of at least 5th level can use their action to inspire greatness in a single willing ally who can hear them. The ally gains 12 (plus twice the target’s Constitution modifier) temporary hit points, a +2 bonus on attack rolls, and a +2 bonus to saves against charm and fear effects for a number of rounds equal to twice the Warlord’s Fighter Bonus. Using this ability costs the Warlord 5 hit points.
·Inspire Derring-Do: Warlords of at least 9th level can use their action to inspire daring-do in a single willing ally who can hear them. The ally gains a +4 bonus to their AC and all saving throws for a number of rounds equal to twice the Warlord’s Fighter Bonus. Using this ability costs the Warlord 7 hit points.
·Inspire Heroism: Warlords of at least 11th level can use their action to inspire heroism in a single willing ally who can hear them. The ally gains the effects of a Heroism potion for a number of rounds equal to the Warlord’s Fighter Bonus. Using this ability costs the Warlord 10 hit points.
Mercenary Unit: At level 9 a warlord can raise a mercenary unit from a friendly populated area. The Warrior must spend 2d4 days doing nothing but spreading the word in the local region and rallying interest. On the morning following his efforts, the Warrior will have gathered together a fighting force of (his level + CHA bonus) x 10 men-at-arms. The GM may increase or decrease this number by up to 50% to reflect the population of the area.The warlord is responsible for food and supplies for these men, and they will follow him so long as they are treated well. A warlord may only have one such mercenary unit at a time.
Stronghold: At level 12 a warlord may build a fortress in the borderlands or wilderness. The fortress will also attract settlers over time and they will look to the warlord for leadership.