Warmonger Synergy

"Violence is not the answer. Violence is the question. The answer is 'yes'."

Violence against one's fellow man is one of humanity's oldest legacies. It's no wonder that some artificial intelligences wind up fascinated by the impulse to do harm - to fight, to kill. A Warmonger entity is spawned from these violent impulses. They might be friendly (and violent) or cruel (and violent), but they are inherently obsessed with weapons, combat, and tactics. The ordinators they bind with are generally people of action, more interested in the fight than the reasons behind the fight.

Synergy Techs

Ordinator Level Techs

1st Light Saber, Overshield

3rd Buffed Weapon, Hardlight Weapon

5th Riot Formation, Personal Zone

7th Repulsor Field, Ablative Armor

9th Hellfire Strike, Lock Down Target

Trained for Violence

At 1st level, you gain proficiency with military weapons and heavy armor.

Battle Ready

From 1st level, your A.I. companion can aid you in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

A.I. Assistance: Guided Strike

Starting at 2nd level, you can use your A.I. Assistance to strike with supernatural accuracy. When you make an attack roll, you can use your A.I. Assistance to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

A.I. Assistance: Guiding Subroutine

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your A.I. Assistance. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Powerful Strike

At 8th level, you gain the ability to infuse your weapon strikes with additional power. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Battle Hardened

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nontechnical weapons.

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