Playbook: Future Warlord

As the eldest of your family, it has fallen to you to learn to rule, to lead men in battle, and to inspire your people. While you have only been tested once, you proved yourself well, and are now ready to earn the right to take your father’s place.

Prerequisites: Favored Class must grant ability to use Deeds, or must have the Amateur Gunslinger or Amateur Swashbuckler feat.
Starting Stats: You are strong and commanding. Your Strength and Charisma begin at 10, and all of your other ability scores begin at 8.
Initial Equipment: Traveler’s Outfit, a Tabard with your family’s arms, a Chain Shirt, a Dagger, a Pistol, a Powderhorn, 10 bullets, and 4d6s.
Free Trait: Choose one Campaign Trait or Family Trait (consult DM for possible limitations on Campaign traits).

What was your childhood like?

1d12 How did your family earn its name? Gain
1 Base betrayal. Your family is respected but not trusted. +2 Wis, +1 Dex, +1 Int, +1 Cha, Wicked Leader trait
2 Strength of arms. No standard flies victoriously over more battlefields than yours. +3 Str, +1 Dex, +1 Wis, Startling Report trait
3 Wealth. Your family’s coffers are the fullest in all the land. +1 Str, +1 Con, +1 Int, +1 Cha, +1 Wis, Destined for Greatness trait
4 Knowledge. Your family deals in secrets and lore. +3 Int, +1 Con, +1 Wis, Half-Forgotten Secrets trait
5 Good harvests or well-bred beasts. +2 Con, +2 Wis, +1 Int, Horse Lord trait
6 Beauty. Your ladies are the fairest and your lords the most handsome. +2 Cha, +1 Dex, +1 Con, +1 Str, Strength of the Sun trait
7 Honor and duty. All trust your family’s name. +2 Wis, +1 Con, +1 Str, +1 Cha, Ethical Leader trait
8 Defending the land from invaders. +2 Str, +2 Con, +1 Wis, Black Powder Interjection trait
9 Standing against a wicked would-be usurper. +2 Con, +1 Str, +1 Int, +1 Wis, Reckless Contempt trait
10 Producing the finest knights. +2 Str, +2 Dex, +1 Cha, Hell Knight Ancestry trait
11 Tending the finest gardens and brewing the most helpful concoctions. +2 Int, +1 Dex, +1 Con, +1 Wis, Alchemical Adept trait
12 Having one of the oldest names in the land and staying out of affairs that don’t concern them. +1 Str, +1 Dex, +1 Int, +1 Wis, +1 Cha, Colonial Entitlement trait

Add a location to the village.

1d8 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis, Black Powder Bravado trait
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int, Black Powder Fortune trait
3 You were the toughest kid around. +2 Con, +1 Cha, Armed Grit trait
4 No secret escaped you. +2 Int, +1 Dex, Thrall Spotter trait
5 Your empathy and courage made you a sought after confidant. +2 Wis, +1 Con, Contagious Mettle trait
6 You never met someone who didn’t like you. +2 Cha, +1 Str, Inspiring Speaker trait
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha, Talented Organizer trait
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis, Arcanum College Dropout trait
1d8 The other player characters were your best friends. Who else near your family’s estates befriended you while you were growing up? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha, a Gunsmith’s Kit.
2 The sailors took a liking to you and you swapped stories with them. +2 Dex, +1 Wis, a Cutlass.
3 Chafing under your family’s rules, you would sneak out at night and wander the woods with a peasant boy. +2 Con, +1 Int, a Disguise Kit (3 uses left).
4 Your family’s seneschal taught you games of strategy and skill. +2 Int, +1 Dex, a Puzzle Book (only 3 unsolved).
5 You learned the ways of the castle at the side of the cook. +2 Wis, +1 Str, a Cooking Kit and a Bullseye Lantern.
6 You had a tryst with someone beneath your station. +2 Cha, +1 Con, a bright colored ribbon (functions as per the Bestow Token feat).
7 Despite being of noble blood, you actually did chores with the servants. +1 Con, +1 Int, +1 Cha, a Folding Shovel and a Gear Maintenance Kit.
8 The grizzled captain of the guard took a liking to you. +1 Dex, +1 Con, +1 Wis, a One-handed Martial Weapon (your choice).

Add an NPC to the village.

You trained to be a leader of men. What have you learned about ruling?

d6 You had many tutors when you were younger. Which was your favorite? Gain
1 The captain of the guard, who taught you to command the respect of the men. +3 Cha, Larger Than Life trait
2 Your father’s old scribe, who taught you your letters and lessons. +3 Int, Lettered trait
3 The weapon master, who showed you the ways of the sword. +3 Str, Dueling Cloak Adept trait
4 A young bard, who taught you many old stories and songs. +3 Cha, Inspiring trait
5 The captain of the hunt, with whom you rode for many long days throughout the lands. +3 Con, Blood Stalker trait
6 Your father’s seneschal, who revealed the secrets of his craft. +3 Wis, Inexorable Authority trait
d6 You take your duty seriously. How do you plan to honor your family? Gain
1 You will always be the first to the fight. +3 Dex, Improved Initiative feat
2 When your people need you, you will protect them at all costs. +3 Cha, Courageous Shout feat
3 With great power, you will strike down the enemy of your people. +3 Str, Power Attack feat
4 Using your wits and all that you have learned, you will outsmart the enemy and gain the upper hand. +3 Int, Combat Expertise feat
5 You will ward off all foes from your lands. +3 Con, Diehard feat
6 You know that ruling involves more than conflict, and you will lead your people in peace as well as war. +3 Wis, Shared Insight feat

Add a location to the village.

d6 When a band of pirates came looking for plunder last winter, it fell to you to save the land. How did you handle your first real test? The player to your right was there with you. Gain
1 You led the best men in a secret attack as the pirates landed. The friend to your right showed you the best path. +2 Dex, You and the friend to your right both gain the Ambush Squad feat.
2 You fought valiantly, but the pirates prevailed. Men died, and your stores were ransacked. You’ve learned a hard lesson about the world. The friend to your right was wounded in the battle but pulled through. +2 Wis, You and the friend to your right both gain the Loyal to the Death feat.
3 Facing the invaders head on, you conquered your foe and were cheered by the men. The friend to your right helped hold the line against a charge. +2 Str, You and the friend to your right both gain the Concentrated Fire feat.
4 Trickery won the day, as you convinced the pirates that there were richer lands to the south and sent them away without any bloodshed. The friend to your right crafted the lie with you. +2 Cha, You and the friend to your right both gain the Deadly Troupe feat.
5 You led the people behind the walls of the keep and repelled the attack. The friend to your right told you that meeting them on the field was foolish and suggested the tactical retreat. +2 Wis, You and the friend to your right both gain the Extend the Bulwark feat.
6 Knowing that there is more than one way to win a war, you parlayed with the pirate captain and convinced him to move on. The friend to your right rode under the banner of truce with you and impressed the pirates. +2 Cha, You and the friend to your right both gain the Diplomatic Ruse feat.
d6 When the pirates withdrew, what did you find left on the shore? Gain
1 A colorful pelt from an unknown animal. +2 Con, a Masterwork Hide Shirt.
2 Bracers of gleaming silver. +2 Con, Bracers (function as a Masterwork Buckler).
3 A small drum stitched with foreign runes. +2 Wis, an Instrument of the Divine.
4 A small crate filled with phials of strange liquids. +2 Int, four 1st-level potions (DM’s choice, unidentified).
5 The clasp to a cloak, carved from a beast’s tooth. +2 Str, a Brooch of Shielding (only 15 charges remaining).
6 Sketched on a piece of hide, a map which marks several locations to the north. +2 Dex, A map to adventure (consult your DM).

Add an NPC to the village.

Playbook: Future Warlord

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