Warleader
Table of Contents
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Practitioners of the Warleader sphere learn techniques for organizing, rallying, and directing their allies in battle. Regardless of whether they are charismatic warriors leading from the front or canny tacticians directing their troops from a secure position overlooking the battlefield, it is the superior talent for directing their troops to coordinate the correct response that makes them invaluable forces on the battlefield. When you gain the Warleader sphere, you gain 5 ranks in the Diplomacy skill, plus 5 ranks per additional talent spent in the Warleader sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Diplomacy skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

Tactics

Tactics are coordinated battle plans that require continuing direction from the practitioner to maintain. A creature must have line of sight to, and be able to see, the practitioner to benefit from a tactic. Beginning a tactic is a move action, and it can be maintained each round as a move or swift action. Once activated, you may switch between any tactics you know each time you use a swift action to maintain an ongoing tactic. Tactics affect all allied creatures within a radius of 10 ft. + 5ft. per rank in Diplomacy you possess, and may be centered on any square you have both line of sight and line of effect to. You may recenter an ongoing tactic at a new location as part of the swift action used to maintain it. The benefits of your tactics end immediately if you are helpless, killed, paralyzed, rendered unconscious, or stunned.

When you first gain the Warleader sphere, you gain the following tactic:

Aggressive Flanking

While within the affected area of this tactic, allied creatures are considered to be flanking as long as they both threaten the same creature, regardless of their comparative positioning.

Shouts

Shouts are sound-based effects centered on the practitioner that affect creatures in an area of effect centered on the practitioner with a radius of 10 ft. + 5 ft. per 2 ranks in Diplomacy the practitioner possesses. The practitioner may choose whether or not to include himself in the effects of his shout. The effects of shouts last for a number of rounds equal to 1 + 1 for every 4 ranks in Diplomacy you possesses, and use your ranks in Diplomacy instead of your base attack bonus when determining any saving throws. Unless otherwise noted, using a shout is a standard action. Deaf characters or characters otherwise lacking the ability to hear gain a +5 bonus on all saves against shout effects, and must attempt a saving throw against a shout even if its effects would be beneficial. Practitioners in the area of a silence spell or otherwise unable to make a sound cannot use shouts until they are once more able to be heard.

While some shouts only affect allies or enemies, others affect all targets within their area of effect. When performing such a shout, you may spend a move action to warn your allies to cover their ears and negate the effects, but doing so gives enemies within the area of effect a +5 bonus to their saving throw against the shout’s effects. Some shouts may require you to expend your martial focus, as described in their entry.

When you first gain the Warleader sphere, you gain the following shout:

Fierce Shout

When you use this shout, you and all affected allies gain a +1 morale bonus on damage rolls on their first attack each turn. For every 2 ranks in Diplomacy you possess, this morale bonus to damage is increased by +1. This is a mind-affecting emotion effect.


Warleader Talents

Advanced Notice [Conq. HB]

You warn your allies easier and quicker before shouting, preventing your enemies from reacting. You may warn your allies as part of a shout, rather than spending a move action. Nearby enemies do not receive a bonus on their save against your shouts when you warn your allies.

Bandmaster [High. HB]

When using a shout with an auditory component, you may choose to use a musical instrument (such as bagpipes or drums) as the medium for your shouts. In addition, when adding such an auditory component, the normal radius of effect of the shout increases by 15 feet.

Breath Support

When performing a shout, you may change the area of effect to a cone of twice the length of the shout’s normal radius.

Focusing Tactics

Any ally currently affected by one of your shouts or tactics may spend a move action to restore your martial focus. The creature spending a move action must have an Intelligence of at least 3 and possess a number of Hit Dice at least equal to 1/2 your total Hit Dice.

Heraldry [Conq. HB]

As long as you hold your clan, house, nation or party’s flag, members of that allegiance who can see the flag (including yourself) treat the effects of your tactics as though you had 5 additional ranks in Diplomacy. In addition, you gain a +1 bonus on all attack rolls while within the area of a tactic you create. A flag must be held in either one hand or attached to a longspear, pole, or other similar object in order to grant this bonus. If the standard is taken by the enemy or destroyed, the bonuses granted by this talent become a penalty, you treat the effects of your tactics as though you had 5 less ranks in Diplomacy (to a minimum of 0), and you take a -1 penalty on all attack rolls within the area of tactics you create. This penalty lasts for 24 hours or until you repair your destroyed standard or acquire a new standard. Associated Feat: Flagbearer.

Special: If you have the banner class feature or other similar ability, you may treat your banner as your flag for the purposes of this talent.

Flag: A flag is a colorful banner that bears the heraldry or symbol of a nation or organization. A character with the Warleader (Heraldry) talent who bears a flag can grant additional combat bonuses to allies inside tactics they maintain. Carrying a flag in combat requires a free hand. Cost 10 gp Weight 3 lbs.

Inside Voice [Jester's HB]

Whenever you perform a shout, you may reduce the radius of that shout to a minimum of 5 feet.

Whenever you perform a shout, creatures not within your shout’s radius must succeed at a Perception check against your Warleader sphere DC or be unaware that you performed a shout. This effect’s DC is subject to sound-based Perception modifiers, such as distance to the source (the shout’s area of effect) and obstructing objects such as closed doors and walls.

Lasting Oration [High. HB]

You may choose to increase the time required to use a shout to 1 minute. If you do, the effects of your shout instead last for a number of minutes equal to 1 + 1 for every 4 ranks in Diplomacy you possess.

Marauding Monkey (stance) [Youxia HB]

While in this stance, whenever you successfully damage a creature with an attack action or attack of opportunity, you may choose to extend the duration of one of your active warleader abilities. If you choose an active shout, increase the duration by 1 round. If you choose an active tactic, the next time you maintain that tactic you may do so as a free action which allows you to recenter the tactic as normal. You can only extend the duration of an individual shout or tactic once per round with this talent.

Persisting Influence [Conq. HB]

Your leadership in battle clings to allies and enemies alike. Whenever the benefits of a shout or tactic you initiated would end, their benefits persist for +1 round, increasing by +1 for every 7 ranks in Diplomacy you possess. Instantaneous effects are not affected by this talent, nor are tactics that end because you used a swift action to activate a different tactic.

Projecting Voice [Conq. HB]

When using a shout, you may center your shout inside any square of an ongoing tactic you are maintaining, treating that square as the point of origin for that shout. If you have Breath Support or another talent or effect which would allow you to change the shape of your shout (such as into a line or cone), you choose the direction of your shout as normal from that square.

Rallying Beseechment (utility) [LotS]

Whenever you make a Diplomacy or Perform check to make a request, you treat indifferent and friendly creatures as one step more friendly for the purpose of the request and its DC. In addition, you do not increase the DC for making a request to a group.

Roaring Reservoir

You may use a shout that normally requires you to expend your martial focus without expending your martial focus, but doing so makes you fatigued for 1 minute. If you are already fatigued, you become exhausted for this duration instead. You cannot use this talent while exhausted.

Semaphore [High. HB]

You may use a shout with a visual component, using a form of choreography or signaling devices (such as dance or flags) as the medium for your shouts; this allows creatures who are deaf, but not blind, to be affected by your shouts. In addition, when adding such a visual component, the normal radius of effect of the shout increases by 15 feet.

Strategically Distant Examination [Apoc]

When you are benefiting from cover or concealment against at least one opponent and you are not within the threatened area of any opponent, increase morale bonuses granted by your tactics and shouts by 1 for every 10 ranks in Diplomacy you possess (minimum 1) until the start of your next turn. Associated Feat: Lead from the Back.

Triumph [Conq. HB]

Whenever you succeed on an attack action, you may shout as a swift action. You may expend martial focus to make this shout as a free action.

Verbal Commands

Creatures may benefit from your tactics even if they cannot see you, as long as they can hear your instructions; this allows creatures who are blind, but not deaf, to benefit from your tactics. You must still be able to see affected creatures and the area within your tactic’s radius to issue commands, but need not have direct line of sight or line of effect; for example, if you are watching an area through a magical viewing device and have a method of communicating verbally with affected allies in the area each round, you can maintain a tactic and grant its benefits to your allies without being physically present.

Verbal Counter

While outside of combat, whenever a creature makes a Bluff check against you that involves speaking, you can make a Bluff, Diplomacy, or Intimidate check opposed by their Bluff check; upon making a successful opposed check, you can force them to either tell the truth (as far as they know) about the subject or take a -5 penalty on Charisma-based skill and ability checks (this includes Bluff, Diplomacy, and Intimidate, even if the target uses an alternate ability score to determine their bonuses with these skills) against everyone who listened to them speak for 1 day.


Shout Talents

Call Attention (shout)

When you use this shout, your opponents’ attention is drawn to you for its duration, making it hard for them to focus on your allies. Allies within the shout’s affected area may make a Stealth check to hide even if they do not have cover or concealment for the duration of the shout, but you automatically fail any Stealth checks for the shout’s duration.

Cry Of Confrontation (shout)

You may expend your martial focus to use this shout and cause all enemy creatures who fail their Will save against this shout to take a -1 penalty on all attack rolls that do not include you as a target. Creatures incapable of targeting you with their attacks (for example, if you are flying out of reach of an enemy whose only available weapons are melee attacks) ignore this penalty. For every 4 ranks in Diplomacy you possess, this penalty increases by -1.

Disarming Roar (shout) [Apoc]

Source: Spheres Apocrypha: Debilitating Talents

You may expend your martial focus to cause all affected enemies to attempt a Will saving throw. On a failed save, the creature loses their martial focus. This is an instantaneous effect.

Dispiriting Roar (shout) [Apoc]

Source: Spheres Apocrypha: Debilitating Talents 2

When you use this shout, all hostile creatures within its radius must succeed at a Will saving throw or have all morale bonuses benefiting them reduced by 1 for the shout’s duration. This is a mind-affecting fear effect. For every 4 ranks in Diplomacy you possess, the creature’s morale bonuses are reduced by an additional 1.

Distracting Cacophony (shout) [Conq. HB]

Your disorienting screech echoes in the back of the minds of your foes. When you use this shout, all hostile creatures within its radius must succeed on a Will save. All creatures who fail their save against this shout increase the DC of all concentration checks and Intelligence-based skill checks by +2, increasing by +1 for every 4 ranks in Diplomacy you possess. This increase to concentration check DCs does not stack with the Disruptive feat or other effects which increase the DCs of concentration checks. In addition, creatures who take damage while affected by this shout suffer 5% spell failure during their next turn, increasing by 5% for every 4 ranks of Diplomacy you possess. If a creature is suffering spell failure chance from another source (such as spell failure from the Somatic Casting general drawback), add this spell failure to the other source to get a single spell failure source. This spell failure applies to all spells, spell-like, supernatural, and spherecasting abilities that the creature possesses. A creature who fails their save against this shout can attempt a new save each round as a free action at the end of their turn.

Focusing Cry (shout)

You may expend your martial focus to use this shout to restore the martial focus of 1 creature other than yourself within the shout’s affected area. For every 4 ranks in Diplomacy you possess, you may restore the martial focus of 1 additional creature. This is an instantaneous effect.

Frightful Roar (shout)

When you use this shout, all hostile creatures within its radius must succeed on a Will saving throw or be shaken. This is a mind-affecting fear effect. This talent may be taken up to twice; the second time this talent is taken, any creature affected by this shout who is already shaken is instead frightened for the shout’s duration.

Harangue (shout)

You may expend your martial focus to use this shout, allowing all allies within its radius to make a new saving throw against any ongoing effect they are currently suffering from that normally grants a saving throw using the original DC, even if they have already failed the initial save and would not normally be granted another. Poison and disease effects that can worsen on a failed saving throw do not count this saving throw as a failure when determining such effects if it is unsuccessful. A creature can only benefit from this shout once in regard to any individual effect.

Inspiring Speech (shout)

You may call your allies to arms and give them the strength to push through exhaustion. For the shout’s duration, you and your affected allies may ignore the penalties associated with the fatigued or exhausted conditions. This does not end those conditions nor allow an exhausted creature to use the Roaring Reservoir talent, it simply removes the penalties associated with those conditions for the time being.

Invigorating Call (shout) [Conq. HB]

You can spur your allies into action to react faster to imminent threats. For the duration of this shout, you and your allies are immune to sleep and fascinated. In addition, when first affected by this shout, any sleeping allies immediately wake up, fascinated allies automatically break free of the fascinate effect, flat-footed allies no longer count as flat-footed even if they have not acted yet, and allies lying prone may stand up as an immediate action, provoking attacks of opportunity as normal.

Protective Warning (shout) [Conq. HB]

You can warn your allies to protect themselves better against an enemy’s specific attack. When you use this shout, choose one specific ability you know an enemy possesses (such as a dragon’s breath weapon, a practitioner ogre’s brutal strike (exertion), or a specific spell or magical sphere effect an enemy uses, but not all spellcasting). All allies in the radius of this shout gain a +2 competence bonus to saving throws against that specific ability, increasing by +1 for every 5 ranks in Diplomacy you possess. You may expend martial focus to use this shout as an immediate action, but the bonuses from this shout end after one round.

You must know about the ability to warn against it, such as having succeeded a Knowledge check and learned about that ability, witnessing the ability from the enemy, or learning about the ability from another source (such as an ally informing you).

For spherecasting effects, which can be highly mutable, the bonus from this shout applies to the base ability used rather than an exact combination of talents. For example, this shout can be used in reaction to a destructive blast, and would apply to an unmodified Destruction sphere’s destructive blast or a destructive blast modified by the Energy Strike or Chain Blast talents.

Rallying Speech (shout)

You can rally your allies against the effects of fear. For the duration of the effect, you and your allies ignore the effects of the shaken condition, and reduce the effects of the frightened condition to become those of the shaken condition. Panicked creatures ignore the effects of this shout.

Rousing Claxon (shout)

You may expend your martial focus to use this shout, granting you and all affected allies a number of temporary hit points equal to your ranks in Diplomacy; these temporary hit points expire at the end of the shout’s duration.


Tactic Talents

Courier’s Dash (tactic)

All allies that start their turn within the radius of this tactic gain a +5 ft enhancement bonus to their base land speed. An ally who begins or ends their turn outside of this tactic’s affected area loses its benefits until they once more start their turn within its radius. For every 5 ranks in Diplomacy you possess, this enhancement bonus is increased by an additional 5 ft.

Addendum [Conq. HB]: You may take this talent twice. If taken a second time, instead of granting an enhancement bonus to base land speed, you may allow allies benefiting from this tactic to move through 5 feet of difficult terrain as if it were normal terrain, increasing by 5 feet for every 10 ranks of Diplomacy you possess, and allows allies to take a 5-foot step into difficult terrain.

Associated Feat: Nimble Moves (if taken twice).

Coordinated Reflexes (tactic)

Allies within range of this tactic are granted a +1 morale bonus on Reflex saves to avoid damage from attacks and effects that target an area, such as a fireball spell or the splash damage from an alchemist’s bombs. For every 4 ranks in Diplomacy you possess, this bonus increases by +1. Once per round when an ally affected by this tactic fails their Reflex save against such an effect, you may spend an immediate action to allow them to reroll the save.

Covert Operations (tactic) [Conq. HB]

Allies within range of this tactic are granted a +3 competence bonus on Acrobatics, Escape Artist, and Stealth checks, increasing by +1 for every 4 ranks in Diplomacy you possess. Allies benefiting from this tactic may use the Acrobatics skill to move through threatened squares at full speed without penalty. Allies can benefit from your Covert Operations tactic even if they cannot see you.

You may take this talent twice. If taken a second time, allies benefiting from this tactic may, when using the Stealth skill, move up to their normal speed without the usual penalty. Additionally, attacks against allies with nonmagical concealment (such as dim light or terrain) benefiting from this tactic have a 30% miss chance instead of the normal 20%, increasing by 5% for every 4 ranks in Diplomacy you possess, to a maximum of 50% miss chance. This tactic does not grant total concealment; it just increases the miss chance.

Deadly Herdsman (tactic)

Whenever you or an ally benefiting from this tactic successfully deal damage to an enemy with an attack made using the attack action, the individual who made the attack may attempt a bull rush or reposition combat maneuver against the target of the attack as a free action that does not provoke attacks of opportunity. If you possess 10 or more ranks in Diplomacy, the forced movement caused by the maneuver provokes an attack of opportunity from threatening allies other than the one initiating the movement.

Fortifying Phalanx (tactic)

Allies within range of this tactic are granted a +1 morale bonus on Fortitude saving throws, +1 for every 4 ranks in Diplomacy you possess, as long as they are within the natural reach of at least one other ally affected by this tactic. Once per round when an ally affected by this tactic fails a Fortitude saving throw, you may spend an immediate action to allow them to reroll the save.

Masterful Coordination (tactic) [Conq. HB]

Allies within range of this tactic can use the aid another action to provide a +3 bonus on attack rolls or to AC to any ally benefiting from this tactic against an opponent that ally threatens, increasing by +1 for every 10 ranks of Diplomacy you possess. The bonus from aid another lasts until the beginning of the aiding ally’s next turn. The bonus to aid another actions granted by Masterful Coordination does not stack with other feats, class features, or effects that improve the bonus provided by the aid another action.

You may take this talent twice. If taken a second time, allies benefiting from this tactic may expend their martial focus as a swift action to perform the aid another action. In addition, allies may use the aid another action on any ally within range of this tactic and may aid them against any opponent also within range of this tactic, instead of only against opponents the targeted ally threatens.

Associated Feat: Harrying Partners.

Militant Will (tactic)

Allies within range of this tactic are granted a +1 morale bonus on Will saves against charm, compulsion, and fear effects, +1 per 4 ranks in Diplomacy you possess. Once per round when an ally affected by this tactic fails their Will save against such an effect, you may spend an immediate action to allow them to reroll the save.

Preparation (tactic)

Affected targets gain a bonus to their initiative checks equal to 1/4th your ranks in Diplomacy (minimum: 1). A creature cannot benefit from this tactic more than an hour in any given day.

Shieldbrothers (tactic)

As long as an ally affected by this tactic is adjacent to at least one other ally, they gain a competence bonus to AC equal to 1/4 your ranks in Diplomacy (minimum 1).

Synchronized Strikes (tactic) [Warden]

When an ally within range of this tactic makes a successful weapon attack against a creature, the next successful weapon attack against that creature made by another ally within range of this tactic ignores any damage reduction or hardness the creature may possess.

Author's Note: Attacks subject to this tactic either allow the next attack to ignore damage reduction and hardness, or ignores damage reduction and hardness (if any). When an attack would ignore damage reduction or hardness, it does not allow the subsequent attack to also ignore damage reduction or hardness.

Effectively: Attack A allows Attack B to ignore damage reduction or hardness, but Attack B does not allow Attack C to ignore damage reduction or hardness. Attack C, however, enables Attack D, and continues alternating.

Unified Morale (tactic) [High. HB]

Allies who are benefiting from a spell or effect that grants a morale bonus on a particular type of roll may also grant that morale bonus with other allies within range of this tactic. Once during that effect’s duration, each ally can apply that morale bonus on a roll they attempt of that type. For instance, if an ally benefiting from this tactic is also benefiting from heroism, once during the duration of the spell another ally could gain a +2 morale bonus on one saving throw, attack roll, or skill check. An individual ally can borrow someone’s morale bonus once per round, and only once per spell or effect. Changing in and out of this tactic does not allow for a bonus from the same spell or effect to be used additional times.


Legendary Talents

Armies Of The Dead

Prerequisites: Warleader sphere, Diplomacy 6 ranks.

You may make Diplomacy checks to improve the attitude of undead, including mindless undead. Undead creatures with an attitude of friendly or better towards you can benefit from any morale bonuses, teamwork feats, or mind-affecting effects your shouts or tactics would bestow, and mindless undead whose attitude has been improved to friendly will follow your orders to the best of their ability, though undead who are not closely watched may quickly revert to their prior inclinations. If the undead is under the control of a creature (such as a spellcaster or cleric using the Command Undead feat), the orders of that creature still supercede your own.

Darkland’s Cry (shout)

Prerequisites: Warleader sphere, Diplomacy 15 ranks.

You may expend your focus to perform a shout that saps the very life and will to live from a creature. Any creature within this shout’s radius who fails a Fortitude saving throw suffers 1d4 temporary negative levels that lasts 1 day. You may spend a move action to warn your allies before using this effect protecting them from the shout’s effects, but doing so grants all other creatures a +5 circumstance bonus on their saving throw. This is a supernatural effect.

Explosive Ululation (shout)

Prerequisites: Warleader sphere, Diplomacy 1 rank.

You may perform an ear-splitting scream. All targets within the area of effect suffer 1d8 sonic damage, +1d8 per 4 ranks in Diplomacy you possess. In addition, the targets become deafened for 1 round, +1 per 4 ranks in Diplomacy you possess. Targets are allowed a Fortitude save to halve the sonic damage and negate the deafened effect.

You may expend your martial focus when performing an explosive ululation. If you do so, all targets who fail their Fortitude save (as well as unattended objects) are immediately subject to a bull rush combat maneuver performed as a free action that does not provoke an attack of opportunity, using your ranks in Diplomacy + your Charisma modifier as your CMB. Targets are pushed directly away from you, and you cannot move as part of this maneuver. There is no size limitation on what creatures you may bull rush in this manner.

You may spend a free action to warn your allies before using this effect protecting them from the shout’s effects, but doing so grants all other creatures a +5 circumstance bonus on their saving throw. This is a supernatural effect.

Legion Unending (tactic)

Prerequisites: Warleader sphere, Rousing Claxon, Diplomacy 10 ranks.

Whenever an ally affected by this tactic would be reduced to 0 or fewer hit points, you may spend an immediate action to grant them a number of temporary hit points equal to twice your ranks in Diplomacy. These temporary hit points are applied directly to the damage dealt first, with any remaining temporary hit points applied after the attack is resolved. This ability may be used as a free action that can be taken even when it’s not your turn, though doing so expends your martial focus and ends the tactic.

Master’s Aura (tactic)

Prerequisites: Warleader sphere, Diplomacy 7 ranks.

Any ally affected by this tactic can use the aid another action to assist you on a skill or ability check as an immediate action as long as they are within close range. Any creature who comes into physical contact with you while this tactic is active must succeed on a Will saving throw or have their attitude towards you instantly improved by 1 step for 1 hour. Once a given creature has attempted a saving throw against this effect, they cannot be affected by it again for 24 hours.

Phantom Operatives [Conq. HB]

Prerequisites: Stealth 10 ranks, Scout sphere (Lurker, Walk Unseen, Vanish), Warleader sphere (Covert Operations (tactic)).

Allies benefiting from your Covert Operations tactic can attempt Stealth checks to hide even when observed. When an ally breaks stealth (such as by attacking or not stealthing at the end of their turn), they gain concealment until the start of their next turn.

Piercing Voice [Warden]

Prerequisites: Warleader sphere.

Whenever you would be affected by a magic effect that would make you unable to speak (such as the silence option of the Suppression Illusion talent), the caster must first attempt a magic skill check against a DC equal to 10 + 1/2 your Diplomacy ranks + your practitioner modifier (minimum 1). If the caster fails, your voice is not affected by the magic effect, allowing you to speak, use shouts, tactics with verbal components, etc. If the caster succeeds, your voice is completely silenced and affected by the effect normally. If the effect would suppress other forms of noise (such as moving), they still remain suppressed even if the caster fails.

Additionally, whenever the effects of your shouts would be either reduced in range or completely negated with a solid barrier or wall, they instead carry through the obstruction without interruption.

Recall Spirit (shout)

Prerequisites: Warleader sphere, Rousing Claxon, Diplomacy 10 ranks.

You may expend your focus to recall the spirit of a creature within range of your shout that has died within 1 round. The target is healed for an amount equal to your ranks in Diplomacy + your Charisma modifier. If this healing is enough to raise the slain creature’s hit points to an amount greater than its Constitution score in negative hit points, it is returned to life and stabilizes at its new hit point total. If the creature’s hit point total would still be at a negative amount greater than or equal to its Constitution score, it remains dead. Creatures brought back to life via this ability gain a temporary negative level that lasts for one day. This is a supernatural effect.

Resonating Chorus (shout) [Warden]

Prerequisites: Diplomacy 5 ranks, Warleader sphere.

You may release a shout that causes nearby metal weapons to suddenly resonate with sound. For the shout’s duration, you and your affected allies’ weapon attacks made with metal weapons deal an additional 1d6 points of sonic damage. This damage increases by 1d6 at 10 ranks in Diplomacy and every 5 ranks beyond.

You may expend your martial focus when using this shout to allow the shout to benefit all kinds of weapons. Additionally, at 10 ranks in Diplomacy, the damage die size is also increased to d8s instead of d6s.

Unending Loyalty (shout)

Prerequisites: Warleader sphere, Recall Spirit, Rousing Claxon, Legion Unending, Diplomacy 15 ranks.

You may use your recall spirit shout on a target that has been dead within 1 minute rather than 1 round. Rather than healing the target for a specific amount, the target is returned to life with a number of hit points equal to twice your ranks in Diplomacy + your Charisma modifier, and no negative level (if this would grant them more hit points than they would normally have, they gain any excess as temporary hit points). At the end of the shout’s duration, the creature dies regardless of its hit points, and may not be affected with this talent a second time unless they are returned to life by other means. This is a supernatural effect.


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