Warlord Gambits

Warlords gain access to a number of gambits that rely on both skill and daring. Every gambit has two aspects: a Risk and a Reward. The risk is an action you must take to attempt the gambit, and the reward is the benefit you gain if you successfully complete the risk.

The Warlord Gambits

Acrobatic Gambit

Risk: The warlord makes an Acrobatics check to move through a creature’s threatened area without provoking attacks of opportunity.

Reward: The warlord and each of his allies gains a morale bonus equal to the warlord’s initiation modifier on the damage roll of the next attack they make against that creature before the start of the warlord’s next turn.

Battering Ram Gambit

Risk: The warlord attempts an overrun combat maneuver against an opponent.

Reward: Other allies adjacent to the overrun opponent may make an attack of opportunity against that creature.

Brave Gambit

Risk: The warlord makes a charge attack (if he has the ability to make multiple attacks on a charge, only the first attack roll gains the benefits of the gambit, and that attack must be successful for the gambit to succeed).

Reward: The warlord and each of his allies gain a morale bonus equal to the warlord’s initiation modifier on the damage roll of the next attack they make before the start of the warlord’s next turn.

Cavalry Gambit

Risk: The warlord makes a mounted charge attack or overrun combat maneuver.

Reward: The warlord and each of his allies gain a morale bonus equal to the warlord’s initiation modifier on attacks of opportunity against the target of the warlord’s attack or overrun until the start of the warlord’s next turn.

Chessmaster’s Gambit

Risk: The warlord attempts a reposition combat maneuver against an opponent.

Reward: The warlord is able to move the opponent into an undesirable position, and that opponent takes a penalty to their AC equal to the warlord’s initiation modifier until the start of the warlord’s next turn.

Duelist’s Gambit

Risk: The warlord makes a disarm attempt.

Reward: The warlord can make an attack of opportunity against the disarmed opponent. If he hits, he gain a morale bonus on the damage roll equal to his warlord initiation modifier.

Flanker’s Gambit

Risk: The warlord attacks an opponent adjacent to one of the warlord’s other allies.

Reward: The warlord is considered to be flanking that opponent until the end of her next turn, even if the warlord is not in a position that would allow him to flank them.

Gatecrasher Gambit

Risk: The warlord makes a bull rush attempt.

Reward: The opponent is so rattled by the warlord’s deft bull rush, that he suffers a penalty equal to his warlord initiation modifier for one round on all d20 rolls.

Grappler Gambit

Risk: The warlord makes a grapple attempt (but not a grapple check in response to being grappled).

Reward: When the warlord has the successfully grappled opponent pinned, the warlord gains a morale bonus on damage rolls when dealing damage as part of a grapple check equal to his warlord initiation modifier. This ability lasts until the opponent escapes the grapple.

Outrider’s Gambit

Risk: The warlord makes a ranged attack while riding a mount that has moved at least 10 feet this turn before his attack.

Reward: The warlord’s other allies each gain a morale bonus on their next attack roll during this encounter against the opponent the warlord hit equal to the warlord’s initiation modifier.

Oxen’s Gambit

Risk: The warlord attempts a drag combat maneuver against an opponent.

Reward: The warlord boldly grabs his target and drags them around while inspiring his allies to action; for every 5 feet the warlord drags the opponent, his allies (other than himself) may move 5 feet without provoking attacks of opportunity as a free action, even if it isn’t their turns.

Pinhole Gambit

Risk: The warlord makes a ranged attack against an opponent that is adjacent to one of his other allies.

Reward: The warlord gains a bonus to his armor class equal to his warlord initiation modifier until the start of his next turn.

Rascal’s Gambit

Risk: The warlord makes a feint attempt.

Reward: The creature the warlord successfully feinted at becomes flat-footed until the start of its next turn.

Ravager’s Gambit

Risk: The warlord makes a sunder attempt.

Reward: The warlord’s sundering attack ignores a number of points of the targeted object’s hardness equal to his warlord initiation modifier.

Sweeping Gambit

Risk: The warlord makes a trip attempt.

Reward: The warlord can make an attack of opportunity against the tripped opponent. If he hits, he gain a morale bonus on the damage roll equal to his warlord initiation modifier.

Unbreakable Gambit

Risk: The warlord makes a Fortitude or Will save against a non-harmless extraordinary ability, maneuver, power, spell, or other esoteric ability. Unlike other gambits, unbreakable gambit can be activated as an immediate action.

Reward: The warlord regains a number of hit points equal to three times his warlord initiation modifier.

Victory Gambit

Risk: Unlike other gambits, the warlord must activate this gambit at the start of his turn, before taking other actions. When he does so, he chooses an opponent. If he reduces that opponent to 0 or fewer hit points this turn, the gambit is a success. Otherwise, it is a failure. This gambit does not add the warlord’s initiation modifier as a luck bonus on any d20 rolls.

Reward: The warlord and each of his allies gain a morale bonus on their next attack roll during this encounter equal to the warlord’s initiation modifier.
bonus on attack rolls equal to his Charisma modifier
on their next attack roll.