TEXT:  
  
  War Chanter
  A Player Character Class
  for Labyrinth Lord™ and other old-school table-top fantasy role-playing games
  Written by: James M. Spahn
  Art by: Tamas Baranya
  Cover Background: © Adamant Entertainment, 2012; © Rick Hershey 2012, used with permission
  Requirements: Str, Con 9, Cha 9
  Prime Requisite: STR and CHA
  Hit Dice: 1d8
  Maximum Level: 12th 
  Dwarves may seem to most to be a dour 
  and work-obsessed culture who has no interest in 
  beauty beyond that which can be mined from the 
  earth, this is not so. Great dwarven warrior of 
  song, known as war chanters, remember the songs 
  of fallen heroes and hope to inspire their 
  comrades to new glory upon the battlefield. With 
  their powerful songs, the war chanter can help 
  their allies find new courage and deal mightier 
  blows against what would seem to be an 
  insurmountable foe.
  Like other dwarves, war chanters are able 
  to use all one-handed weapons as well as wear 
  any armor and make use of shields. They retain 
  other dwarvish racial traits as well. They have the 
  ability to see in the dark via infravision up to a 
  distance of 60 feet. They are able to detect traps, 
  false walls, hidden construction or notice a 
  sloping passage on a 1-2 on a d6, but they must be 
  actively searching for these things. They use the 
  saving throws and attack values of a dwarf. The 
  war chanter can speak common, dwarvish, goblin, 
  gnome, kobold and their own alignment tongue. 
  War chanters can be of any alignment, though few 
  are chaotic.
  Reaching 9th Level: When a war chanter 
  reaches 9th level they become known as a Skald 
  and draw the service of 5d4 1st level dwarves who 
  act as their loyal warriors. While a skald and his 
  company of dwarves often travel, the character is 
  expected to provide adequate arms, equipment 
  and supplies to those in his service. Often a war 
  chanter will build an outpost in a stony or 
  mountainous region to serve as a home for his 
  soldiers, though he is under no such obligation.
  
  War Chanter Character Progression Chart
  Experience
  Level
  Hit Dice (1d8)
  Special Ability
  0
  1
  1
  Battle Song
  2187
  2
  2
  4375
  3
  3
  Toiling Dirge
  8751
  4
  4
  17501
  5
  5
  Stubborn Cry
  35001
  6
  6
  70001
  7
  7
  Call to War
  140001
  8
  8
  280001
  9
  9
  Brothers in Arms
  400001
  10
  +2 hp only*
  540001
  11
  +4 hp only*
  Lament for the Fallen
  660001
  12
  +6 hp only*
  Battle Song: Every war chanter knows the songs 
  of war and battle. By spending a single round 
  reciting the ballads of past glories, the war 
  chanter can inspire his allies to victory. For five 
  rounds after using this ability the war chanter and 
  all his allies within 30' receive a +2 bonus to 
  attack and damage roles. This ability may be used 
  three times per day.
  Toiling Dirge: All dwarves know what it is to 
  march for days on end or to work at the forge for 
  endless hours. War chanters of 3rd level or higher 
  may use this ability to ease the burden of their 
  allies. While the war chanter and his allies are 
  making a long march over a great distance he may 
  perform a toiling dirge. The war chanter and all 
  his company divide their overland wilderness 
  movement rate by 4 instead of by 5 while under 
  the guidance of his tireless song. So, for example, 
  a company that normally moves 24 miles in a day 
  (120' movement divided by 5) would instead 
  move 30 miles that day (120' movement divided 
  by 4). More details on overland movement can be 
  found on page 45 of the Labyrinth Lord Core 
  Rules.
  Stubborn Cry: A common saying is “curse the 
  stubbornness of dwarves,” and a war chanter of 
  5th level or higher not only proves it so, but turns 
  this often decried trait into an asset for his allies. 
  A war chanter can begin performing a stubborn 
  cry instead of taking another action in combat. 
  While doing so, he keeps his allies from being 
  distracted by the task at hand. All allies within 60' 
  who hear the dwarf's stubborn cry may re-roll any 
  failed saving throw against Poison & Death, 
  Petrify & Paralyze and Spells & Spell-like 
  devices. If the second roll is a also a failure, then 
  the ally suffers the effect dictated by the failed 
  saving throw.
  A war chanter may use this ability as often 
  as they like, but may not take other actions while 
  doing so and the must have already begun the 
  stubborn cry before the saving throw is called for 
  by the Labyrinth Lord.
  Call to War: At 7th level a war chanter's glorious 
  tales of battle often lead those who would not 
  otherwise do so to join his company. Whenever 
  the war chanter takes the service of a hireling, 
  follower, retainer, or mercenary that servant has a 
  +2 bonus to morale and will serve the war chanter 
  at a 20% discount off the normal cost of service. 
  Brothers in Arms: A war chanter looks upon 
  those who fight along side him as kindred spirits 
  
  and will often gladly give his life to save another. 
  Once per day when an ally within 60' fails a 
  saving throw, a war chanter of 9th level or higher 
  may use this ability to grant them a re-roll of that 
  saving throw using the war chanter's saving throw 
  values instead. 
  Example: A 12th level war chanter has a 
  saving throw vs. spells of 6. If his ally were a 12th 
  level fighter with a saving throw vs. spells of 10 
  had just failed a save vs. spells, then the war 
  chanter could use this ability to grant him a re-roll 
  and the fighter would only need a 6 or better to 
  succeed on that re-roll.
  Lament for the Fallen: It is said that dwarves 
  hold grudges even beyond death. At 11th level the 
  war chanter can actually call to the spirits of his 
  fallen allies to gain a small host of ghostly 
  servants who will fight along side him. It takes 
  one round to summon them. These spectral 
  dwarves function just like the dwarf listing on 
  page 72 of the Labyrinth Lord Core Rules, except 
  that these allies receive a +2 to all attack and 
  damage rolls and can only be damaged by 
  magical spells or magical weapons with a +1 
  enchantment bonus or higher. They are also 
  considered incorporeal, which allows them to fly 
  and pass through solid objects. 
  The allies remain for one turn, or until 
  defeated and 2d4 such spectral dwarves appear. 
  This ability may be used once per day.
  
  DESIGNATION OF PRODUCT IDENTITY
  Labyrinth Lord™  is copyright 2007 - 2012, Daniel Proctor. Labyrinth Lord™  and Advanced Labyrinth Lord™  are 
  trademarks of Daniel Proctor. These trademarks are used under the Labyrinth Lord™ Trademark License 1.2, available at 
  http://www.goblinoidgames.com. 
  Barrel Rider Games™  is copyright 2012, James M. Spahn. The Barrel Rider Games™ logo is copyright 2012, James M. 
  Spahn.
  Adamant Entertainment™ is Copyright Adamant Entertainment 2007
  All other images are copyright 2012 Tamas Baranya 2012, used with permission.
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