Warmaster (Campaign Class)

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 their strategic ability when commanding troops on the battlefield. Taking the Military Strategy proficiency will improve the proficiency throw by 4 and increase the bonus to strategic ability by +1.

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, and with their military genius.

By 6th level (Commander), the warmaster's talent is honed into military genius, and they gain a +1 bonus to strategic ability, leadership ability, and morale modifier when commanding troops on the battlefield (cumulative with other bonuses).

An 8th level (Warmaster) warmaster is a lion-hearted commander: if serving as a commander or hero on the battlefield with an army, the army automatically stands firm on its first morale roll, or rallies if it would have stood firm. This benefit is lost for the duration of the battle if the warmaster routs, flees, or leads from the rear.

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 0-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.

Warmaster 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

Warmaster (Fighter) Attack and Saving Throws

Level Petrification & Paralysis Poison & Death Blast & Breath Staff & Wands Spells Attack Throw
1 15+ 14+ 16+ 16+ 17+ 10+
2–3 14+ 13+ 15+ 15+ 16+ 9+
4 13+ 12+ 14+ 14+ 15+ 8+
5–6 12+ 11+ 13+ 13+ 14+ 7+
7 11+ 10+ 12+ 12+ 13+ 6+
8–9 10+ 9+ 11+ 11+ 12+ 5+
10 9+ 8+ 10+ 10+ 11+ 4+
11–12 8+ 7+ 9+ 9+ 10+ 3+
13 7+ 6+ 8+ 8+ 9+ 2+
14 6+ 5+ 7+ 7+ 8+ 1+