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Warchief

(Miniatures Handbook, page 24, DnD 3.5)


A warchief leads a primitive, aggressive tribe of humanoids, especially when they turn to marauding.

Requirements

Base Attack Bonus: +3

Special: Must have led a tribe in battle.

Hit die

d10

Skill points

Skillpoints per level: 2 + intelligence modifier.

Class features

Weapon and Armor Proficiency: Warchiefs gain no proficiency with any weapon or armor.

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 warchief'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 1st-level 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, 9th), the bonus to Strength increases by +2.

Ability Boost (Ex): As a warchief gains levels in this prestige class, his Charisma score increases as noted below. These increases stack.

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.

Class Advancement

Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Tribal frenzy (Str +2)
2nd +1 +3 +0 +3 Ability boost (Cha +2)
3rd +2 +3 +1 +3 Tribal frenzy (Str +4)
4th +3 +4 +1 +4
5th +3 +4 +1 +4 Tribal frenzy (Str +6)
6th +4 +5 +2 +5 Ability boost (Cha +2)
7th +5 +5 +2 +5 Tribal frenzy (Str +8)
8th +6 +6 +2 +6 Devoted bodyguards
9th +6 +6 +3 +6 Tribal frenzy (Str +10)
10th +7 +7 +3 +7 Ability boost (Cha +2)

Class Skills

Skill nameUntrained?Key Ability
RideYesDEX
JumpYesSTR*
BluffYesCHA
ClimbYesSTR*
CraftYesINT
DiplomacyYesCHA
Handle AnimalNoCHA
IntimidateYesCHA
Sense MotiveYesWIS
SwimYesSTR*