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The Genius Guide to the War Master (PFRPG) PDF

****½ (based on 3 ratings)

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The war master is a new base class, designed for use with the Pathfinder RPG. It is a class designed to lead others in battle, using (mostly) nonmagical talents to grant combat benefits to friends and followers, place enemies at disadvantages, and use the many arts of war in all aspects of his life. A war master is designed to allow both experienced tacticians and players with no sense of strategy to play a cunning commander able to turn the tide of battle with a quick command, clever stratagem, and strong sword-arm used in just the right way at just the right time.

The war master is a warrior, leader, and strategist. As their name might suggest, typical war masters are first and foremost military commanders, able to both slay foes directly and to aid his allies by suggesting various tactics and maneuvers to maximize their gifts and minimize their weaknesses. But the art of war is far more than the ability to kill and lead killers, and war masters must also learn at least some skills of negotiation, espionage, and organization to dominate all aspects of armed conflict. Similarly, the lessons learned in battle can often be applied in less violent venues, allowing war masters to see how to gain advantage in a wide range of situations.

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Product Discussion (22)
Minister of Propaganda, Super Genius Games

And it's live!

Hyrum.

Cheliax

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Just DLed it, will let you know what I think of it later after I get a chance to read it.

Sczarni

If this one doesn´t disappoint, will probably be replacing the fighter in my setting for these and cavaliers.

Osirion Contributor

As always, we look forward to your feedback!

Sczarni

I like what I'm seeing so far, it seems like the archetypical fighter I've wanted to play for a long long time. Just a couple questions:

Goad: Is the Intelligence based save a mistake or just a way to limit it? since the tactics ability is Cha based that is.

Rally: What kind of action does it take to use it?

I haven't gotten through the whole list of talents yet so I might have a few more inquiries.
Just wanna say also I am loving this class, it might step on the cavalier's toes a bit but I will have to see how it works out in game. However I see a party with a War Master, a cavalier a rogue and a spellcaster being a force to be reckoned with. A WM and Cavalier buddies just seems like the coolest concept.
Oh and yay feats!!!

Osirion Contributor

Frerezar wrote:
I like what I'm seeing so far, it seems like the archetypical fighter I've wanted to play for a long long time.

Glad you like it!

Frerezar wrote:

Just a couple questions:

Goad: Is the Intelligence based save a mistake or just a way to limit it? since the tactics ability is Cha based that is.

I'm not sure I'd say it was designed to "limit" it, but making it Int rather than Cha was an intentional design choice, in part to allow high-Int War Masters (who will also have higher Knowledge: nobility check as needed for countering tactics) to be rewarded for being different from High-Str or High-Dex War masters, who obviously have combat benefits.

Frerezar wrote:
Rally: What kind of action does it take to use it?

Like all supernatural abilities that don't say otherwise, it's a standared action.

Frerezar wrote:
I haven't gotten through the whole list of talents yet so I might have a few more inquiries.

Sure! Just let them rip once you've got them.

Frerezar wrote:
Just wanna say also I am loving this class, it might step on the cavalier's toes a bit but I will have to see how it works out in game. However I see a party with a War Master, a cavalier a rogue and a spellcaster being a force to be reckoned with. A WM and Cavalier buddies just seems like the coolest concept. Oh and yay feats!!!

I certainly hope the war master can play nice with the cavalier in the same campaign. It plays fine with the playtest cavalier in my own games, in any case.

And as always, thanks for the feedback!

Sczarni

Thanks for the quick reply, after reading up on the talents it became clear Int is more i,portant for the WM than Cha normally (hence the creation of extra tactics i guess). Some of the talents are just great, just one question regarding one:

Fighting Spirit: is this meant to only grant acces to fighter only feats instead of fighter bonus feats as well? It seems to be he former but i just wanted to make sure that was the intent.

And if so was it so bad to give the WM acces to a combat feat through a talent (like a rogue)?

Cheliax

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Overall I liked it, what little i am unsure about is due more to personal gaming style than cause I thought it wasn't done well.

All and all it comes off as a slightly social fighter who can make the rest of the party better. So I liked it as a whole.


Very nice...I like the fact you have to put thought into your designs, and the fact its not too over the top. And I see npc bad guys playing havoc with my party...


My first impression of the old Marshal was, "why doesn't this guy get full BaB?" So right off the bat, this looks much better. He's also got some more interesting things to do in combat himself instead of just granting move actions and moving his buddies like chess pieces.

I'm still chewing through this, but I think this has already surpassed my first benchmark of "must be better than the Marshal was."

Osirion Contributor

Toward the end of 3.5, I ran a homebrew campaign that had one major rule – you couldn't use any character class from the Player's Handbook. (Also, at least half your spells had to not be from the PHB, but that's less relevant to this story.) I believe I ended up with a war mage, a scout, a runethane, one of the versions of a shaman, a healer... but I most clearly remember the marshal. Which was a great character, and added a lot to the group. But everyone, including all the players who weren't running marshals, agreed the marshal needed a full BAB.

Game ended before I could actually consider boosting that as a houserule. I've been working on this class on-and-off ever since. I'm pleased people like it at first blush. I look forward to deeper opinions once you've all had it for more than a few days.


Pathfinder Adventure Path Charter Subscriber

Reading this over (it rocks on toast, by the way) I have a question regarding the battle tactics.

It says that all battle tactics have an audible component, are language dependent, and that targets must be able to hear the war master for tactics to have any effect (and that deaf war masters have a 20% failure chance).

My question is, would this still hold true if the war master and the target(s) can communicate telepathically, such as via a telepathic bond spell? E.g. would a war master that had a telepathic bond to their target(s) be able to use battle tactics, even if they were deafened, or otherwise couldn't hear each other, or spoke different languages?

Osirion Contributor

Frerezar wrote:

Fighting Spirit: is this meant to only grant acces to fighter only feats instead of fighter bonus feats as well? It seems to be he former but i just wanted to make sure that was the intent.

And if so was it so bad to give the WM acces to a combat feat through a talent (like a rogue)?

The intent was to allow one fighter-only feat. But no, there is certainly no game balance reason to disallow a player from using that to take any combat feat if they prefer.

Alzrius wrote:

It says that all battle tactics have an audible component, are language dependent, and that targets must be able to hear the war master for tactics to have any effect (and that deaf war masters have a 20% failure chance).

My question is, would this still hold true if the war master and the target(s) can communicate telepathically, such as via a telepathic bond spell?

The answer to that should be same as the answer to the question "Can a bard inspire allies through a telepathinc bond spell?" I'd certainly allow it in my campaigns, but the two answerrs should be consistant.


a conversation came up at our gaming table last night about the war master. the 'assail' tactic, it states it affects a foe the war master can see. no range given, this is what started the conversation. a good friend of mine asked this question:
if I (assuming he is a war master) send a group of assassins to a persons house and was able to use a scrying device, would assail work to aid the assassins as i can see my enemy? or if the battle took place in the desert, and my allies were miles ahead of me and utilizing a spy glass, would assail work as I can see my enemy?
the questions are hypothetical, but somewhat valid, as no range is given that we were able to see. i did answer in the following way:
ummmm, I think that the allies would have to be able to see You for this to work effectively to know which enemy.
then he countered that with using this question:
well if I sent the assassins to the guys house there is no question who the target is and if there is only, say, a blue dragon that the fight is around in the desert, again no question who the target is. so would it work?

now he is not a power gamer and, luckily, he does have bounds of reason. he was just helping me figure if this would be a viable option for our table as we do have one person who would try to utilize assail in this fashion because of wording.

so my question is, can assail be used in the fashion that my friends questions suggested or not?

Osirion Contributor

strongblade wrote:

a conversation came up at our gaming table last night about the war master. the 'assail' tactic, it states it affects a foe the war master can see. no range given, this is what started the conversation.

so my question is, can assail be used in the fashion that my friends questions suggested or not?

All battle tactics have an audible component, which means those affected must be able to hear the battle master. (That's covered in the general battle tactics info). In the cases described, the assassin's can't hear the war master, so no.

Now, if the war master could see the assassins and they could hear him (which takes 2-way magic, rather than a crystalk ball and/or spyglass), then I'd say yes that works. Since the war master could see the situation and give his assassin;s instructions, I also think that makes sense.


Pathfinder Modules Subscriber

Why doesn't *anybody* call this class "The Captain" like it should be? ;P

War master. Harumph.

-The Gneech

Cheliax

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I added a review to the product.

Osirion Contributor

Dark_Mistress wrote:
I added a review to the product.

Our gratitude for your recognition of our humble efforts knows no earthly bounds.


The War Master Battle Tactic "Individual Tactics" has the following text as to when extra feats are selectable

"At 6th level, and every 6 war master levels afterward (12th, 16th, and so on)..."

I'm assuming that 16th should be 18th.


Also, the War Master gets war master talents at 2nd level and then every 2 levels afterward according to the text, however the class table does not show a war master talent at level 20. Does the war master get a war master talent at level 20?


Another question, what is the reasoning behind making the Goad (Su) Battle Tactic a (Su) ability rather than a (Ex) ability?

Osirion Contributor

Sorry this took a bit. I got flooded with emails about other issues, and missed these questions. :D

Caedwyr wrote:

"At 6th level, and every 6 war master levels afterward (12th, 16th, and so on)..."

I'm assuming that 16th should be 18th.

Yes, it should.

Caedwyr wrote:
Also, the War Master gets war master talents at 2nd level and then every 2 levels afterward according to the text, however the class table does not show a war master talent at level 20. Does the war master get a war master talent at level 20?

No, it does not.

Caedwyr wrote:
Another question, what is the reasoning behind making the Goad (Su) Battle Tactic a (Su) ability rather than a (Ex) ability?

Basically, while I strongly wanted the option to exist for iconic scenes, it just felt too powerful to essentially just be a variation on a Diplomacy or Bluff check. This was my answer, and while it's not perfect I am at least pleased I avoided the firestorm that surrounded the similarly-themed Antagonize feat Paizo later released.

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