Base Fort Ref Will Auras Known
Level Attack Bonus Save Save Save Special Minor Major
1 +1 +2 +0 +2 Minor Aura 1 0 2 +2 +3 +0 +3 Major Aura +1 1 1 3 +3 +3 +1 +3 Tactical Trick 2 1 4 +4 +4 +1 +4 Vigilance 2 1 5 +5 +4 +1 +4 Tactical Trick 3 2 6 +6/+1 +5 +2 +5 - 3 2
House Rules/Campaign Player’s Guide
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best effect. Many of these tricks can be used outside of the warlord‘s turn, and do not take actions to use. However, the warlord must be able to clearly communicate with any recipient of the trick for it to work; it follows the same rules and restrictions as the warlord‘s aura ability.
Daring Charge: This ability can be used during an allies‘ turn. By using the ability, the warlord allows his ally to charge through difficult terrain. The terrain still counts as difficult for purposes of movement; the target is just able to charge through it.
Grant Move Action: as a standard action, the warlord can grant an extra move action to any or all of his allies (not himself) within 30 feet. Each of the affected allies takes this extra action immediately. This extra action does not affect the allies‘ initiative count.
Shield Wall: as a standard action, the warlord can create a shield wall. He designates a line, 5 feet wide and up to 30 feet long. Any allies within this line gain a +2 bonus to armour class, as long as they are adjacent to another ally that is also within this line. The shield line remains in effect for five minutes.
Withdrawal: This ability can be used during an ally‘s turn. For the remainder of the ally‘s turn, he gains a +4 bonus to his armour class against attacks of opportunity, but cannot take attack actions during his turn.
Major Aura: Beginning at 2nd level, a Warlord projects a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls, or gain a related benefit, as described below.
Fast Response: Bonus on initiative rolls. Hardy Soldiers: The warlord‘s allies gain damage reduction equal to the amount of bonus the aura provides. For example, if the bonus is +1, the warlord‘s allies would gain DR 1/-
Motivate Ardour: Bonus on damage rolls. Motivate Attack: Bonus on melee attack rolls.
Motivate Care: Bonus to Armour Class. Motivate Urgency: Allies‘ base land speed is increased by a number of feet equal to the bonus multiplied by 5. Thus, a +1 bonus would improve an allies‘ speed by 5 feet.
Rejuvenating Words: The warlord‘s allies have such an esprit des corps that they can shrug off minor injuries and continue fighting. At the start of each allies‘ turn, they can convert a number of reserve points equal to the warlord‘s aura bonus into hit points. They must be conscious to use this ability, and it has no effect if they lack reserve points.
Steady Hand: bonus on ranged attack rolls.
Vigilance: Starting at 4th level, the Warlord‘s aura of command is such that he soothes and calms those in his leadership. All allies that currently gain the benefits of the warlord‘s auras also gain a bonus to saving throws versus fear equal to the warlord‘s charisma modifier (if any).
Witch (Templar)
The templars are the law enforcement and military arm of the sorcerer-kings. Bound through a divine connection, these servants of the overlords tend to be cruel, selfish, and dedicated towards their own political ends. All are loyal to their lieges, for should their sorcerer king perish, the templar would lose his power.
Templars in Dark Sun use the Witch character class, with a few minor changes.
Familiar: Templars do not receive familiars. Instead, they must pick a sorcerer king, detailed below. Spells that would normally be ―stored‖ in a witch‘s familiar are instead innately known by the templar.
Divine Magic: Templar magic is divine in nature, as opposed to arcane. Templars still suffer arcane spell failure for wearing armour.
Skills: Templars add Knowledge (Local) to their list of class skills.
Charismatic: Templars base their spell acquisition and difficulty for resisting spells on their charisma stat, instead of the intelligence stat as written. Any time in the witch class description that intelligence is listed as a base stat for resistance/DC purposes, replace it with charisma instead.
Sorcerer King Bond: Pick a sorcerer king that your templar swears fealty to. Templars must telepathically commune with their sorcerer king daily (a process similar to prayer) in order to gain their spells. Each sorcerer king or queen acts as a patron, and also adds familiar-style minor bonuses, as well as a favoured weapon.
Each sorcerer king has three different ―patron‖ options. The player must select which of these ―patrons‖ she wishes to follow, gaining the normal bonus spells as is normal for the witch.
Favoured Weapon: Templars gain proficiency with their sorcerer-king‘s favoured weapon. If they were already proficient in the weapon from the templar class or through another class, they instead gain the weapon focus feat in that weapon.
Hex: A few hexes are not allowed for the Dark Sun campaign; also, some hexes are restricted to certain sorcerer kings, as detailed below.