[HR: Campaign Class] Warmaster

This campaign class was more or less meant for Dragonlance. I plan to convert the original modules into a campaign that will, hopefully, go terribly off the rails built into the later modules. I dislike a lot of what the modules and series did to AD&D in the long run, but the early modules are pretty awesome dungeon crawls and having read the novels as a kid, I have a lot of undeserved nostalgic love for the setting. Plus the modules included Battlesystem scenarios, and running those with Domains at War should be fun.

The class definitely would fit well into a Hyborian Age setting, though, and might even work nicely in my Crimson Sun setting.

Anyway, the Warmaster class was sort of inspired by Laurana, although she herself would be an Elven Courtier. It’s pretty much just a fighter customized to lead, exchanging a lower Hit Dice for some “free proficiencies” (that stack with the proficiencies).

I’ll probably recreate this class from scratch with different abilities once D@W comes out and I get my hands on it.

Prime Requisite: STR and CHA
Requirements: None
Hit Dice: 1d6
Maximum Level: 14

Warmasters are exceptional individuals, born leaders or commanders forged in battle. They have the ability to inspire their troops, and insight and skill to win battles and wars.

Consummate warriors, warmasters are trained to use all weapons and armor. They may fight wielding a weapon and shield, a two-handed weapon, or two weapons. At first level, warmasters hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels (as fighters). Warmasters also increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level. They may use any magic item usable by fighters.

Whether by talent or training, warmasters are excellent commanders: they can recognize famous historical battles, generals, and weapons with a proficiency throw of 11+, and their strategic insight gives them a +1 bonus to initiative rolls in mass combat (cumulative with the Military Strategy proficiency). This bonus increases to +2 at 5th level.

A warmaster’s inspiring leadership (whether through fear or admiration) gives their henchmen and mercenaries a +2 bonus to morale (cumulative with other bonuses, like the Command proficiency).

At 5th level (Captain), a warmaster’s battlefield prowess inspires others to follow him. Any henchmen and mercenaries hired by the warmaster gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from the warmaster’s Charisma or proficiencies.

At 9th level (Warlord), a warmaster can build a castle and become a great ruler of men. When he does so, up to 1d4+1×10 0th level mercenaries and 1d6 warmasters of 1st – 3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries. Warmasters’ castles are otherwise identical to those of fighters, as detailed in the Campaign chapter of the ACKS Rulebook.

Starting at 9th level, a warmaster’s force of personality allows him to hire one more henchman than usual. The base morale score of any domain he rules is increased by 1. These bonuses are cumulative with the Leadership proficiency.

Commander Proficiency List: Alertness, Animal Training, Blind Fighting, Combat Reflexes, Combat Trickery (Disarm, Force Back, Knock Down, Overrun, Sunder, Wrestle), Command, Diplomacy, Dungeon Bashing, Endurance, Engineering, Fighting Style, Intimidation, Leadership, Manual of Arms, Mapping, Military Strategy, Precise Shooting, Riding, Siege Engineering, Skirmishing, Swashbuckling, Weapon Finesse, Weapon Focus

Warmaster Level Progression
Experience | Title | Level | Hit Dice | Damage Bonus
0 | Serjeant | 1 | 1d6 | +1
1,700 | Adjutant | 2 | 2d6 | +1
3,400 | Officer | 3 | 3d6 | +2
6,800 | Lieutenant | 4 | 4d6 | +2
13,500 | Captain | 5 | 5d6 | +2
27,000 | Commander | 6 | 6d6 | +3
55,000 | Marshal | 7 | 7d6 | +3
110,000 | Warmaster | 8 | 8d6 | +3
230,000 | Warlord | 9 | 9d6 | +4
350,000 | Warlord, 10th level | 10 | 9d6+2* | +4
470,000 | Warlord, 11th level | 11 | 9d6+4* | +4
590,000 | Warlord, 12th level | 12 | 9d6+6* | +5
710,000 | Warlord, 13th level | 13 | 9d6+8* | +5
830,000 | Lord of War | 14 | 9d6+10* | +5
*Hit point modifiers from constitution are ignored

Use the Fighter Attack & Saving Throw Progression table from ACKS.

This character class would be a veritable god of war on the D@W battlefield.

Should the abilities stacking with proficiencies be toned down? Getting +2 to morale twice might be way too much, huh? It seems like less of big deal with e.g. henchmen, but I imagine morale is a huge factor in the D@W rules.

I’ve pretty straightforwardly treated proficiencies as worth 1 custom power each (since all the examples seem to follow that), and I think a few Player’s Companion classes had proficiency-based abilities that I read as stacking with proficiencies, but obviously I might need to exercise more careful case-by-case judgment.