GLOG Class: Warlord
Some say that power derives from their blood, from their excellence in governance, or even from a right granted by their gods. You know better - power comes from your ability to destroy all those, who will deny your will. It doesn't matter if you were born of the noblest blood or in the gutter - it matters what blood you can spill. It doesn't matter if you can make a land a better place to live if you can not make it die with a single order. It doesn't matter whether G_ds support your reign or try to stop you - if they get in your way, you will crush them like all the rest that came before.
WARLORD: Starting equipment: A non-magical weapon, a shield, chain mail, a dagger hidden where they least expect it and a traitor to crush. Starting skill: roll 1d6: 1. Intelligence 2. Propaganda 3. Logistics 4. Explosives 5. Military Engineering 6. Medicine
- A: Formations!, Crush Their Spirits, +2 to-hit
- B: Father to his men, +1 Attack
- C: Never Break Formation, +2 to-hit
- D: Undefeated, +1 Attack
Formations!:
As long as you and minimum three other people form a tight formation (It doesn't matter if it is a shield wall, a roman turtle or anything else) you all gain +2 to defense.
Crush their spirits:
If your enemies can be intimidated, their morale is treated as if it was lower by 2.
Father to his men (or mother to her women, or parent to their people, or any other combination you want. Anyone clap can clap be clap a clap warlord):
The amount of hirelings you can have in a dungeon is increased by 6. You can also organize up to a hundred troops without any issues - any more and you need subofficers, but you need not fear mutiny unless you really screw up, even if your troops are a horde of looters.
Never Break Formation:
Each time you or those under your command fail a morale roll or a save against fear, this person can decide to take d4 non-lethal damage to succeed instead.
Undefeated: In a pitched battle forces led by you will never lose, as long as you have at least 1/3 the amount of soldiers as your foe has. You can hold a fortified position three times longer than it should be possible.