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''Go back to [[Reese%27s_Campaign | Reese's Campaign]] page.''
[[Category:Epic Path]][[Category:Character Classes]][[Category:Warlord]]
[[Image:Warlord_14.png|340px|right|Onward to victory!!]]
<div class="toclimit-2" style="clear:right; float:right; font-size:85%; padding-left:0.5em; padding-top:0.5em">__TOC__</div>
Some warriors are ambushers and scouts, ever attacking from stealth.  Some warriors are deadly scions of the wilderness, seeking hidden pathways and undiscovered vistas.  Some warriors are driven by red-hot bloody rage to battle and destroy.  Some warriors are skillful paragons, utilizing precision and training to win the day.


[[Image:Epic_Warlord.jpg|584px|right|Onward to victory!!]]
And some warriors are leaders.
=== Description ===


You know, in DnD every party has to have a ClericAnd yes, we tinkered the Cleric to make them six kinds of awesome fun, so that's no hardshipBut there should be another class that can 'keep a party going' just as good as a cleric can.
Warlords are generals of the battlefieldWhile their armor and weapons are capable, it is their keen insight and inspirational presence, the way they call out encouragement, advice, and directions to their allies, that are a warlord's ''true'' weaponsOther warriors use sharpened steel on the field of battle, but the warlord's implements of battle are their allies.


Welcome to the Warlord, folks! 
'''Role:'''  A warlord is a powerful supporting presence in battle, able to bolster their allies during and after combat just as well as a cleric does.  A warlord improves every aspect of their party's performance, keeping them on their feet and in peak fighting condition.


A warlord does not have even one single heal spellNot oneBut you know what, he'll support a party so well you can adventure just as hard as if you had a pocket band-aid wagon right behind you every step of the way.
'''Alignment:''' Any.
 
'''Hit Die:''' d10.
 
'''Starting Wealth:''' 250 gp
 
=====Recommended Ability Score Priority:=====
:* '''''Charisma:''''' primary; used for most class features
:* '''''Strength:''''' secondary; used for melee to-hit and damage. Drops to quaternary if focusing on ranged attacks.
:* '''''Dexterity:''''' secondary; used for ranged to-hit. Drops to low priority if focusing on melee attacks.
:* '''''Constitution:''''' low priority.
:* '''''Intelligence:''''' low priority.
:* '''''Wisdom:''''' low priority.
 
=====Base To-Hit:=====
:A warlord's base to-hit numbers are calculated normallyHowever, warlords to gain a bonus to their to-hits from their [[#Marching_Orders_I_.28Ex.29|Marching Orders]] class feature (at 3rd level), and their [[#Battle_Standard_II_.28Ex.29|Battle Standard]] class feature (starting at 6th level).
 
<div style="color:#734f96">
:* '''Melee To-Hit:''' Base Attack Bonus (BAB) + Strength Modifier
:* '''Ranged To-Hit:''' Base Attack Bonus (BAB) + Dexterity Modifier
</div>
 
=====Base Weapon Damage:=====
:A warlord's base weapon damage numbers are calculated normallyHowever, warlords do receive additional damage from both their [[#Battle_Standard_I_.28Ex.29|Battle Standard]] class feature (starting at 1st level), and their [[#Force_Majeure_.28Ex.29|Force Majeure]] class feature (at 7th level).
 
<div style="color:#734f96">
:* '''Melee Damage:''' Base Weapon Damage + Strength Modifier
:* '''Thrown Weapon Damage:''' Base Weapon Damage + Strength Modifier
:* '''Projectile Weapon Damage:''' Base Weapon Damage ''(may add Strength Modifier <small>only if the weapon has the [[Mighty (Quality)|Mighty]] quality)''</small>
</div>
 
=====Base Armor Class:=====
:A warlord's base armor class is 10.  Warlords gain a bonus to their AC from their [[#Marching_Orders_I_.28Ex.29|Marching Orders]] class feature, starting at 3rd level.


If you like playing support toons, the Warlord is your cup of tea.  And to make it even better, the Warlord is perfectly capable of wading into the front lines and doing just as much damage as any heavy-armor melee toon can dish out.  Now, the Warlord is very much a team toon.  The larger the party, the more powerful he gets and the more potent the buffs become.  So while Clerics get a bit 'washed out' in large parties, Warlords just get stronger and stronger.
<div style="color:#734f96">
:* '''Armor Class:''' 10 + Armor bonus + Adjusted Dexterity Modifier + Shield Bonus <small>''(if any)''</small> + Racial Size Modifier <small>''(if any)''</small>
</div>


So, grab a Warlord and snuggle up to the barbarian, this class is a helluva good time!
===== Maneuver Defense: =====
:A warlord's maneuver defense is calculated normally. However, warlords gain a bonus to their Maneuver Defense from their [[#Marching_Orders_I_.28Ex.29|Marching Orders]] class feature, starting at 3rd level.


<div style="color:#734f96">
:* '''Maneuver Defense:''' 10 + &frac12; Character Level <small>''(round down)''</small> + Strength Modifier + Dexterity Modifier + Shield Bonus <small>''(if any)''</small> + Size Modifier
</div>


'''Alignment:''' Any.
===== Skills: =====
: Warlords get <span style="color:#734f96">'''''7 + Int modifier'''''</span> skill ranks per Warlord [[class level]].
 
<div style="margin-left:1.5em">
* '''Bailiwick Skill:''' [[Warfare]]
: Your bailiwick skill is always considered a [[Natural Talent]] skill, which means you can choose which of your ability modifiers are mapped to it.  Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
 
* '''Linked Skill:''' [[Knowledge (Engineering)]]
: You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill.  Remember that you can never place more skill ranks into a skill than your [[character level]]. Your Linked skill, as a [[Knowledge]] skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.


'''Hit Die:''' d10.
* '''Natural Talent:'''
: You may choose one skill (in addition to your Bailiwick skill) to be a [[Natural Talent]] at 1st level, which means you can choose which of your ability modifiers are mapped to it.  Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.


'''Starting Wealth:''' Each character begins play with basic (non-armor) clothing worth 10 gp or less.
: All characters receive an additional ''natural talent'' skill at character (not class) levels 11, 21, and 31.  Additional ''natural talents'' may also be gained through [[Between Adventures#Gain_Natural_Talent_in_a_Skill|Self-Improvement]]. Because ''natural talents'' are gained at particular character levels, dual-classed and multi-classed characters receive the same number of ''natural talent'' skills (and at the same levels) as a single-classed character.


'''Class Skills:''' The warlords class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis) Survival (Wis) and Swim (Str).
* '''Suggested Skills:'''
: The following skills may be somewhat more applicable or useful to this class than others.  This list is by no means intended to limit which skills you choose for your character.  Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead.  These are ''just'' suggestions.
::* [[Heal]] (this skill is '''''strongly recommended''''')
::* [[Intimidate]]
::* [[Use Magic Device]]
</div>


'''Skill Points at Each Level:''' 6 + Int modifier.
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== Favored Class: Warlord ==
If the Warlord class is your [[Favored Class]], you gain the following benefits at level 1. This is in addition to those benefits and class features listed for the [[#Courageous_Warlord_.28Levels_1_-_5.29|Courageous Warlord (Levels 1 - 5)]] class tier table, below.


=== Table: Warlord ===
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
{| border="1" cellpadding="5" style="text-align:center"
|-
! Level || width="125" | BAB || Fort || Refl || Will || width="300" | Hold the Line || width="125" | Formation || width="400" | Special
! align="center" width="30" rowspan="2" style="{{class-gradient|warlord}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|warlord}}" | Full Attack BAB || align="center" width="60" rowspan="2" style="{{class-gradient|warlord}}" | Fort || align="center" width="60" rowspan="2" style="{{class-gradient|warlord}}" | Ref || align="center" width="60" rowspan="2" style="{{class-gradient|warlord}}" | Will || align="center" width="60" rowspan="2" style="{{class-gradient|warlord}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|warlord}}" | Favored Class Feature
|- style="{{linear-gradient|bottom|#c87d34, #fdfd96}}; color: #00008b;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk
|-
|-
! 1st
! align="center" | Fav
| +1 || 2 || 0 || 2 || Align="Left" | - || - || Align="Left" | Inspiration 1d6, Combat Leader +2, Commanding Presence +1
| &emsp; +0 || &emsp; -5 || &emsp; -10 || &emsp; -15 || &emsp; +2 || &emsp; +0 || &emsp; +2 || &emsp; 10 || [[#Impeccable_Leadership_.28Ex.29|Impeccable Leadership]]
|}
 
=== Impeccable Leadership (Ex) ===
If warlord is your favored class, you gain the [[Inspiration,_Improved_(Feat)|Improved Inspiration]] feat as a bonus feat at 1st level.  This feat allows you to add your Warlord [[class level]] to the number of temporary hit points granted by your [[#Inspiration_.28Ex.29|Inspiration]] class feature.
 
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
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== Courageous Warlord (Levels 1 - 5) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|warlord}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|warlord}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|warlord}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|warlord}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|warlord}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|warlord}}" | Class Features
|- style="{{linear-gradient|bottom|#c87d34, #fdfd96}}; color: #00008b;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
|-
! 2nd
! align="center" | 1st
| +2 || 3 || 0 || 3 || Align="Left" | -4 to hit, +2 ac, adjacent allies || - || Align="Left" | Hold the Line
| &emsp; +1 <sup>''(+1)''</sup> || &emsp; -4 <sup>''(+1)''</sup> || &emsp; -9 <sup>''(+1)''</sup> || &emsp; -14 <sup>''(+1)''</sup> || &emsp; +2 || &emsp; +0 || &emsp; +2 || &emsp; 10 || [[#Battle_Standard_I_.28Ex.29|Battle Standard I]], [[#Inspiration_.28Ex.29|Inspiration]], [[#Encouraging_Word_I_.28Ex.29|Encouraging Word I]]
|-
|-
! 3rd
! align="center" | 2nd
| +3 || 3 || 1 || 3 || Align="Left" | -4 to hit, +2 ac, adjacent allies || - || Align="Left" | Inspiration 2d6, Exhortation, Chirurgeon 1/day
| &emsp; +2 <sup>''(+1)''</sup> || &emsp; -3 <sup>''(+1)''</sup> || &emsp; -8 <sup>''(+1)''</sup> || &emsp; -13 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; +0 || &emsp; +3 <sup>''(+1)''</sup> || &emsp; 10 || [[#Formation_.28Ex.29|Formation]]
|-
|-
! 4th
! align="center" | 3rd
| +4 || 4 || 1 || 4 || Align="Left" | -3 to hit, +2 ac, adjacent allies || 1d12 || Align="Left" | Rallying Presence, Formation 1d12
| &emsp; +3 <sup>''(+1)''</sup> || &emsp; -2 <sup>''(+1)''</sup> || &emsp; -7 <sup>''(+1)''</sup> || &emsp; -12 <sup>''(+1)''</sup> || &emsp; +3 || &emsp; +1 <sup>''(+1)''</sup> || &emsp; +3 || &emsp; 10 || [[#Marching_Orders_I_.28Ex.29|Marching Orders I]], [[#Chirurgeon_I_.28Ex.29|Chirurgeon I]]
|-
|-
! 5th
! align="center" | 4th
| +5 || 4 || 1 || 4 || Align="Left" | -3 to hit, +2 ac, adjacent allies || 1d12 || Align="Left" | Controlled Onrush, Inspiration 3d6
| &emsp; +4 <sup>''(+1)''</sup> || &emsp; -1 <sup>''(+1)''</sup> || &emsp; -6 <sup>''(+1)''</sup> || &emsp; -11 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +1 || &emsp; +4 <sup>''(+1)''</sup> || &emsp; 10 || [[#Exhortation_I_.28Ex.29|Exhortation I]]
|-
|-
! 6th
! align="center" | 5th
| +6/+1 || 5 || 2 || 5 || Align="Left" | -3 to hit, +3 ac, adjacent allies || 1d12 || Align="Left" | Force Majeure, Combat Leader +3
| &emsp; +5 <sup>''(+1)''</sup> || &emsp; +0 <sup>''(+1)''</sup> || &emsp; -5 <sup>''(+1)''</sup> || &emsp; -10 <sup>''(+1)''</sup> || &emsp; +4 || &emsp; +1 || &emsp; +4 || &emsp; 10 || [[#Controlled_Onrush_I_.28Ex.29|Controlled Onrush I]]
|}
 
{{ClassProficiency|Warlord}}
 
=== Battle Standard I (Ex) ===
A warlord's martial prowess and leadership on the field demands they assume a higher profile.  To make themselves stand out in the chaos of battle, the warlord traditionally carries or displays a unique banner, their personal ''battle standard''.  The ''battle standard'' must be at least sized-small or larger and must be carried or displayed by the warlord to function.  Typically, a ''battle standard'' is attached to the back, though it may also be wielded in the hand (or both hands).  A small standard weighs 5 pounds, a medium standard weighs 20 pounds, and a large standard weighs 50 pounds.  In most cases, a small ''battle standard'' is perfectly adequate for supporting a party of player characters.  The medium and large standards are more ideally suited to larger engagements, such as leading an army.  ''Battle standards'' make the warlord easier to perceive to all senses: a small standard inflicts a -2 penalty to the warlord's [[Stealth]] skill, and grants a +2 bonus to [[Perception]] checks made to perceive the warlord.  A medium standard inflicts a -3 penalty to the warlord's [[Stealth]] skill, and grants a +5 bonus to [[Perception]] checks made to perceive the warlord. A large standard inflicts a -4 penalty to the warlord's [[Stealth]] skill, and grants a +10 bonus to [[Perception]] checks made to perceive the warlord.
 
Donning or doffing a ''battle standard'' requires a [[standard action]].  When worn on the back, a ''battle standard'' is treated as a slotless item that does not use up a magic item slot.  When wielded in one or more hands, it counts as a non-weapon item wielded in one or more hands.  Standards are not able to be affected by any combat maneuvers except [[Steal]].  If stolen, the standard's bonuses are lost until it is recovered and re-donned.
 
Warlords are strongly encouraged to purchase both a [[Banner, Small|Small Banner]] and a [[Banner Harness]] as soon as they gain any levels in the Warlord class.
 
A warlord is an expert at moving around with a ''battle standard'' attached to them, and has learned to compensate for its additional bulk. For purposes of moving through confined spaces (and the squeezing rules), a warlord wearing a ''battle standard'' is considered to be the same size as their ''battle standard'', or their character's normal size, whichever is larger.  However, aside from determining whether squeezing through an area is necessary, these size considerations do not grant the warlord any other penalties or benefits (i.e. a large ''battle standard'' does not improve the warlord's [[Maneuver Defense]] or combat reach).
 
<div style="margin-left:1.5em">
==== Battle Standard I Effects ====
At 1st level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):
 
:* a +2 [[martial bonus]] to all initiative rolls
:* +2 points of [[bonus damage]] with all successful weapon-based attacks (including rays)
</div>
 
=== Inspiration (Ex) ===
Beginning at 1st level, as a [[swift action]] during combat, the warlord may inspire their comrades with a rousing war cry, a stirring speech, or a simple order of ''"get 'em"''.  Regardless of the exact delivery, this ''Inspiration'' affects all allies within a 30-foot radius centered on the warlord, and bestows a number of temporary hit points equal to the warlord's {{Hi|CHA modifier + 1d6, plus an additional 1d6 points per two Warlord [[class level]]s beyond 1st}} (2d6 at 3rd, 3d6 at 5th, etc.).  These temporary hit points last until the battle ends, or until they are removed through damage (whichever occurs first).  Temporary hit points never stack; instead, you may replace a smaller stack of temporary hit points with a new larger stack, if you wish.
 
A warlord may use ''inspiration'' a number of times per day equal to 3 + their CHA modifier. Activating ''inspiration'' does not provoke attacks of opportunity.  ''Inspiration'' is not an aura, and therefore cannot be enhanced by any feat, power or ability that improves auras.
 
=== Encouraging Word I (Ex) ===
At 1st level, as an [[attack action]] during combat, the warlord may pronounce an ''encouraging word'' upon any ally (including themselves) who can hear them speaking and to whom they have line of effect.  To gain any benefits from this ability, the target ally must have at least 1 remaining temporary hit point granted to them by this warlord.
 
When the warlord pronounces an ''encouraging word'' upon their ally (or themselves), they heal that ally a number of hit points equal to the {{Hi|warlord's level + CHA modifier}}.
 
''Encouraging word'' may be used a number of times per day equal to the warlord's CHA mod + one additional time per three warlord levels (dropping fractions; e.g., +1 use at 3rd level, +2 uses at 6th level, +3 uses at 9th level, etc.). Activating ''encouraging word'' does not provoke attacks of opportunity.
 
=== Formation (Ex) ===
Beginning at level 2, the warlord learns how to direct their allies in tactical formations to improve their damage and durability during a fight.  During each round of combat, at any point in the round (even before the warlord's turn), the warlord may 'gift' one or more of their ''Formation'' dice as a [[free action]].  The warlord can only 'gift' ''Formation'' if at least one ally in the party (or the warlord) has temporary hit points granted by one of the warlord's powers. The temporary hit points must have come from the warlord themselves &mdash; temporary hit points from other sources, including other warlords, do not count.
 
At level 2, the warlord only gets a single d12 as their ''Formation'' dice each round, but this increases by one additional d12 for every three Warlord [[class level]]s after 2nd level (dropping fractions) as shown on the table below:
 
<div style="margin-left:1.5em"><h4 style="margin-left:1.5em">Formation Dice by Warlord Class Level</h4>
{| class="ep-default2" style="display:inline-block; float:left; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|warlord}}"
! width="65px" | Warlord Lvl || width="60px" | Formation Dice
|-
|-
! 7th
| 2 - 4 || 1d12
| +7/+2 || 5 || 2 || 5 || Align="Left" | -3 to hit, +3 ac, adjacent allies || 1d12 || Align="Left" | Inspiration 4d6, Chirurgeon 2/day
|-
|-
! 8th
| 5 - 7 || 2d12
| +8/+3 || 6 || 2 || 6 || Align="Left" | -2 to hit, +3 ac, adjacent allies || 2d12 || Align="Left" | Formation 2d12, Commanding Presence +2
|-
| 8 - 10 || 3d12
|-
|-
! 9th
| 11 - 13 || 4d12
| +9/+4  || 6 || 3 || 6 || Align="Left" | -2 to hit, +3 ac, adjacent allies || 2d12 || Align="Left" | Inspiration 5d6
|-
|-
! 10th
| 14 - 16 || 5d12
| +10/+5 || 7 || 3 || 7 || Align="Left" | -2 to hit, +4 ac, adjacent allies || 2d12 || Align="Left" | Cry Havoc
|-
|-
! 11th
| 17 - 19 || 6d12
| +11/+6/+1 || 7 || 3 || 7 || Align="Left" | -2 to hit, +4 ac, adjacent allies || 2d12 || Align="Left" | Inspiration 6d6
|}
 
{| width="10px" style="display:inline-block" |}
 
{| class="ep-default2" style="display:inline-block; text-align:center; font-size:85%; border-collapse:collapse;"
|- style="height:3em; {{class-gradient|warlord}}"
! width="65px" | Warlord Lvl || width="60px" | Formation Dice
|-
| 20 - 22 || 7d12
|-
|-
! 12th
| 23 - 25 || 8d12
| +12/+7/+2 || 8 || 4 || 8 || Align="Left" | -1 to hit, +4 ac, adjacent allies || 3d12 || Align="Left" | Formation 3d12
|-
|-
! 13th
| 26 - 28 || 9d12
| +13/+8/+3 || 8 || 4 || 8 || Align="Left" | -1 to hit, +4 ac, adjacent allies || 3d12 || Align="Left" | Inspiration 7d6, Chirurgeon 3/day
|-
|-
! 14th
| 29 - 31 || 10d12
| +14/+9/+4 || 9 || 4 || 9 || Align="Left" | -1 to hit, +5 ac, adjacent allies || 3d12 || Align="Left" | Brilliant Leadership, Combat Leader +4
|-
|-
! 15th
| 32 - 34 || 11d12
| +15/+10/+5 || 9 || 5 || 9 || Align="Left" | -1 to hit, +5 ac, adjacent allies || 3d12 || Align="Left" | Inspiration 8d6, Tactician
|-
| 35 || 12d12
|}
</div>
 
Each ''Formation'' die can be gifted to an ally immediately after they successfully hit an enemy creature with an attack, as a free action (the warlord may also gift a ''Formation'' die to themselves after they successfully strike an enemy creature, if they prefer). When the warlord does so, the gifted die grants that ally (or the warlord, if they are the target of the 'gift') '''''both''''' of the following benefits:
:* [[bonus damage]] to the damage result of the attack, equal to the result shown on the ''Formation'' die; '''''and:'''''
:* [[temporary hit point]]s to the target ally equal to the result shown on the ''Formation'' die
 
The use of ''Formation'' dice is declared after the attack is determined to be successful, but before damage is applied to the struck foe. The warlord must have line of effect to the ally they wish to benefit, but using ''formation'' dice does not require line of sight, nor does it require the warlord to speak or gesture.  Granting ''Formation'' dice does not provoke attacks of opportunity.
 
Damage granted by ''Formation'' dice is considered [[bonus damage]], which is never multiplied on a critical hit, and is treated as the same type of damage as the attack that it is augmenting.  For purposes of overcoming DR or ER, ''formation'' dice are added to the attack's damage before the target applies any mitigation (i.e. DR / ER are not applied to the attack and the ''formation'' dice separately).  Note that creatures who are hardened against precision damage are not resistant to ''formation'' dice, since bonus damage is not the same as precision damage.
 
If Formation dice are granting bonus damage to an attack that targeted more than one enemy creature, such as an area of effect spell or a multi-target melee attack of some kind, the bonus damage from formation dice is only applied to '''''one''''' creature affected by the attack, '''''not''''' all affected creatures.
 
The temporary hit points granted by the ''formation'' dice do not stack, as always, but may replace any existing temporary hit points on the target ally, if that ally wishes to do so.
 
Once the warlord is high enough level to have more than one ''Formation'' die, they may choose to apply the entire sum of all of their ''Formation'' dice to a single successful attack (adding the listed bonus per die they gift to the result), or spread them around as they wish, applying each individual ''formation'' die to different successful attacks throughout the round. The bonus from ''formation'' dice may only be split by die, rather than numerically.  That is, if the warlord has two ''Formation'' dice, and rolls a 6 and a 7, they may gift the 6 to one ally's attack, and the 7 to another attack (even of the same ally, if they wish), or apply all 13 points of bonus damage to one ally's attack.  However, they cannot gift an amount other than what is showing on the dice results, or a partial sum of these numbers. ''Formation'' dice that have already been gifted in a given round may not be used again until all they are refreshed at the start of the warlord's next turn.
 
Warlords using ''Formation'' dice may allow the target player to roll the dice, or they may roll the ''formation'' dice themselves, whichever the warlord player prefers.
 
=== Marching Orders I (Ex) ===
At 3rd level, during combat, the warlord may activate their ''marching orders'' class feature as a [[swift action]]. When activated, until the end of the encounter, the warlord gains a bonus to their [[Melee Attack|melee to-hit]] rolls, [[Maneuver Offense]], and [[Maneuver Defense]] (see below for details).
 
The ''marching orders'' ability also establishes a radius of dominion, centered on the warlord.  If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of ''marching orders'' (see below for a list of what orders are available).  Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from ''marching orders'' per round.
 
Marching orders requires a [[swift action]] to activate, but is sustained each round as a [[free action]]. If the warlord is knocked [[prone]], or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as [[Rattled]]), the ability is disrupted and ends until the warlord can re-activate it (with another swift action).  If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again.  The warlord may also end the ability at any time as a free action.  The ability automatically ends when combat ends.  While ''marching orders'' behaves like a [[stance]], it is not one; the warlord may enter a stance while using ''marching orders''.
 
<div style="margin-left:1.5em">
==== Marching Orders I Benefits ====
While ''Marching Orders'' is active, it provides the following benefits:
 
:* The warlord gains a +2 [[martial bonus]] to their melee attack rolls, and a +1 [[martial bonus]] to their Armor Class and [[Maneuver Defense]].
:* ''Marching orders'' establishes a 10-foot radius of dominion, centered on the warlord.
:* Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of ''marching orders'' the following benefit:
::* [[Slide]] the ally up to 10 feet. An affected ally may end this slide outside of the ''marching orders'' radius. This is [[forced movement]] and does not provoke attacks of opportunity.
</div>
 
=== Chirurgeon I (Ex) ===
At 3rd level, the warlord may treat the ravaging effects of many poisons, diseases and debilitating abilities. To do so, the warlord spends an [[attack action]], declares they are spending one or more uses of ''chirurgeon'' for the day, and makes a [[Heal]] skill check on the adjacent ally they wish to aid.  The warlord can use ''chirurgeon'' on themselves, if they wish.  The DC of the check is an [[Skill DC|Easy DC]], based on the CR of the creature or effect that inflicted the debilitating condition. If there is no clear source, the check is usually made at the campaign level or a target assigned by the GM. If the [[Heal]] check is failed, the use of ''chirurgeon'' is expended, providing no benefit, and the action to attempt it is wasted.
 
The warlord may also attempt to use ''chirurgeon'' as a [[swift action]], but doing so increases the DC to [[Skill DC|Hard]]. 
 
Chirurgeon is a non-magical ability, and typically involves the use of hot coals and lancing needles. And leeches. Definitely leeches. The use of ''chirurgeon'' is a painful and thoroughly unpleasant experience, with the warlord muttering about their flensing spoons, the draining of humours, and similar unsettling things.
 
Chirurgeon can be used once per day + one additional time per two Warlord [[class level]]s after 3rd (rounding down; e.g. a second time per day at Warlord level 5, a third at Warlord level 7, to a maximum of 17 uses per day at Warlord level 35).
 
<div style="margin-left:1.5em">
==== Chirurgeon I Benefits ====
The warlord can expend one or more uses of ''chirurgeon'' to grant one of the following effects, assuming the Heal check is successful:
 
:* Grant an immediate, bonus saving throw against an ongoing effect, other than a poison or a disease.  If this saving throw is failed, it does not count toward the progression of the ailment. '''(cost: 1 use of chirurgeon)'''
:* Restore all points of [[Ability Dilution]] to a single ability score, restore 1d4 points of [[Ability Damage]] to a single ability score, or restore 1 point of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)'''
:* Remove any one weak [[Status Conditions|status condition]] except [[Ability Dilution]], [[Essence Suppression]], [[Tainted]], or [[Infected]]. '''(cost: 1 use of chirurgeon)'''
</div>
 
=== Exhortation I (Ex) ===
At 4th level, as a [[full-round action]], the warlord may sit quietly by a wounded ally (or just by themselves), and speak in an uplifting and motivational manner. Once begun, the warlord may sustain this ''exhortation'' for up to 10 rounds (1 minute), requiring a full-round action each round. While doing so, they grant the target ally (or themselves) [[Fast Healing]] equal to their Warlord [[class level]] each round it is sustained.  If either the warlord or the target ally take any actions (other than the action to sustain the ''exhortation''), or suffer any damage, the ''exhortation'' immediately ends.
 
The warlord may use ''exhortation'' a number of times per day equal to their CHA mod (minimum 0), + one additional time per three Warlord class levels above 4th (e.g. two additional uses at Warlord level 7, three additional uses at Warlord level 10, etc.). 
 
A single use of ''exhortation'' can only be sustained for a maximum of 10 rounds (1 minute).  If the warlord wishes to continue healing their ally after this time, they must expend an additional use of ''exhortation'' for each additional minute.  A use of ''exhortation'' is expended regardless of whether it is performed for a single round or the full minute. (Plan carefully!)
 
=== Controlled Onrush I (Ex) ===
At level 5, the warlord begins to master manipulating the flow of combat, and to excel at determining the most appropriate moment to attack.  Once per encounter, before the GM begins to count down the initiative order for the first time in the encounter, the warlord may exchange their initiative number with any one ally who is receiving the warlord's [[#Battle_Standard_I_.28Ex.29|Battle Standard]] bonus.
 
<div class="topbanner">
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== Intrepid Warlord (Levels 6 - 10) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|warlord}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|warlord}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|warlord}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|warlord}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|warlord}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|warlord}}" | Class Features
|- style="{{linear-gradient|bottom|#c87d34, #fdfd96}}; color: #00008b;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
|-
! 16th
! align="center" | 6th
| +16/+11/+6/+1 || 10 || 5 || 10 || Align="Left" | -0 to hit, +5 ac, adjacent allies || 4d12 || Align="Left" | Formation 4d12
| &emsp; +6 <sup>''(+1)''</sup> || &emsp; +1 <sup>''(+1)''</sup> || &emsp; -4 <sup>''(+1)''</sup> || &emsp; -9 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; 10 || <small>''[[#Inspiration_.28Intrepid_Tier.29|Inspiration]], [[#Formation_.28Intrepid_Tier.29|Formation]], [[#Encouraging_Word_.28Intrepid_Tier.29|Encouraging Word]]''</small>, [[#Battle_Standard_II_.28Ex.29|Battle Standard II]], [[#Retribution_Order_I_.28Ex.29|Retribution Order I]]
|-
|-
! 17th
! align="center" | 7th
| +17/+12/+7/+2 || 10 || 5 || 10 || Align="Left" | -0 to hit, +5 ac, adjacent allies || 4d12 || Align="Left" | Banner, Inspiration 9d6
| &emsp; +7 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; -3 <sup>''(+1)''</sup> || &emsp; -8 <sup>''(+1)''</sup> || &emsp; +5 || &emsp; +2 || &emsp; +5 || &emsp; 10 || [[#Force_Majeure_.28Ex.29|Force Majeure]]
|-
|-
! 18th
! align="center" | 8th
| +18/+13/+8/+3 || 11 || 6 || 11 || Align="Left" | -0 to hit, +5 ac, allies within 10 feet || 4d12 || Align="Left" | Onward to Victory, Commanding Presence +3
| &emsp; +8 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; -2 <sup>''(+1)''</sup> || &emsp; -7 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +2 || &emsp; +6 <sup>''(+1)''</sup> || &emsp; 10 || [[#Marching_Orders_II_.28Ex.29|Marching Orders II]], [[#Chirurgron_II_.28Ex.29|Chirurgeon II]]
|-
|-
! 19th
! align="center" | 9th
| +19/+14/+9/+4 || 11 || 6 || 11 || Align="Left" | -0 to hit, +5 ac, allies within 10 feet || 4d12 || Align="Left" | Inspiration 10d6
| &emsp; +9 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; -1 <sup>''(+1)''</sup> || &emsp; -6 <sup>''(+1)''</sup> || &emsp; +6 || &emsp; +3 <sup>''(+1)''</sup> || &emsp; +6 || &emsp; 10 || [[#Exhortation_II_.28Ex.29|Exhortation II]]
|-
|-
! 20th
! align="center" | 10th
| +20/+15/+10/+5 || 12 || 6 || 12 || Align="Left" | -0 to hit, +5 ac, allies within 15 feet || 4d12 || Align="Left" | Victorious Surge
| &emsp; +10 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +0 <sup>''(+1)''</sup> || &emsp; -5 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +3 || &emsp; +7 <sup>''(+1)''</sup> || &emsp; 10 || [[#Onward_to_Victory_I_.28Ex.29|Onward to Victory I]]
|}
|}


{{ClassProficiency|Warlord}}


=== Class Abilities ===
=== Inspiration (Intrepid Tier) ===
If you do not already have the ''Inspiration'' class feature, you gain it at 6th level. See [[#Inspiration_.28Ex.29|Inspiration]] for details on how this works.


; Weapon and Armor Proficiency
=== Formation (Intrepid Tier) ===
A warlord is proficient with all simple and martial weapons, with all armor, and with shields (including tower shields).
If you do not already have the ''Formation'' class feature, you gain it at 6th level. See [[#Formation_.28Ex.29|Formation]] for details on how this works.


=== Encouraging Word (Intrepid Tier) ===
If you do not already have the ''Encouraging Word I'' class feature, you gain it at 6th level. See [[#Encouraging_Word_I_.28Ex.29|Encouraging Word I]] for details on how this works.


; Combat Leader (Ex)
=== Battle Standard II (Ex) ===
At 1st level, the warlord begins to demonstrate the brilliance of their battlefield leadership. The warlord and all allies the warlord can see gain a +2 bonus to initiative. This bonus increases to +3 at 6th level +4 at 14th level, and onward as described in Table:Epic Warlord.
If you do not already have the ''Battle Standard I'' class feature, you gain it at 6th level. See [[#Battle_Standard_I_.28Ex.29|Battle Standard I]] for details on how this works.


If you already have the ''Battle Standard I'' class feature from a previous tier of the Warlord class, it improves at 6th level, instead.


; Commanding Presence (Ex)
<div style="margin-left:1.5em">
The mere appearance of a warlord upon the field of battle has a positive impact among his allies. The warlord and all allies that can see him gain a +1 bonus to attack and weapons damage rolls. This bonus increases to +2 at 8th level, +3 at 18th level, etc.
==== Battle Standard II Effects ====
At 6th level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):


:* a +2 [[martial bonus]] to all initiative rolls
:* a +1 [[martial bonus]] to-hit with all attacks (melee, ranged, or spell-based)
:* +3 points of [[bonus damage]] with all successful weapon-based attacks (including rays)


; Inspiration (Ex)
These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the ''Battle Standard'' class feature (assuming you qualify for them).
At 1st level, during battle, once per round, as a move action, the warlord may inspire his comrades with words of courage and determination. This inspiration affects all allies within a 30-foot radius centered on the warlord, and bestows 1d6 temporary hit points, plus 1d6 additional points for every two warlord levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). These temporary hit points last until the battle ends, or until they are removed through damage.  A warlord may inspire a number of times per day equal to 3+ his Charisma modifier. This inspiration does not provoke an attack of opportunity.  The warlord can choose whether or not to include himself in this effect.  Note: This effect is not an aura, and none of the Warlord's other abilities are defined as auras.  None of the Warlord's abilities may be enhanced by any feat, power or ability which improves auras.
</div>


=== Retribution Order I (Ex) ===
At 6th level, once per encounter, when an ally who has at least 1 remaining temporary hit point granted to them by this warlord suffers damage from an enemy attack, the warlord can spend an [[immediate action]] to invoke a ''Retribution Order'' on that ally.  The ally so affected only suffers half damage from the attack that triggered the warlord's ''Order'', and the ally may make a free bonus attack against the enemy that just hit them, using any attack ability they could normally perform with a [[standard action]]. 


; Hold the Line (Ex)(stance)
The halving of the damage of the attack against the ally occurs before the ally applies any mitigating effects (like DR or ER) to the remaining damage. If the attack includes any secondary effects (like status conditions), Retribution Order does not prevent these effects from being resolved normally.
At 2nd level, during battle, the warlord may enter a defensive stance centered on himself as a swift action. By doing so, he takes a penalty to his attack rolls of -4, but gains a bonus to his AC of +2, and grants this same bonus to all adjacent allies (but not the attack penalties). As he levels up, the penalties decrease, and the AC bonuses increase, eventually granting no to-hit penalties and a +5 AC bonus to the warlord and his allies. Beginning at level 18, the size of his defensive bastion increases to 10 feet, increases to 15 feet at level 20, and further increases as laid out in Table:Epic Warlord. Note that this ability may be stacked with defensive fighting and/or combat expertise, though AC bonuses from these actions do not extend to the warlord's allies.


It takes no action to sustain or leave the stance. If the warlord is knocked prone, or suffers a condition which prevents him from taking actions, the stance ends (though the warlord can use another swift action to start it again).
Any attack the ally performs must include the enemy that just hit them in the attack, though it can include other targets as well, if the attack used is capable of affecting more than one creature. Only actions which are offensive in nature, and that target the enemy in question, may be used with this bonus attack.  The GM is the final arbiter of what constitutes an "attack", if there is any question.  Attack abilities that can only be used once per round (such as a Brawler's Haymaker attack) may be used with a Retribution Order, even if the character already used that ability this round.  Doing so does not prevent the ally from using the ability again during their upcoming turn.


Only one stance may be active at a time. (For clarity, defensive fighting and combat expertise are not stances. Stances are class powers that are labeled as stances.)
=== Force Majeure (Ex) ===
Beginning at 7th level, the Warlord adds their CHA modifier to their melee and ranged damage rolls.  This damage is multiplied on a critical hit, and is always of the same damage type as the base weapon that inflicted it.


=== Marching Orders II (Ex) ===
At 8th level, during combat, the warlord may activate their ''marching orders'' class feature as a [[swift action]]. When activated, until the end of the encounter, the warlord gains a bonus to their [[Melee Attack|melee to-hit]] rolls, [[Maneuver Offense]], and [[Maneuver Defense]] (see below for details).


; Exhortation (Su)
The ''marching orders'' ability also establishes a radius of dominion, centered on the warlord.  If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of ''marching orders'' (see below for a list of what orders are available). Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from ''marching orders'' per round.
Beginning at 3rd level, as a full round action, the Warlord may sit quietly with a wounded ally, and speak to them in an uplifting and motivational manner. While doing so, he grants that ally Fast Healing equal to half his Warlord level, round down. Thus, at level 3, the Warlord grants Fast Healing 1, healing 1 point per round, or 10 points per minute. The Warlord may use Exhortation a number of times per day equal to his CHA mod (minimum 1). If either the warlord or the affected ally take any other actions, or take damage, this effect ends.


Marching orders requires a [[swift action]] to activate, but is sustained each round as a [[free action]]. If the warlord is knocked [[prone]], or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as [[Rattled]]), the ability is disrupted and ends until the warlord can re-activate it (with another swift action).  If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again.  The warlord may also end the ability at any time as a free action.  The ability automatically ends when combat ends.  While ''marching orders'' behaves like a [[stance]], it is not one; the warlord may enter a stance while using ''marching orders''.


; Chirurgeon (Ex)
<div style="margin-left:1.5em">
Beginning at 3rd level, the Warlord may treat the ravaging effects of many poisons, diseases and debilitating spells. By spending 5 minutes and making a Heal skill check against a DC of 15, the warlord can grant the effect of a Lesser Restoration spell to an ally. The warlord can use this ability once per day.  At level 7, this ability may instead be used to grant the effect of a Restoration spell to an ally (DC 20), and the warlord may do so up to twice per day. At level 13, this ability can be used to grant an ally the effect of a Greater Restoration (DC 25), and may be used up to three times per day. This is a non-magical ability, and probably involves the use of hot coals and lancing needles.  And leeches.  Definitely leeches.
==== Marching Orders II Benefits ====
While ''Marching Orders'' is active, it provides the following benefits:


:* The warlord gains a +3 [[martial bonus]] to their melee attack rolls, and a +1 [[martial bonus]] to their Armor Class and [[Maneuver Defense]].
:* ''Marching orders'' establishes a 15-foot radius of dominion, centered on the warlord.
:* Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of ''marching orders'' '''''one''''' of the following benefits:
::* [[Slide]] the ally up to 15 feet. An affected ally may end this slide outside of the ''marching orders'' radius. This is [[forced movement]] and does not provoke attacks of opportunity; '''''or:'''''
::* Reduce a status condition on an ally within the ''marching orders'' radius by one step (i.e. from strong to moderate, or from moderate to weak, or from weak to removed).
</div>


; Rallying Presence (Ex)
=== Chirurgeon II (Ex) ===
At 4th level, as an immediate action, the warlord may grant an ally a re-roll to a save. This must be done before the outcome of the save is resolved. The warlord can do this a number of times per day equal to his CHA mod (min 1).
If you do not already have the ''Chirurgeon I'' class feature, you gain it at 8th level. See [[#Chirurgeon_I_.28Ex.29|Chirurgeon I]] for details on how this works.


If you do already have the ''Chirurgeon I'' class feature from a previous tier of the Warlord class, it improves at 8th level, instead, as described below:


; Formation (Ex)
<div style="margin-left:1.5em">
At 4th level, the warlord begins to gain offensive power as long as there is at least one PC ally in the party who has temp hit points granted by his Inspiration power.  After applying, and while maintaining, temporary hit points on any player character he is allied with, the warlord gets a formation dice pool, which he may apply as damage, once per round, as a free action, to a melee attack he has successfully made. Temp hit points from other sources, including other warlords, do not count. At level 4, the size of this dice pool is 1d12, as shown in the table, "Table: Warlord", and it increases by one die each four levels.
==== Chirurgeon II Benefits ====
The warlord can expend one or more uses of ''chirurgeon'' to grant one of the following effects, assuming the Heal check is successful:


Alternatively, once per round, as a free action, the warlord may 'gift' half the dice in his pool, round up, to a PC ally's melee damage roll. This ally must have remaining temporary hit points from the warlord's Inspiration power in order to receive this gift.  
:* Grant a saving throw against an ongoing effect, other than a poison or a disease, with a +2 [[martial bonus]]. If this saving throw is failed, it does not count toward the progression of the ailment. '''(cost: 1 use of chirurgeon)'''
:* Grant the effects of a [[Neutralize Poison (Cleric Spell)]] or a [[Remove Disease (Cleric Spell)]] to a single ally. '''(cost: 1 use of chirurgeon)'''
:* Restore all points of [[Ability Dilution]] to a single ability score, restore 1d4 points of [[Ability Damage]] to a single ability score, or restore 1 point of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)'''
:* Remove any one weak or moderate [[Status Conditions|Status Condition]] except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]]), poison ([[Tainted]], [[Poisoned]]), or disease ([[Infected]], [[Diseased]]). '''(cost: 1 use of chirurgeon)'''
:* Restore one lost class feature, feat, spell level, or racial trait, caused by [[Essence Suppression]], [[Essence Omission]], or [[Essence Destruction]]. '''(cost: 1 use of chirurgeon)'''
:* Bring an ally back to life, if they were slain no more than 1 minute prior to using this ability (as [[Raise Dead (Cleric Spell)]]). '''(cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)'''
</div>


At level 8, the warlord's Formation dice go up to 2d12 (maximum gift of 1d12). At level 12, it increases to 3d12 (maximum gift 2d12), up to 4d12 at level 16 (maximum gift 2d12), etc.
=== Exhortation II (Ex) ===
If you do not already have the ''Exhortation I'' class feature, you gain it at 9th level. See [[#Exhortation_I_.28Ex.29|Exhortation I]] for details on how this works.


If you do already have the ''Exhortation I'' class feature, it improves at 9th level, instead.  The warlord may now affect up one additional ally (one of which may be themselves) when they use ''Exhortation''.  This is cumulative with all other iterations of the ''Exhortation'' class feature.  All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the ''Exhortation'' is ongoing, or it is interrupted for all those affected.


;Controlled Onrush (Ex)
=== Onward to Victory I (Ex) ===
At 5th level, before the referee begins to count down the initiative order for the first time in each encounter, the Warlord may exchange his initiative number with any one ally who is receiving his Combat Initiative bonus.
Warlords command their forces within a battle, urging their allies to superior positions.  They do this with a surprising ease, turning even the most mired battlefield against their enemies with unexpected maneuvers.


At 10th level, as a [[swift action]], the warlord may [[slide]] themselves and each of their allies within 30 feet of the warlord a number of squares equal to the warlord's CHA modifier. This movement is resolved immediately, in initiative order. This is considered [[forced movement]], so it does not provoke attacks of opportunity. Ongoing effects, such as bleed damage or fast healing, do not 'tick' on this granted action.


; Force Majeure (ex)
This ability is usable once per day.
Beginning at 6th level, the Warlord adds his CHA modifier to his melee damage rolls.


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; Cry Havoc (Su)
== Heroic Warlord (Levels 11 - 15) ==
At 10th level, after the Warlord successfully strikes a target, he may invoke havoc upon it as a free action. Until the end of the Warlord's next turn, any attack roll made by the Warlord or any of his PC allies who have temp hit points bestowed by the Warlord, gain a benefitAll attacks now score a critical hit against that target on an 18-20, or with a +1 increased crit range, whichever is preferredFurther, the Warlord's rolls to confirm critical attacks suffer no penalties from fighting defensively, hold the line or combat expertise against a target he has invoked Havoc uponThis ability cannot be stacked with itself, even if multiple warlords can apply the ability; the new application overwrites the existing one. The warlord can use this ability a number of times per day equal to his CHA modifier (minimum 1).
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|warlord}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|warlord}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|warlord}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|warlord}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|warlord}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|warlord}}" | Class Features
|- style="{{linear-gradient|bottom|#c87d34, #fdfd96}}; color: #00008b;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 11th
| &emsp; +11 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +1 <sup>''(+1)''</sup> || &emsp; -4 <sup>''(+1)''</sup> || &emsp; +7 || &emsp; +3 || &emsp; +7 || &emsp; 10 || <small>''[[#Inspiration_.28Heroic_Tier.29|Inspiration]], [[#Formation_.28Heroic_Tier.29|Formation]], [[#Force_Majeure_.28Heroic_Tier.29|Force Majeure]]''</small>, [[#Battle_Standard_III_.28Ex.29|Battle Standard III]], [[#Encouraging_Word_II_.28Ex.29|Encouraging Word II]]
|-
! align="center" | 12th
| &emsp; +12 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; -3 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; 10 || [[#Cry_Havoc_.28Ex.29|Cry Havoc]]
|-
! align="center" | 13th
| &emsp; +13 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; -2 <sup>''(+1)''</sup> || &emsp; +8 || &emsp; +4 || &emsp; +8 || &emsp; 10 || [[#Marching_Orders_III_.28Ex.29|Marching Orders III]], [[#Chirurgron_III_.28Ex.29|Chirurgeon III]]
|-
! align="center" | 14th
| &emsp; +14 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; -1 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +4 || &emsp; +9 <sup>''(+1)''</sup> || &emsp; 10 || [[#Exhortation_III_.28Ex.29|Exhortation III]]
|-
! align="center" | 15th
| &emsp; +15 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +0 <sup>''(+1)''</sup> || &emsp; +9 || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +9 || &emsp; 10 || [[#Controlled_Onrush_II_.28Ex.29|Controlled Onrush II]]
|}


{{ClassProficiency|Warlord}}


; Brilliant Leadership (Su)
=== Inspiration (Heroic Tier) ===
At 14th level, if the warlord successfully strikes an opponent while using 'Hold the Line', he may grant an ally receiving the 'Hold the Line' bonus an immediate opportunity attack against the same opponent. This ability can be used up to once per round.
If you do not already have the ''Inspiration'' class feature, you gain it at 11th level. See [[#Inspiration_.28Ex.29|Inspiration]] for details on how this works.


=== Formation (Heroic Tier) ===
If you do not already have the ''Formation'' class feature, you gain it at 11th level. See [[#Formation_.28Ex.29|Formation]] for details on how this works.


; Tactician (Ex)
=== Force Majeure (Heroic Tier) ===
At 15th level, the Warlord receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a move action, the Warlord can grant this feat to an ally who is gaining his Hold the Line bonus. Allies retain the use of this bonus feat until the end of the encounter. Allies do not need to meet the prerequisites of these bonus feats. The Warlord can use this ability once per encounter.
If you do not already have the ''Force Majeure'' class feature, you gain it at 11th level. See [[#Force_Majeure_.28Ex.29|Force Majeure]] for details on how this works.


=== Battle Standard III (Ex) ===
If you do not already have the ''Battle Standard I'' class feature, you gain it at 11th level. See [[#Battle_Standard_I_.28Ex.29|Battle Standard I]] for details on how this works.


; Banner (Ex)
If you already have the ''Battle Standard I'' class feature, but you do not already have the ''Battle Standard II'' class feature, you gain it at 11th level, instead. See [[#Battle_Standard_II_.28Ex.29|Battle Standard II]] for details on how this works.
At 17th level, a Warlord's martial prowess and leadership on the field demands he assume a higher profile.  To make himself stand out in the chaos of battle, the Warlord may carry or display a unique flag, his personal banner.  The banner must be at least Small or larger and must be carried or displayed by the Warlord to function.  Typically, a banner is attached to his back.  A small banner weighs five pounds, a medium one 20 pounds, and a large one 50 pounds.  Medium and large banners are easier to see: If the DM rules that a perception check is needed to see the Warlord, a small banner adds +2 to perception rolls to see the character, a medium banner adds +5 to perception rolls to see the character, while a large banner adds +10 to perception rolls to see the character. While wearing the banner, the warlord takes a penalty to his stealth skill equal to the perception bonus the banner grants. Donning or doffing a Banner requires a standard action. Banners are not considered items, do not take up a magic item slot, cannot be enchanted, do not interfere with magic items being worn, and are not able to be affected by any combat maneuvers except Steal.  If Stolen, the banner's bonuses are lost for the encounter.  Wearing a Banner of any size does not change the characters size in any way, though it may cause movement penalties in hampered quarters.


While worn by a Warlord, his banner becomes a symbol of inspiration to his allies and companions. As long as the Warlord’s banner is clearly visible, all allies who can perceive the warlord receive a +2 morale bonus on saving throws against fear.
If you already have the ''Battle Standard I'' and ''Battle Standard II'' class features from a previous tier of the Warlord class, they improve at 11th level, instead.


<div style="margin-left:1.5em">
==== Battle Standard III Effects ====
At 11th level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):


; Onward to Victory (Su)
:* a +3 [[martial bonus]] to all initiative rolls
At 18th level, once per day as an immediate action, the warlord may grant himself and all allies within 10 feet per point of his CHA mod a move action. These moves are resolved immediately, in initiative order. Ongoing effects such as bleed damage do not 'tick' on this granted action.
:* a +1 [[martial bonus]] to-hit with all attacks (melee, ranged, or spell-based)
:* +4 points of [[bonus damage]] with all successful weapon-based attacks (including rays)
:* a +1 [[martial bonus]] to all saving throws


These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the ''Battle Standard'' class feature (assuming you qualify for them).
</div>


; Victorious Surge (Su)
=== Encouraging Word II (Ex) ===
At 20th level, once per day as an immediate action, the warlord may grant himself and all allies within 10 feet per point of his CHA mod a standard action. These actions are resolved immediately, in initiative order. Ongoing effects such as bleed damage do not 'tick' on this granted action. '''Special:''' This may be used as part of the same immediate action as Onward to Victory.
If you do not already have the ''Encouraging Word I'' class feature, you gain it at 11th level. See [[#Encouraging_Word_I_.28Ex.29|Encouraging Word I]] for details on how this works.


=== Warlord Example Build ===
If you do already have ''Encouraging Word I'' from a previous tier of the Warlord class, it improves at 11th level, instead.  Each time you use ''encouraging word'' to heal yourself or an ally, you may expend one or more of your unused [[#Formation_.28Ex.29|Formation]] dice to augment the amount of healing provided. You roll the Formation die (or dice, if you are using more than one), and add the rolled value to the amount you heal.  Formation dice used in this fashion are expended for the round and may not be used for any other purpose (i.e., they do not provide temporary hit points or bonus damage to the target ally when used in this manner).


For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example buildNote: This is not a suggested build. Heck, it's probably even not very good. But what it WILL do is let you play without hours of investment, and it will perform more than adequatelyIf you want to tweak, feel free!
=== Cry Havoc (Ex) ===
At 12th level, once per encounter, after the warlord successfully strikes a target with a melee attack, they may ''cry havoc'' upon that creature as a [[free action]]The warlord roll a number of d12's equal to the number of [[#Formation_.28Ex.29|Formation]] dice they get each round, and apply the summed result of those dice as [[bonus damage]] to the attack they just madeThe warlord then records the amount of bonus damage they just dealt.


Any allies who have [[temporary hit point]]s bestowed by the Warlord may also add bonus damage equal to the recorded amount to their first successful attack made against the creature the warlord has invoked ''havoc'' upon, as long as they make the attack before the start of the warlord's next turn. 


Human, base stats: Str 14, Dex 12, Con 14, int 14, Wis 8, Chr 18.
Neither the warlord nor their qualifying allies may gain the bonus damage from ''cry havoc'' more than once per encounter, even if they attack the invoked creature multiple times during the round ''cry havoc'' is active.  


Example Feats
''Cry Havoc'' does not actually use any of the warlord's formation dice for the round, but it also does not bestow any temporary hit points (the way actual Formation dice would).  Cry Havoc inflicts bonus damage, which is not multiplied on a critical hit, and is of the same damage type as the weapon which inflicts it.


1st Level:  Exotic Weapon Proficiency: Heavy Whip, Combat Expertise. Get a solid weapon, open up some good feats.
=== Marching Orders III (Ex) ===
At 13th level, during combat, the warlord may activate their ''marching orders'' class feature as a [[swift action]]. When activated, until the end of the encounter, the warlord gains a bonus to their [[Melee Attack|melee to-hit]] rolls, [[Maneuver Offense]], and [[Maneuver Defense]] (see below for details).  


3rd Level:  Improved TripYou have a reach tripping weaponGuess what you should be trying to do.
The ''marching orders'' ability also establishes a radius of dominion, centered on the warlordIf the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of ''marching orders'' (see below for a list of what orders are available)Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from ''marching orders'' per round.


5th Level:  Improved DisarmYour weapon gives bonuses to disarm, too!
Marching orders requires a [[swift action]] to activate, but is sustained each round as a [[free action]]. If the warlord is knocked [[prone]], or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as [[Rattled]]), the ability is disrupted and ends until the warlord can re-activate it (with another swift action)If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again.  The warlord may also end the ability at any time as a free action.  The ability automatically ends when combat ends.  While ''marching orders'' behaves like a [[stance]], it is not one; the warlord may enter a stance while using ''marching orders''.


7th Level:   Greater Trip. Trip them and hit them, at a distance.  So hard not to love this.
<div style="margin-left:1.5em">
==== Marching Orders III Benefits ====
While ''Marching Orders'' is active, it provides the following benefits:


9th Level:   Improved Reposition. Bad guys in a bad place?  Move them!
:* The warlord gains a +4 [[martial bonus]] to their melee attack rolls, and a +1 [[martial bonus]] to their Armor Class and [[Maneuver Defense]].
:* ''Marching orders'' establishes a 20-foot radius of dominion, centered on the warlord.
:* Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of ''marching orders'' '''''one''''' of the following benefits:
::* [[Slide]] the ally up to 20 feet. An affected ally may end this slide outside of the ''marching orders'' radius. This is [[forced movement]] and does not provoke attacks of opportunity; '''''or:'''''
::* Reduce a status condition by one step (i.e. from strong to moderate, or from moderate to weak, or from weak to removed); '''''or:'''''
::* Grant the ally an action point. This action point must be used before the start of the warlord's next turn, or it is lost. Character cannot use more than one action point per round. The effects of the action point follow the normal rules for action points, based on the round of combat in which it is used.
</div>


11th Level:  Greater Reposition.  Move the baddies and hit them while you're doing it. So awesome.
=== Chirurgeon III (Ex) ===
If you do not already have the ''Chirurgeon I'' class feature, you gain it at 13th level. See [[#Chirurgeon_I_.28Ex.29|Chirurgeon I]] for details on how this works.


13th Level: Power Attack. Hit them HARD, man!
If you do already have the ''Chirurgeon I'' class feature, but you do not have the ''Chirurgeon II'' class feature, you gain it at 13th level, instead. See [[#Chirurgeon_II_.28Ex.29|Chirurgeon II]] for details on how this works.


15th Level:  Fury's fall.  Build up some Dex, trip them even better!
If you already have both the ''Chirurgeon I'' and ''Chirurgeon II'' class features from previous tiers of the Warlord class, they improve at 13th level, instead, as described below:


17th Level: Fury's snare.  Trip them and tie them up, all in one convenient attack.  Very nice, this.
<div style="margin-left:1.5em">
==== Chirurgeon III Benefits ====
The warlord can expend one or more uses of ''chirurgeon'' to grant one of the following effects, assuming the Heal check is successful:


19th Level: Furious Focus. Power attack making it hard to trip? Not any more!
:* Grant a saving throw against an ongoing effect, other than a poison or a disease, with a +4 [[martial bonus]]. If this saving throw is failed, it does not count toward the progression of the ailment. '''(cost: 1 use of chirurgeon)'''
:* Grant the effects of a [[Neutralize Poison (Cleric Spell)]] or a [[Remove Disease (Cleric Spell)]] to a single ally. '''(cost: 1 use of chirurgeon)'''
:* Restore all points of [[Ability Dilution]] to a single ability score, restore 2d4 points of [[Ability Damage]] to a single ability score, or restore 1d4 points of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)'''
:* Completely restore all lost class features, feats, spell levels, or racial traits caused by [[Essence Suppression]], up to 3 such features, feats, spell levels, or racial traits caused by [[Essence Omission]], or one lost class feature, feat, spell level, or racial trait, caused by [[Essence Destruction]]. '''(cost: 1 use of chirurgeon)'''
:* Remove a curse (as [[Remove Curse (Cleric Spell)]]). '''(cost: 1 use of chirurgeon)'''
:* Remove any one [[Status Conditions|Status Condition]] (weak, moderate, or strong) except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]], [[Ability Drain|drain]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]], [[Essence Destruction|destruction]]), poison ([[Tainted]], [[Poisoned]], [[Blighted]]), or disease ([[Infected]], [[Diseased]], [[Plagued]]). '''(cost: 1 use of chirurgeon)'''


::* Bring an ally back to life, if they were slain no more than 1 hour prior to using this ability (as [[Raise Dead (Cleric Spell)]]). '''(cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)'''
</div>


== Epic Warlord ==
=== Exhortation III (Ex) ===
If you do not already have the ''Exhortation I'' class feature, you gain it at 14th level. See [[#Exhortation_I_.28Ex.29|Exhortation I]] for details on how this works.


=== Table: Epic Warlord ===
If you do already have the ''Exhortation I'' class feature, it improves at 14th level, instead.  The warlord may now affect up one additional ally (one of which may be themselves) when they use ''Exhortation''.  This is cumulative with all other iterations of the ''Exhortation'' class feature.  All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the ''Exhortation'' is ongoing, or it is interrupted for all those affected.
{| border="1" cellpadding="5" style="text-align:center"
 
! Level || width="125" | BAB || Fort || Refl || Will || width="300" | Hold the Line || width="125" | Formation || width="400" | Special
=== Controlled Onrush II (Ex) ===
At 15th level, the warlord continues to improve their acumen at predicting when violence will break out.  They gain the [[Initiative, Improved (Feat)|Improved Initiative]] feat as a bonus feat.
 
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>
 
== Undaunted Warlord (Levels 16 - 20) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|warlord}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|warlord}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|warlord}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|warlord}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|warlord}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|warlord}}" | Class Features
|- style="{{linear-gradient|bottom|#c87d34, #fdfd96}}; color: #00008b;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
|-
! 21st
! align="center" | 16th
| +21/+16/+11/+6 || 12 || 6 || 12 || -0 to hit, +5 ac, allies within 15ft || 5d12 || Align="Left" | Inspiration 11d6, Greater Rallying Presence
| &emsp; +16 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +1 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +5 || &emsp; +10 <sup>''(+1)''</sup> || &emsp; 10 || <small>''[[#Inspiration_.28Undaunted_Tier.29|Inspiration]], [[#Formation_.28Undaunted_Tier.29|Formation]], [[#Encouraging_Word_.28Undaunted_Tier.29|Encouraging Word]], [[#Force_Majeure_.28Undaunted_Tier.29|Force Majeure]]''</small>, [[#Battle_Standard_IV_.28Ex.29|Battle Standard IV]], [[#Retribution_Order_II_.28Ex.29|Retribution Order II]]
|-
! align="center" | 17th
| &emsp; +17 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; +10 || &emsp; +5 || &emsp; +10 || &emsp; 10 || [[#Tactician_I_.28Ex.29|Tactician I]]
|-
! align="center" | 18th
| &emsp; +18 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; 10 || [[#Marching_Orders_IV_.28Ex.29|Marching Orders IV]], [[#Chirurgron_IV_.28Ex.29|Chirurgeon IV]]
|-
! align="center" | 19th
| &emsp; +19 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +11 || &emsp; +6 || &emsp; +11 || &emsp; 10 || [[#Exhortation_IV_.28Ex.29|Exhortation IV]]
|-
! align="center" | 20th
| &emsp; +20 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +6 || &emsp; +12 <sup>''(+1)''</sup> || &emsp; 10 || [[#Onward_to_Victory_II_.28Ex.29|Onward to Victory II]]
|}
 
{{ClassProficiency|Warlord}}
 
=== Inspiration (Undaunted Tier) ===
If you do not already have the ''Inspiration'' class feature, you gain it at 16th level. See [[#Inspiration_.28Ex.29|Inspiration]] for details on how this works.
 
=== Formation (Undaunted Tier) ===
If you do not already have the ''Formation'' class feature, you gain it at 16th level. See [[#Formation_.28Ex.29|Formation]] for details on how this works.
 
=== Encouraging Word (Undaunted Tier) ===
If you do not already have the ''Encouraging Word I'' class feature, you gain it at 16th level. See [[#Encouraging_Word_I_.28Ex.29|Encouraging Word I]] for details on how this works.
 
If you already have the ''Encouraging Word I'' class feature, but you do not yet possess the ''Encouraging Word II'' class feature, you gain it at 16th level, instead. See [[#Encouraging_Word_II_.28Ex.29|Encouraging Word II]] for details on how this works.
 
=== Force Majeure (Undaunted Tier) ===
If you do not already have the ''Force Majeure'' class feature, you gain it at 16th level. See [[#Force_Majeure_.28Ex.29|Force Majeure]] for details on how this works.
 
=== Battle Standard IV (Ex) ===
If you do not already have the ''Battle Standard I'' class feature, you gain it at 16th level. See [[#Battle_Standard_I_.28Ex.29|Battle Standard I]] for details on how this works.
 
If you already have the ''Battle Standard I'' class feature, but you do not already have the ''Battle Standard II'' class feature, you gain it at 16th level, instead. See [[#Battle_Standard_II_.28Ex.29|Battle Standard II]] for details on how this works.
 
If you already have both the ''Battle Standard I'' and ''Battle Standard II'' class features, but you do not already have the ''Battle Standard III'' class feature, you gain it at 16th level, instead. See [[#Battle_Standard_III_.28Ex.29|Battle Standard III]] for details on how this works.
 
If you already have the ''Battle Standard I'', ''Battle Standard II'', and ''Battle Standard III'' class features from previous tiers of the Warlord class, they improve at 16th level, instead.
 
<div style="margin-left:1.5em">
==== Battle Standard IV Effects ====
At 16th level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):
 
:* a +3 [[martial bonus]] to all initiative rolls
:* a +2 [[martial bonus]] to-hit with all attacks (melee, ranged, or spell-based)
:* +5 points of [[bonus damage]] with all successful weapon-based attacks (including rays)
:* a +1 [[martial bonus]] to all saving throws
 
These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the ''Battle Standard'' class feature (assuming you qualify for them).
</div>
 
=== Retribution Order II (Ex) ===
If you do not already have the ''Retribution Order I'' class feature, you gain it at 16th level. See [[#Retribution_Order_I_.28Ex.29|Retribution Order I]] for details on how this works.
 
If you already have the ''Retribution Order I'' class feature from a previous tier of the Warlord class, it improves at 16th level, instead.  The enemy attack against your ally now deals no damage to that ally (instead of half damage), and any secondary effects (such as status conditions) are also negated by the ''Retribution Order'', even if the attack would normally inflict damage or an effect on a miss.  The attack does nothing to the ally.
 
=== Tactician I (Ex) ===
At 17th level, the warlord gains one [[Teamwork_Feats|Teamwork Feat]] of their choice as a bonus feat.  They must meet any prerequisites for the feat in order to select it.
 
In addition, once per encounter as a [[move action]], the warlord can grant temporary use of one teamwork feat they know to one ally who is within the radius of their [[#Marching_Orders_I_.28Ex.29|Marching Orders]] radius of dominion. The ally retains the use of this bonus feat until the end of the encounter, even if they leave the radius of ''Marching Orders''. The ally does not need to meet the prerequisites of the granted teamwork feat. This ability may be used with any teamwork feat the warlord knows, though not with a teamwork feat they have gained through a temporary effect (such as a Ranger's Wolf Pack Tactics class feature).
 
=== Marching Orders IV (Ex) ===
At 18th level, during combat, the warlord may activate their ''marching orders'' class feature as a [[swift action]]. When activated, until the end of the encounter, the warlord gains a bonus to their [[Melee Attack|melee to-hit]] rolls, [[Maneuver Offense]], and [[Maneuver Defense]] (see below for details).
 
The ''marching orders'' ability also establishes a radius of dominion, centered on the warlord.  If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of ''marching orders'' (see below for a list of what orders are available).  Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from ''marching orders'' per round.
 
Marching orders requires a [[swift action]] to activate, but is sustained each round as a [[free action]]. If the warlord is knocked [[prone]], or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as [[Rattled]]), the ability is disrupted and ends until the warlord can re-activate it (with another swift action).  If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again.  The warlord may also end the ability at any time as a free action.  The ability automatically ends when combat ends.  While ''marching orders'' behaves like a [[stance]], it is not one; the warlord may enter a stance while using ''marching orders''.
 
<div style="margin-left:1.5em">
==== Marching Orders IV Benefits ====
While ''Marching Orders'' is active, it provides the following benefits:
 
:* The warlord gains a +5 [[martial bonus]] to their melee attack rolls, and a +2 [[martial bonus]] to their Armor Class and [[Maneuver Defense]].
:* ''Marching orders'' establishes a 25-foot radius of dominion, centered on the warlord.
:* Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of ''marching orders'' '''''one''''' of the following benefits:
::* [[Slide]] the ally up to 25 feet. An affected ally may end this slide outside of the ''marching orders'' radius. This is [[forced movement]] and does not provoke attacks of opportunity; '''''or:'''''
::* Reduce a status condition by one step (i.e. from strong to moderate, or from moderate to weak, or from weak to removed); '''''or:'''''
::* Grant the ally an action point. This action point must be used before the start of the warlord's next turn, or it is lost. Character cannot use more than one action point per round. The effects of the action point follow the normal rules for action points, based on the round of combat in which it is used; '''''or:'''''
::* Grant [[Fast Healing]] to the ally equal to half the warlord's level (round down). This fast healing 'ticks' immediately, and then ends. Fast healing is [[persistent healing]], not [[instantaneous healing]].
</div>
 
=== Chirurgeon IV (Ex) ===
If you do not already have the ''Chirurgeon I'' class feature, you gain it at 18th level. See [[#Chirurgeon_I_.28Ex.29|Chirurgeon I]] for details on how this works.
 
If you do already have the ''Chirurgeon I'' class feature, but you do not have the ''Chirurgeon II'' class feature, you gain it at 18th level, instead.  See [[#Chirurgeon_II_.28Ex.29|Chirurgeon II]] for details on how this works.
 
If you already have both the ''Chirurgeon I'' and ''Chirurgeon II'' class features, but you do not have the ''Chirurgeon III'' class feature, you gain it at 18th level, instead.  See [[#Chirurgeon_III_.28Ex.29|Chirurgeon III]] for details on how this works.
 
If you already have the ''Chirurgeon I'' through ''Chirurgeon III'' class features from previous tiers of the Warlord class, they improve at 18th level, instead, as described below:
 
<div style="margin-left:1.5em">
==== Chirurgeon IV Benefits ====
The warlord can expend one or more uses of ''chirurgeon'' to grant one of the following effects, assuming the Heal check is successful:
 
:* Grant a saving throw against an ongoing effect, other than a poison or a disease, with a +6 [[martial bonus]]. If this saving throw is failed, it does not count toward the progression of the ailment. '''(cost: 1 use of chirurgeon)'''
:* Grant the effects of a [[Neutralize Poison (Cleric Spell)]] or a [[Remove Disease (Cleric Spell)]] to a single ally. '''(cost: 1 use of chirurgeon)'''
:* Restore all points of [[Ability Dilution]] to a single ability score, restore 2d4 points of [[Ability Damage]] to a single ability score, or restore 1d4 points of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)'''
:* Completely restore all lost class features, feats, spell levels, or racial traits caused by [[Essence Suppression]] or [[Essence Omission]], or restore up to 1d4 lost class features, feats, spell levels, or racial traits caused by [[Essence Destruction]]. '''(cost: 1 use of chirurgeon)'''
:* Remove a curse (as [[Remove Curse (Cleric Spell)]]). '''(cost: 1 use of chirurgeon)'''
:* Remove all [[Status Conditions]] (weak, moderate, or strong) from target ally, except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]], [[Ability Drain|drain]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]], [[Essence Destruction|destruction]]), poison ([[Tainted]], [[Poisoned]], [[Blighted]]), or disease ([[Infected]], [[Diseased]], [[Plagued]]). '''(cost: 1 use of chirurgeon)'''
:* Bring an ally back to life, if they were slain no more than 1 minute prior to using this ability (as [[Raise Dead (Cleric Spell)]]). '''(cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)'''
:* Bring an ally back to life, if they were slain no more than 1 day per warlord level prior to using this ability (as [[Resurrection (Cleric Spell)]]). '''(cost: 3 uses of chirurgeon, and 10,000 gp worth of rare waxes, imported maggots, and specially-crafted spinal abraders)'''
</div>
 
=== Exhortation IV (Ex) ===
If you do not already have the ''Exhortation I'' class feature, you gain it at 19th level. See [[#Exhortation_I_.28Ex.29|Exhortation I]] for details on how this works.
 
If you do already have the ''Exhortation I'' class feature, it improves at 19th level, instead.  The warlord may now affect up one additional ally (one of which may be themselves) when they use ''Exhortation''.  This is cumulative with all other iterations of the ''Exhortation'' class feature.  All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the ''Exhortation'' is ongoing, or it is interrupted for all those affected.
 
=== Onward to Victory II (Ex) ===
If you do not already have the ''Onward to Victory I'' class feature, you gain it at 20th level. See [[#Onward_to_Victory_I_.28Ex.29|Onward to Victory I]] for details on how this works.
 
If you already have the ''Onward to Victory I'' class feature, it improves at 20th level, instead.  The warlord may now use ''Onward to Victory'' up to twice per day (instead of once), and they can activate it as an [[immediate action]] (instead of a swift action).  The warlord may even use ''Onward to Victory'' before they have acted for the first time in an encounter, though they are still considered [[Flat-Footed]] until they are able to perform their actual first action.
 
<div class="topbanner">
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== Valorous Warlord (Levels 21 - 25) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|warlord}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|warlord}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|warlord}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|warlord}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|warlord}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|warlord}}" | Class Features
|- style="{{linear-gradient|bottom|#c87d34, #fdfd96}}; color: #00008b;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
|-
! 22nd
! align="center" | 21st
| +21/+16/+11/+6 || 13 || 7 || 13 || -0 to hit, +5 ac, allies within 20ft || 5d12 || Align="Left" | Greater Tactician
| &emsp; +21 <sup>''(+1)''</sup> || &emsp; +16 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; 10 || <small>''[[#Inspiration_.28Valorous_Tier.29|Inspiration]], [[#Formation_.28Valorous_Tier.29|Formation]], [[#Force_Majeure_.28Valorous_Tier.29|Force Majeure]]''</small>, [[#Battle_Standard_V_.28Ex.29|Battle Standard V]], [[#Encouraging_Word_III_.28Ex.29|Encouraging Word III]]
|-
|-
! 23rd
! align="center" | 22nd
| +22/+17/+12/+7 || 13 || 7 || 13 || -0 to hit, +5 ac, allies within 20ft || 5d12 || Align="Left" | Inspiration 12d6
| &emsp; +21 || &emsp; +16 || &emsp; +11 || &emsp; +6 || &emsp; +13 || &emsp; +7 || &emsp; +13 || &emsp; 10 || [[#Tactician_II_.28Ex.29|Tactician II]]
|-
|-
! 24th
! align="center" | 23rd
| +22/+17/+12/+7 || 14 || 8 || 14 || -0 to hit, +5 ac, allies within 20ft || 6d12 || Align="Left" | Combat Leader +6, Superb Leadership
| &emsp; +22 <sup>''(+1)''</sup> || &emsp; +17 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; 10 || [[#Marching_Orders_V_.28Ex.29|Marching Orders V]], [[#Chirurgron_V_.28Ex.29|Chirurgeon V]]
|-
|-
! 25th
! align="center" | 24th
| +23/+18/+13/+8 || 14 || 8 || 14 || -0 to hit, +5 ac, allies within 25ft || 6d12 || Align="Left" | Inspiration 13d6 , Epic Banner
| &emsp; +22 || &emsp; +17 || &emsp; +12 || &emsp; +7 || &emsp; +14 || &emsp; +8 || &emsp; +14 || &emsp; 10 || [[#Exhortation_V_.28Ex.29|Exhortation V]]
|-
|-
! 26th
! align="center" | 25th
| +23/+18/+13/+8 || 15 || 9 || 15 || -0 to hit, +5 ac, allies within 25ft || 6d12 || Align="Left" | Victorious Destiny, Comm. Presence +4
| &emsp; +23 <sup>''(+1)''</sup> || &emsp; +18 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; 10 || [[#Controlled_Onrush_III_.28Ex.29|Controlled Onrush III]]
|}
 
{{ClassProficiency|Warlord}}
 
=== Inspiration (Valorous Tier) ===
If you do not already have the ''Inspiration'' class feature, you gain it at 21st level. See [[#Inspiration_.28Ex.29|Inspiration]] for details on how this works.
 
=== Formation (Valorous Tier) ===
If you do not already have the ''Formation'' class feature, you gain it at 21st level. See [[#Formation_.28Ex.29|Formation]] for details on how this works.
 
=== Force Majeure (Valorous Tier) ===
If you do not already have the ''Force Majeure'' class feature, you gain it at 21st level. See [[#Force_Majeure_.28Ex.29|Force Majeure]] for details on how this works.
 
=== Battle Standard V (Ex) ===
If you do not already have the ''Battle Standard I'' class feature, you gain it at 21st level. See [[#Battle_Standard_I_.28Ex.29|Battle Standard I]] for details on how this works.
 
If you already have the ''Battle Standard I'' class feature, but you do not already have the ''Battle Standard II'' class feature, you gain it at 21st level, instead. See [[#Battle_Standard_II_.28Ex.29|Battle Standard II]] for details on how this works.
 
If you already have both the ''Battle Standard I'' and ''Battle Standard II'' class features, but you do not already have the ''Battle Standard III'' class feature, you gain it at 21st level, instead. See [[#Battle_Standard_III_.28Ex.29|Battle Standard III]] for details on how this works.
 
If you already have the ''Battle Standard I'' through ''Battle Standard III'' class features, but you do not already have the ''Battle Standard IV'' class feature, you gain it at 21st level, instead. See [[#Battle_Standard_IV_.28Ex.29|Battle Standard IV]] for details on how this works.
 
If you already have the ''Battle Standard I'' through ''Battle Standard IV'' class features from previous tiers of the Warlord class, they improve at 21st level, instead.
 
<div style="margin-left:1.5em">
==== Battle Standard V Effects ====
At 21st level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):
 
:* a +4 [[martial bonus]] to all initiative rolls
:* a +2 [[martial bonus]] to-hit with all attacks (melee, ranged, or spell-based)
:* +6 points of [[bonus damage]] with all successful weapon-based attacks (including rays)
:* a +1 [[martial bonus]] to all saving throws
 
These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the ''Battle Standard'' class feature (assuming you qualify for them).
</div>
 
=== Encouraging Word III (Ex) ===
If you do not already have the ''Encouraging Word I'' class feature, you gain it at 21st level. See [[#Encouraging_Word_I_.28Ex.29|Encouraging Word I]] for details on how this works.
 
If you already have the ''Encouraging Word I'' class feature, but you do not yet possess the ''Encouraging Word II'' class feature, you gain it at 21st level, instead. See [[#Encouraging_Word_II_.28Ex.29|Encouraging Word II]] for details on how this works.
 
If you already have both the ''Encouraging Word I'' and ''Encouraging Word II'' class features from previous tiers of the Warlord class, they improve at 21st level, instead.  Any time you expend one or more [[#Formation_.28Ex.29|Formation]] dice to augment the healing provided by ''Encouraging Word'', if you roll less than an '7' on any of the Formation dice rolled, they grant 7 points of healing instead (i.e. the minimum healing each die provides is now 7 points).
 
=== Tactician II (Ex) ===
If you do not already have the ''Tactician I'' class feature, you gain it at 22nd level. See [[#Tactician_I_.28Ex.29|Tactician I]] for details on how this works.
 
If you already have the ''Tactician I'' class feature from a previous tier of the Warlord class, it improves at 22nd level, instead.  The warlord gains another [[Teamwork Feats|Teamwork Feat]] of their choice as a bonus feat.  They must meet any prerequisites of the feat in order to select it.
 
In addition, the warlord can grant temporary use of one teamwork feat they know to one ally who is within the radius of their [[#Marching_Orders_I_.28Ex.29|Marching Orders]] radius of dominion as a [[swift action]] (instead of a move action). The ally retains the use of this bonus feat until the end of the encounter, even if they leave the radius of ''Marching Orders''. The ally does not need to meet the prerequisites of the granted teamwork feat. This ability may be used with any teamwork feat the warlord knows, though not with a teamwork feat they have gained through a temporary effect (such as a Ranger's Wolf Pack Tactics class feature).  The warlord can use this aspect of ''Tactician'' a number of times per day equal to their CHA modifier (instead of just once per encounter).
 
=== Marching Orders V (Ex) ===
At 23rd level, during combat, the warlord may activate their ''marching orders'' class feature as a [[swift action]]. When activated, until the end of the encounter, the warlord gains a bonus to their [[Melee Attack|melee to-hit]] rolls, [[Maneuver Offense]], and [[Maneuver Defense]] (see below for details).
 
The ''marching orders'' ability also establishes a radius of dominion, centered on the warlord.  If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of ''marching orders'' (see below for a list of what orders are available).  Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from ''marching orders'' per round.
 
Marching orders requires a [[swift action]] to activate, but is sustained each round as a [[free action]]. If the warlord is knocked [[prone]], or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as [[Rattled]]), the ability is disrupted and ends until the warlord can re-activate it (with another swift action).  If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again.  The warlord may also end the ability at any time as a free action.  The ability automatically ends when combat ends.  While ''marching orders'' behaves like a [[stance]], it is not one; the warlord may enter a stance while using ''marching orders''.
 
<div style="margin-left:1.5em">
==== Marching Orders V Benefits ====
While ''Marching Orders'' is active, it provides the following benefits:
 
:* The warlord gains a +6 [[martial bonus]] to their melee attack rolls, and a +2 [[martial bonus]] to their Armor Class and [[Maneuver Defense]].
:* ''Marching orders'' establishes a 30-foot radius of dominion, centered on the warlord.
:* Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of ''marching orders'' '''''one''''' of the following benefits:
::* [[Slide]] the ally up to 30 feet. An affected ally may end this slide outside of the ''marching orders'' radius. This is [[forced movement]] and does not provoke attacks of opportunity.  The warlord may then [[slide]] themselves to any [[occupied|unoccupied]], [[blocked|unblocked]] space adjacent to the ally they just slid; '''''or:'''''
::* Reduce a status condition by one step (i.e. from strong to moderate, or from moderate to weak, or from weak to removed); '''''or:'''''
::* Grant the ally an action point. This action point must be used before the start of the warlord's next turn, or it is lost. Character cannot use more than one action point per round. The effects of the action point follow the normal rules for action points, based on the round of combat in which it is used; '''''or:'''''
::* Grant [[Fast Healing]] to the ally equal to half the warlord's level (round down). This fast healing 'ticks' immediately, and then ends. Fast healing is [[persistent healing]], not [[instantaneous healing]].
</div>
 
=== Chirurgeon V (Ex) ===
If you do not already have the ''Chirurgeon I'' class feature, you gain it at 23rd level. See [[#Chirurgeon_I_.28Ex.29|Chirurgeon I]] for details on how this works.
 
If you do already have the ''Chirurgeon I'' class feature, but you do not have the ''Chirurgeon II'' class feature, you gain it at 23rd level, instead.  See [[#Chirurgeon_II_.28Ex.29|Chirurgeon II]] for details on how this works.
 
If you already have both the ''Chirurgeon I'' and ''Chirurgeon II'' class features, but you do not have the ''Chirurgeon III'' class feature, you gain it at 23rd level, instead.  See [[#Chirurgeon_III_.28Ex.29|Chirurgeon III]] for details on how this works.
 
If you already have the ''Chirurgeon I'' through ''Chirurgeon III'' class features, but you do not have the ''Chirurgeon IV'' class feature, you gain it at 23rd level, instead.  See [[#Chirurgeon_IV_.28Ex.29|Chirurgeon IV]] for details on how this works.
 
If you already have the ''Chirurgeon I'' through ''Chirurgeon IV'' class features from previous tiers of the Warlord class, they improve at 23rd level, instead, as described below:
 
<div style="margin-left:1.5em">
==== Chirurgeon V Benefits ====
The warlord can expend one or more uses of ''chirurgeon'' to grant one of the following effects, assuming the Heal check is successful:
 
:* Grant a saving throw against an ongoing effect, other than a poison or a disease, with a +7 [[martial bonus]]. If this saving throw is failed, it does not count toward the progression of the ailment. '''(cost: 1 use of chirurgeon)'''
:* Grant the effects of a [[Neutralize Poison (Cleric Spell)]] or a [[Remove Disease (Cleric Spell)]] to a single ally. '''(cost: 1 use of chirurgeon)'''
:* Restore all points of [[Ability Dilution]] to a single ability score, restore 2d4 points of [[Ability Damage]] to a single ability score, or restore 1d4 points of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)'''
:* Fully restores all lost class features, spell levels, feats, or racial traits caused by [[Essence Suppression]], [[Essence Omission]], or [[Essence Destruction]]. '''(cost: 1 use of chirurgeon)'''
:* Remove a curse (as [[Remove Curse (Cleric Spell)]]). '''(cost: 1 use of chirurgeon)'''
:* Remove all [[Status Conditions]] (weak, moderate, or strong) from target ally, except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]], [[Ability Drain|drain]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]], [[Essence Destruction|destruction]]), poison ([[Tainted]], [[Poisoned]], [[Blighted]]), or disease ([[Infected]], [[Diseased]], [[Plagued]]). '''(cost: 1 use of chirurgeon)'''
:* Bring an ally back to life, if they were slain no more than 1 minute prior to using this ability (as [[Raise Dead (Cleric Spell)]]). '''(cost: 1 use of chirurgeon, and no longer has any material cost)'''
:* Bring an ally back to life, if they were slain no more than 1 day per warlord level prior to using this ability (as [[Resurrection (Cleric Spell)]]). '''(cost: 3 uses of chirurgeon, and 10,000 gp worth of rare waxes, imported maggots, and specially-crafted spinal abraders)'''
</div>
 
=== Exhortation V (Ex) ===
If you do not already have the ''Exhortation I'' class feature, you gain it at 24th level. See [[#Exhortation_I_.28Ex.29|Exhortation I]] for details on how this works.
 
If you do already have the ''Exhortation I'' class feature, it improves at 24th level, instead.  The warlord may now affect up one additional ally (one of which may be themselves) when they use ''Exhortation''.  This is cumulative with all other iterations of the ''Exhortation'' class feature.  All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the ''Exhortation'' is ongoing, or it is interrupted for all those affected.
 
=== Controlled Onrush III (Ex) ===
At 25th level, the warlord continues to improve their acumen at predicting when violence will break out. The warlord may now use their CHA modifier in place of their DEX modifier when calculating their [[Initiative]] bonus.  This does not apply to any other uses of the [[Movement]] skill, just initiative.
 
<div class="topbanner">
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== Mythic Warlord (Levels 26 - 30) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|warlord}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|warlord}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|warlord}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|warlord}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|warlord}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|warlord}}" | Class Features
|- style="{{linear-gradient|bottom|#c87d34, #fdfd96}}; color: #00008b;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
|-
! 27th
! align="center" | 26th
| +24/+19/+14/+9 || 15 || 9 || 15 || -0 to hit, +5 ac, allies within 25ft || 6d12 || Align="Left" | Inspiration 14d6
| &emsp; +23 || &emsp; +18 || &emsp; +13 || &emsp; +8 || &emsp; +15 || &emsp; +9 || &emsp; +15 || &emsp; 10 || <small>''[[#Inspiration_.28Mythic_Tier.29|Inspiration]], [[#Formation_.28Mythic_Tier.29|Formation]], [[#Encouraging_Word_.28Mythic_Tier.29|Encouraging Word]], [[#Force_Majeure_.28Mythic_Tier.29|Force Majeure]]''</small>, [[#Battle_Standard_VI_.28Ex.29|Battle Standard VI]], [[#Retribution_Order_III_.28Ex.29|Retribution Order III]]
|-
|-
! 28th
! align="center" | 27th
| +24/+19/+14/+9 || 16 || 10 || 16 || -0 to hit, +5 ac, allies within 30ft || 7d12 || Align="Left" | Epic Rallying Presence
| &emsp; +24 <sup>''(+1)''</sup> || &emsp; +19 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +16 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +16 <sup>''(+1)''</sup> || &emsp; 10 || [[#Tactician_III_.28Ex.29|Tactician III]]
|-
|-
! 29th
! align="center" | 28th
| +25/+20/+15/+10 || 16 || 10 || 16 || -0 to hit, +5 ac, allies within 30ft || 7d12 || Align="Left" | Inspiration 15d6, Epic tactician
| &emsp; +24 || &emsp; +19 || &emsp; +14 || &emsp; +9 || &emsp; +16 || &emsp; +10 || &emsp; +16 || &emsp; 10 || [[#Marching_Orders_VI_.28Ex.29|Marching Orders VI]], [[#Chirurgron_VI_.28Ex.29|Chirurgeon VI]]
|-
|-
! 30th
! align="center" | 29th
| +25/+20/+15/+10 || 17 || 11 || 17 || -0 to hit, +5 ac, allies within 30ft || 7d12 || Align="Left" | Combat Leader +7
| &emsp; +25 <sup>''(+1)''</sup> || &emsp; +20 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +17 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +17 <sup>''(+1)''</sup> || &emsp; 10 || [[#Exhortation_VI_.28Ex.29|Exhortation VI]]
|-
|-
! 31st
! align="center" | 30th
| +26/+21/+16/+11 || 17 || 11 || 17 || -0 to hit, +5 ac, allies within 35ft || 7d12 || Align="Left" | Inspiration 16d6, Proclamation
| &emsp; +25 || &emsp; +20 || &emsp; +15 || &emsp; +10 || &emsp; +17 || &emsp; +11 || &emsp; +17 || &emsp; 10 || [[#Onward_to_Victory_III_.28Ex.29|Onward to Victory III]]
|}
 
{{ClassProficiency|Warlord}}
 
=== Inspiration (Mythic Tier) ===
If you do not already have the ''Inspiration'' class feature, you gain it at 26th level. See [[#Inspiration_.28Ex.29|Inspiration]] for details on how this works.
 
=== Formation (Mythic Tier) ===
If you do not already have the ''Formation'' class feature, you gain it at 26th level. See [[#Formation_.28Ex.29|Formation]] for details on how this works.
 
=== Encouraging Word (Mythic Tier) ===
If you do not already have the ''Encouraging Word I'' class feature, you gain it at 26th level. See [[#Encouraging_Word_I_.28Ex.29|Encouraging Word I]] for details on how this works.
 
If you already have the ''Encouraging Word I'' class feature, but you do not yet possess the ''Encouraging Word II'' class feature, you gain it at 26th level, instead. See [[#Encouraging_Word_II_.28Ex.29|Encouraging Word II]] for details on how this works.
 
If you already have both the ''Encouraging Word I'' and ''Encouraging Word II'' class features, but do not yet possess the ''Encouraging Word III'' class feature, you gain it at 26th level, instead. See [[#Encouraging_Word_III_.28Ex.29|Encouraging Word III]] for details on how this works.
 
=== Force Majeure (Mythic Tier) ===
If you do not already have the ''Force Majeure'' class feature, you gain it at 26th level. See [[#Force_Majeure_.28Ex.29|Force Majeure]] for details on how this works.
 
=== Battle Standard VI (Ex) ===
If you do not already have the ''Battle Standard I'' class feature, you gain it at 26th level. See [[#Battle_Standard_I_.28Ex.29|Battle Standard I]] for details on how this works.
 
If you already have the ''Battle Standard I'' class feature, but you do not already have the ''Battle Standard II'' class feature, you gain it at 26th level, instead. See [[#Battle_Standard_II_.28Ex.29|Battle Standard II]] for details on how this works.
 
If you already have both the ''Battle Standard I'' and ''Battle Standard II'' class features, but you do not already have the ''Battle Standard III'' class feature, you gain it at 26th level, instead. See [[#Battle_Standard_III_.28Ex.29|Battle Standard III]] for details on how this works.
 
If you already have the ''Battle Standard I'' through ''Battle Standard III'' class features, but you do not already have the ''Battle Standard IV'' class feature, you gain it at 26th level, instead. See [[#Battle_Standard_IV_.28Ex.29|Battle Standard IV]] for details on how this works.
 
If you already have the ''Battle Standard I'' through ''Battle Standard IV'' class features, but you do not already have the ''Battle Standard V'' class feature, you gain it at 26th level, instead. See [[#Battle_Standard_V_.28Ex.29|Battle Standard V]] for details on how this works.
 
If you already have the ''Battle Standard I'' through ''Battle Standard V'' class features from previous tiers of the Warlord class, they improve at 26th level, instead.
 
<div style="margin-left:1.5em">
==== Battle Standard VI Effects ====
At 26th level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):
 
:* a +4 [[martial bonus]] to all initiative rolls
:* a +3 [[martial bonus]] to-hit with all attacks (melee, ranged, or spell-based)
:* +7 points of [[bonus damage]] with all successful weapon-based attacks (including rays)
:* a +2 [[martial bonus]] to all saving throws
 
These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the ''Battle Standard'' class feature (assuming you qualify for them).
</div>
 
=== Retribution Order III (Ex) ===
If you do not already have the ''Retribution Order I'' class feature, you gain it at 26th level. See [[#Retribution_Order_I_.28Ex.29|Retribution Order I]] for details on how this works.
 
If you already have the ''Retribution Order I'' class feature from a previous tier of the Warlord class, it improves at 26th level, instead.  If the bonus attack performed by the affected ally successfully hits the enemy against whom the warlord declared ''Retribution'', the ally may inflict the [[Weakened]] condition, in addition to whatever damage they inflict with the attack.  Remember that monsters can only ever have a single condition on them at any given time, so if the ally's attack already includes a condition, they must choose whether to lay the condition from their own attack, or lay the Weakened condition (they can't lay both).  Monsters with roles, such as Threats and Heavies, treat this as a condition, to which they have partial immunity, as defined in their role description.
 
=== Tactician III (Ex) ===
If you do not already have the ''Tactician I'' class feature, you gain it at 27th level. See [[#Tactician_I_.28Ex.29|Tactician I]] for details on how this works.
 
If you already have the ''Tactician I'' class feature, but you do not already have the ''Tactician II'' class feature, you gain it at 27th level, instead. See [[#Tactician_II_.28Ex.29|Tactician II]] for details on how this works.
 
If you already have both the ''Tactician I'' and ''Tactician II'' class features from previous tiers of the Warlord class, they improve at 27th level, instead.  The warlord gains another [[Teamwork Feats|Teamwork Feat]] of their choice as a bonus feat.  They must meet any prerequisites of the feat in order to select it.
 
In addition, the warlord can grant temporary use of one teamwork feat they know to up to three allies who are within the radius of their [[#Marching_Orders_I_.28Ex.29|Marching Orders]] radius of dominion as a [[swift action]] (instead of just one ally at a time). The allies retain the use of this bonus feat until the end of the encounter, even if they leave the radius of ''Marching Orders''. The allies do not need to meet the prerequisites of the granted teamwork feat. This ability may be used with any teamwork feat the warlord knows, though not with a teamwork feat they have gained through a temporary effect (such as a Ranger's Wolf Pack Tactics class feature).  The warlord can use this aspect of ''Tactician'' a number of times per day equal to their CHA modifier.
 
=== Marching Orders VI (Ex) ===
At 28th level, during combat, the warlord may activate their ''marching orders'' class feature as a [[swift action]]. When activated, until the end of the encounter, the warlord gains a bonus to their [[Melee Attack|melee to-hit]] rolls, [[Maneuver Offense]], and [[Maneuver Defense]] (see below for details).
 
The ''marching orders'' ability also establishes a radius of dominion, centered on the warlord.  If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of ''marching orders'' (see below for a list of what orders are available).  Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from ''marching orders'' per round.
 
Marching orders requires a [[swift action]] to activate, but is sustained each round as a [[free action]]. If the warlord is knocked [[prone]], or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as [[Rattled]]), the ability is disrupted and ends until the warlord can re-activate it (with another swift action).  If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again.  The warlord may also end the ability at any time as a free action.  The ability automatically ends when combat ends.  While ''marching orders'' behaves like a [[stance]], it is not one; the warlord may enter a stance while using ''marching orders''.
 
<div style="margin-left:1.5em">
==== Marching Orders VI Benefits ====
While ''Marching Orders'' is active, it provides the following benefits:
 
:* The warlord gains a +7 [[martial bonus]] to their melee attack rolls, and a +2 [[martial bonus]] to their Armor Class and [[Maneuver Defense]].
:* ''Marching orders'' establishes a 35-foot radius of dominion, centered on the warlord.
:* Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of ''marching orders'' '''''one''''' of the following benefits:
::* [[Slide]] the ally up to 35 feet. An affected ally may end this slide outside of the ''marching orders'' radius. This is [[forced movement]] and does not provoke attacks of opportunity.  The warlord may then [[slide]] themselves to any [[occupied|unoccupied]], [[blocked|unblocked]] space adjacent to the ally they just slid; '''''or:'''''
::* Reduce a status condition by two steps (i.e. from strong to weak, or from moderate or weak to removed); '''''or:'''''
::* Grant the ally an action point. This action point must be used before the start of the warlord's next turn, or it is lost. Character cannot use more than one action point per round. The effects of the action point follow the normal rules for action points, based on the round of combat in which it is used; '''''or:'''''
::* Grant [[Fast Healing]] to the ally equal to half the warlord's level (round down). This fast healing 'ticks' immediately, and then ends. Fast healing is [[persistent healing]], not [[instantaneous healing]].
</div>
 
=== Chirurgeon VI (Ex) ===
If you do not already have the ''Chirurgeon I'' class feature, you gain it at 28th level. See [[#Chirurgeon_I_.28Ex.29|Chirurgeon I]] for details on how this works.
 
If you do already have the ''Chirurgeon I'' class feature, but you do not have the ''Chirurgeon II'' class feature, you gain it at 28th level, instead.  See [[#Chirurgeon_II_.28Ex.29|Chirurgeon II]] for details on how this works.
 
If you already have both the ''Chirurgeon I'' and ''Chirurgeon II'' class features, but you do not have the ''Chirurgeon III'' class feature, you gain it at 28th level, instead.  See [[#Chirurgeon_III_.28Ex.29|Chirurgeon III]] for details on how this works.
 
If you already have the ''Chirurgeon I'' through ''Chirurgeon III'' class features, but you do not have the ''Chirurgeon IV'' class feature, you gain it at 28th level, instead.  See [[#Chirurgeon_IV_.28Ex.29|Chirurgeon IV]] for details on how this works.
 
If you already have the ''Chirurgeon I'' through ''Chirurgeon IV'' class features, but you do not have the ''Chirurgeon V'' class feature, you gain it at 28th level, instead.  See [[#Chirurgeon_V_.28Ex.29|Chirurgeon V]] for details on how this works.
 
If you already have the ''Chirurgeon I'' through ''Chirurgeon V'' class features from previous tiers of the Warlord class, they improve at 28th level, instead, as described below:
 
<div style="margin-left:1.5em">
==== Chirurgeon VI Benefits ====
The warlord can expend one or more uses of ''chirurgeon'' to grant one of the following effects, assuming the Heal check is successful:
 
:* Grant a saving throw against an ongoing effect, other than a poison or a disease, with a +8 [[martial bonus]]. If this saving throw is failed, it does not count toward the progression of the ailment. '''(cost: 1 use of chirurgeon)'''
:* Grant the effects of a [[Neutralize Poison (Cleric Spell)]] or a [[Remove Disease (Cleric Spell)]] to a single ally. '''(cost: 1 use of chirurgeon)'''
:* Restore all points of [[Ability Dilution]] to a single ability score, restore 2d4 points of [[Ability Damage]] to a single ability score, or restore 1d4 points of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)'''
:* Fully restores all lost class features, spell levels, feats, or racial traits caused by [[Essence Suppression]], [[Essence Omission]], or [[Essence Destruction]]. '''(cost: 1 use of chirurgeon)'''
:* Remove a curse (as [[Remove Curse (Cleric Spell)]]). '''(cost: 1 use of chirurgeon)'''
:* Remove all [[Status Conditions]] (weak, moderate, or strong) from target ally, except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]], [[Ability Drain|drain]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]], [[Essence Destruction|destruction]]), poison ([[Tainted]], [[Poisoned]], [[Blighted]]), or disease ([[Infected]], [[Diseased]], [[Plagued]]). '''(cost: 1 use of chirurgeon)'''
:* Bring an ally back to life, if they were slain no more than 1 minute prior to using this ability (as [[Raise Dead (Cleric Spell)]]). '''(cost: 1 use of chirurgeon, and no longer has any material cost)'''
:* Bring an ally back to life, if they were slain no more than 1 day per warlord level prior to using this ability (as [[Resurrection (Cleric Spell)]]). '''(cost: 2 uses of chirurgeon, and 3,000 gp worth of rare waxes, imported maggots, and specially-crafted spinal abraders)'''
</div>
 
=== Exhortation VI (Ex) ===
If you do not already have the ''Exhortation I'' class feature, you gain it at 29th level. See [[#Exhortation_I_.28Ex.29|Exhortation I]] for details on how this works.
 
If you do already have the ''Exhortation I'' class feature, it improves at 29th level, instead.  The warlord may now affect up one additional ally (one of which may be themselves) when they use ''Exhortation''.  This is cumulative with all other iterations of the ''Exhortation'' class feature.  All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the ''Exhortation'' is ongoing, or it is interrupted for all those affected.
 
=== Onward to Victory III (Ex) ===
If you do not already have the ''Onward to Victory I'' class feature, you gain it at 30th level. See [[#Onward_to_Victory_I_.28Ex.29|Onward to Victory I]] for details on how this works.
 
If you already have the ''Onward to Victory I'' class feature, but you do not already have the ''Onward to Victory II'' class feature, you gain it at 30th level, instead. See [[#Onward_to_Victory_II_.28Ex.29|Onward to Victory II]] for details on how this works.
 
If you already have both the ''Onward to Victory I'' and ''Onward to Victory II'' class features, they improve at 30th level, instead. The warlord can now use ''Onward to Victory'' up to three times per day.  In addition, as part of the same action, the warlord may expend one use of their [[#Inspiration_.28Ex.29|Inspiration]] class feature to apply [[temporary hit point]]s to all affected allies (and themselves).
 
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>
 
== Legendary Warlord (Levels 31 - 35) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|warlord}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|warlord}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|warlord}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|warlord}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|warlord}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|warlord}}" | Class Features
|- style="{{linear-gradient|bottom|#c87d34, #fdfd96}}; color: #00008b;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
|-
! 32nd
! align="center" | 31st
| +26/+21/+16/+11 || 18 || 12 || 18 || -0 to hit, +5 ac, allies within 35ft || 8d12 || Align="Left" | Healing Surge, Commanding Presence +5
| &emsp; +26 <sup>''(+1)''</sup> || &emsp; +21 <sup>''(+1)''</sup> || &emsp; +16 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +18 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +18 <sup>''(+1)''</sup> || &emsp; 10 || <small>''[[#Inspiration_.28Legendary_Tier.29|Inspiration]], [[#Formation_.28Legendary_Tier.29|Formation]], [[#Force_Majeure_.28Legendary_Tier.29|Force Majeure]]''</small>, [[#Battle_Standard_VII_.28Ex.29|Battle Standard VII]], [[#Encouraging_Word_IV_.28Ex.29|Encouraging Word IV]]
|-
|-
! 33rd
! align="center" | 32nd
| +27/+22/+17/+12 || 18 || 12 || 18 || -0 to hit, +5 ac, allies within 35ft || 8d12 || Align="Left" | Feat, Inspiration 17d6, Awesome Pennon
| &emsp; +26 || &emsp; +21 || &emsp; +16 || &emsp; +11 || &emsp; +18 || &emsp; +12 || &emsp; +18 || &emsp; 10 || [[#Turning_Point_.28Ex.29|Turning Point]]
|-
|-
! 34th
! align="center" | 33rd
| +27/+22/+17/+12 || 19 || 13 || 19 || -0 to hit, +5 ac, allies within 40ft || 8d12 || Align="Left" | Combat Leader +8, Invincible Armies
| &emsp; +27 <sup>''(+1)''</sup> || &emsp; +22 <sup>''(+1)''</sup> || &emsp; +17 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +19 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +19 <sup>''(+1)''</sup> || &emsp; 10 || [[#Marching_Orders_VII_.28Ex.29|Marching Orders VII]], [[#Chirurgron_VII_.28Ex.29|Chirurgeon VII]]
|-
|-
! 35th
! align="center" | 34th
| +28/+23/+18/+13 || 20 || 14 || 20 || -0 to hit, +5 ac, allies within 40ft || 8d12 || Align="Left" | Feat, Inspiration 18d6
| &emsp; +27 || &emsp; +22 || &emsp; +17 || &emsp; +12 || &emsp; +19 || &emsp; +13 || &emsp; +19 || &emsp; 10 || [[#Exhortation_VII_.28Ex.29|Exhortation VII]]
|-
|-
! 36th
! align="center" | 35th
| colspan="7" | Apotheosis!
| &emsp; +28 <sup>''(+1)''</sup> || &emsp; +23 <sup>''(+1)''</sup> || &emsp; +18 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +20 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +20 <sup>''(+1)''</sup> || &emsp; 10 || [[#Controlled_Onrush_IV_.28Ex.29|Controlled Onrush IV]]
|}
|}


{{ClassProficiency|Warlord}}
=== Inspiration (Legendary Tier) ===
If you do not already have the ''Inspiration'' class feature, you gain it at 31st level. See [[#Inspiration_.28Ex.29|Inspiration]] for details on how this works.
=== Formation (Legendary Tier) ===
If you do not already have the ''Formation'' class feature, you gain it at 31st level. See [[#Formation_.28Ex.29|Formation]] for details on how this works.
=== Force Majeure (Legendary Tier) ===
If you do not already have the ''Force Majeure'' class feature, you gain it at 31st level. See [[#Force_Majeure_.28Ex.29|Force Majeure]] for details on how this works.
=== Battle Standard VII (Ex) ===
If you do not already have the ''Battle Standard I'' class feature, you gain it at 31st level. See [[#Battle_Standard_I_.28Ex.29|Battle Standard I]] for details on how this works.
If you already have the ''Battle Standard I'' class feature, but you do not already have the ''Battle Standard II'' class feature, you gain it at 31st level, instead. See [[#Battle_Standard_II_.28Ex.29|Battle Standard II]] for details on how this works.
If you already have both the ''Battle Standard I'' and ''Battle Standard II'' class features, but you do not already have the ''Battle Standard III'' class feature, you gain it at 31st level, instead. See [[#Battle_Standard_III_.28Ex.29|Battle Standard III]] for details on how this works.
If you already have the ''Battle Standard I'' through ''Battle Standard III'' class features, but you do not already have the ''Battle Standard IV'' class feature, you gain it at 31st level, instead. See [[#Battle_Standard_IV_.28Ex.29|Battle Standard IV]] for details on how this works.
If you already have the ''Battle Standard I'' through ''Battle Standard IV'' class features, but you do not already have the ''Battle Standard V'' class feature, you gain it at 31st level, instead. See [[#Battle_Standard_V_.28Ex.29|Battle Standard V]] for details on how this works.
If you already have the ''Battle Standard I'' through ''Battle Standard V'' class features, but you do not already have the ''Battle Standard VI'' class feature, you gain it at 31st level, instead. See [[#Battle_Standard_VI_.28Ex.29|Battle Standard VI]] for details on how this works.
If you already have the ''Battle Standard I'' through ''Battle Standard VI'' class features from previous tiers of the Warlord class, they improve at 31st level, instead.
<div style="margin-left:1.5em">
==== Battle Standard VII Effects ====
At 31st level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):


=== Epic Class Abilities ===
:* a +5 [[martial bonus]] to all initiative rolls
:* a +3 [[martial bonus]] to-hit with all attacks (melee, ranged, or spell-based)
:* +8 points of [[bonus damage]] with all successful weapon-based attacks (including rays)
:* a +2 [[martial bonus]] to all saving throws


; Greater Rallying Presence (Ex)
These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the ''Battle Standard'' class feature (assuming you qualify for them).
At 21st level, once per round as an immediate action, the warlord may grant an ally a re-roll to a save with a +4 morale bonus to the roll. The ally must have some temporary hit points that the Warlord has granted him in order for this ability to work.  Rallying Presence must be used before the outcome of the save is resolved. The warlord can do this a number of times per day equal to his CHA mod (min 1). This ability replaces Rallying Presence.
</div>


=== Encouraging Word IV (Ex) ===
If you do not already have the ''Encouraging Word I'' class feature, you gain it at 31st level. See [[#Encouraging_Word_I_.28Ex.29|Encouraging Word I]] for details on how this works.


; Greater Tactician (Ex)
If you already have the ''Encouraging Word I'' class feature, but you do not yet possess the ''Encouraging Word II'' class feature, you gain it at 31st level, instead. See [[#Encouraging_Word_II_.28Ex.29|Encouraging Word II]] for details on how this works.
At 22nd level, the Warlord receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a swift action, the Warlord can grant this feat or the feat he gained from Tactician to an ally who is gaining his Hold the Line bonus.  Allies retain the use of this bonus feat until the end of the encounter and do not need to meet the prerequisites of these bonus feats. The Warlord can use this ability his CHA mod times per day. This ability replaces Tactician.


If you already have both the ''Encouraging Word I'' and ''Encouraging Word II'' class features, but do not yet possess the ''Encouraging Word III'' class feature, you gain it at 31st level, instead. See [[#Encouraging_Word_III_.28Ex.29|Encouraging Word III]] for details on how this works.


; Superb Leadership (Su)
If you already have the ''Encouraging Word I'', ''Encouraging Word II'', and ''Encouraging Word III'' class features from previous tiers of the Warlord class, they improve at 31st level, instead. Any time you add one or more [[#Formation_.28Ex.29|Formation]] dice to the healing provided by ''Encouraging Word'', the healing provided by each Formation die is always maximized (i.e. each die provides 12 points of healing, instead of whatever result is rolled).
At 24th level, if the warlord successfully strikes an opponent while using 'Hold the Line', he may grant an ally receiving the 'Hold the Line' bonus an immediate opportunity attack against the same opponent. This may not occur more than once per round. Note, however, that this is a separate ability from Brilliant Leadership, and may be used in the same round as that ability to grant two different allies opportunity attacks.


=== Turning Point (Ex) ===
At 32nd level, once per round after successfully hitting an enemy, the warlord inflicts a -2 penalty on all saving throws that enemy makes until the start of the warlord's next turn.  This is not a condition to which creatures with roles (such as heavies and threats) are partially or fully immune &mdash; it affects them normally.  ''Turning point'' can only be applied once per round, and to only one creature, regardless of how many attacks the warlord makes.


; Greater Banner (Ex)
=== Marching Orders VII (Ex) ===
At 25th level, the Warlord’s banner becomes a rallying symbol for his allies. All allies who can perceive the warlord receive a +4 morale bonus on saving throws against fear, and a +2 untyped bonus on all other saves. In addition, once per day while his banner is displayed, the Warlord can spend a standard action to wave the banner through the air, and cancel one negative effect on any ally that can perceive him.
At 33rd level, during combat, the warlord may activate their ''marching orders'' class feature as a [[swift action]]. When activated, until the end of the encounter, the warlord gains a bonus to their [[Melee Attack|melee to-hit]] rolls, [[Maneuver Offense]], and [[Maneuver Defense]] (see below for details).  


The ''marching orders'' ability also establishes a radius of dominion, centered on the warlord.  If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of ''marching orders'' (see below for a list of what orders are available).  Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from ''marching orders'' per round.


; Victorious Destiny (Su)
Marching orders requires a [[swift action]] to activate, but is sustained each round as a [[free action]]. If the warlord is knocked [[prone]], or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as [[Rattled]]), the ability is disrupted and ends until the warlord can re-activate it (with another swift action).  If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again.  The warlord may also end the ability at any time as a free action.  The ability automatically ends when combat ends.  While ''marching orders'' behaves like a [[stance]], it is not one; the warlord may enter a stance while using ''marching orders''.
At 26th level, the Warlord may now use 'Victorious Surge' and 'Onward to Victory' up to once per encounter, as long as they are always used together.


<div style="margin-left:1.5em">
==== Marching Orders VII Benefits ====
While ''Marching Orders'' is active, it provides the following benefits:


; Epic Rallying Presence (Ex)
:* The warlord gains a +8 [[martial bonus]] to their melee attack rolls, and a +3 [[martial bonus]] to their Armor Class and [[Maneuver Defense]].
At 28th level, once per round as an immediate action, the warlord may grant up to four allies a re-roll to a save with a +4 morale bonus to the roll. All of these allies must be making a save for the same attack or effect. Each ally must have some temporary hit points that the Warlord has granted him in order for this ability to work. Epic Rallying Presence must be used before the outcome of the save is resolved. The warlord can do this a number of times per day equal to his CHA mod (min 1). This ability replaces Greater Rallying Presence.
:* ''Marching orders'' establishes a 40-foot radius of dominion, centered on the warlord.
:* Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of ''marching orders'' '''''one''''' of the following benefits:
::* [[Slide]] the ally up to 40 feet. An affected ally may end this slide outside of the ''marching orders'' radius. This is [[forced movement]] and does not provoke attacks of opportunity.  The warlord may then [[slide]] themselves to any [[occupied|unoccupied]], [[blocked|unblocked]] space adjacent to the ally they just slid; '''''or:'''''
::* Reduce a status condition by two steps (i.e. from strong to weak, or from moderate or weak to removed); '''''or:'''''
::* Grant the ally an action point. This action point must be used before the start of the warlord's next turn, or it is lost. Character cannot use more than one action point per round. The effects of the action point follow the normal rules for action points, based on the round of combat in which it is used; '''''or:'''''
::* Grant [[Fast Healing]] to all allies within the radius of marching orders, including the warlord, equal to half the warlord's level (round down). This fast healing 'ticks' immediately, and then ends. Fast healing is [[persistent healing]], not [[instantaneous healing]].
</div>


=== Chirurgeon VII (Ex) ===
If you do not already have the ''Chirurgeon I'' class feature, you gain it at 33rd level. See [[#Chirurgeon_I_.28Ex.29|Chirurgeon I]] for details on how this works.


; Healing Surge (Su)
If you do already have the ''Chirurgeon I'' class feature, but you do not have the ''Chirurgeon II'' class feature, you gain it at 33rd level, insteadSee [[#Chirurgeon_II_.28Ex.29|Chirurgeon II]] for details on how this works.
At 32nd level whenever the Warlord uses 'Victorious Destiny' he may also roll his Inspiration dice and apply this to all eligible allies as either healing or temporary hit points (but not a combination of both), at the Warlord's discretion, per allyIE, the Warlord can heal all allies who are below their maximum and grant temp hit points to all those who do not need or want healing. Any temp hit points the Warlord sees fit to dispense count for activating his other powers. Doing so consumes two uses of his Inspiration ability for the day.


If you already have both the ''Chirurgeon I'' and ''Chirurgeon II'' class features, but you do not have the ''Chirurgeon III'' class feature, you gain it at 33rd level, instead.  See [[#Chirurgeon_III_.28Ex.29|Chirurgeon III]] for details on how this works.


; Epic Tactician (Ex)
If you already have the ''Chirurgeon I'' through ''Chirurgeon III'' class features, but you do not have the ''Chirurgeon IV'' class feature, you gain it at 33rd level, insteadSee [[#Chirurgeon_IV_.28Ex.29|Chirurgeon IV]] for details on how this works.
At 29th level, the Warlord receives a third teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a swift action, the Warlord can grant this feat or either of the two lower level Tactician feats he has to all allies who are gaining his Hold the Line bonusAllies retain the use of this bonus feat until the end of the encounter. Allies do not need to meet the prerequisites of these bonus feats. The Warlord can use this ability up to his CHA mod times per day. This ability replaces Greater Tactician.


If you already have the ''Chirurgeon I'' through ''Chirurgeon IV'' class features, but you do not have the ''Chirurgeon V'' class feature, you gain it at 33rd level, instead.  See [[#Chirurgeon_V_.28Ex.29|Chirurgeon V]] for details on how this works.


; Proclamation (Su)
If you already have the ''Chirurgeon I'' through ''Chirurgeon V'' class features, but you do not have the ''Chirurgeon VI'' class feature, you gain it at 33rd level, instead. See [[#Chirurgeon_VI_.28Ex.29|Chirurgeon VI]] for details on how this works.
At 31st level, the Warlord's Exhortation ability can affect up to two allies per use. Furthermore, the Warlord may use Exhortation on any number of allies adjacent to him, as long as he spends the appropriate number of uses to do so (at a 2:1 cost). Exhortation is still a sustained, full-round action for the warlord and those gaining its benefits. Anyone who takes any action other than participating in the Exhortation immediately ceases to gain its benefits. Participants also cease gaining benefits if they take any damage during the Exhortation.


If you already have the ''Chirurgeon I'' through ''Chirurgeon VI'' class features from previous tiers of the Warlord class, they improve at 33rd level, instead, as described below:
<div style="margin-left:1.5em">
==== Chirurgeon VII Benefits ====
The warlord can expend one or more uses of ''chirurgeon'' to grant one of the following effects, assuming the Heal check is successful:
:* Grant a saving throw against an ongoing effect, other than a poison or a disease, with a +8 [[martial bonus]]. If this saving throw is failed, it does not count toward the progression of the ailment. '''(cost: 1 use of chirurgeon)'''
:* Grant the effects of a [[Neutralize Poison (Cleric Spell)]] or a [[Remove Disease (Cleric Spell)]] to a single ally. '''(cost: 1 use of chirurgeon)'''
:* Restore all points of [[Ability Dilution]] to a single ability score, restore 2d4 points of [[Ability Damage]] to a single ability score, or restore 1d4 points of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)'''
:* Fully restores all lost class features, spell levels, feats, or racial traits caused by [[Essence Suppression]], [[Essence Omission]], or [[Essence Destruction]]. '''(cost: 1 use of chirurgeon)'''
:* Remove a curse (as [[Remove Curse (Cleric Spell)]]). '''(cost: 1 use of chirurgeon)'''
:* Remove any one [[Status Conditions|status condition]] (weak, moderate, or strong) from target ally, except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]], [[Ability Drain|drain]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]], [[Essence Destruction|destruction]]), poison ([[Tainted]], [[Poisoned]], [[Blighted]]), or disease ([[Infected]], [[Diseased]], [[Plagued]]). '''(cost: 1 use of chirurgeon)'''
:* Bring an ally back to life, if they were slain no more than 1 day per warlord level prior to using this ability (as [[Resurrection (Cleric Spell)]]). '''(cost: 1 uses of chirurgeon, and no longer has any material cost)'''
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=== Exhortation VII (Ex) ===
If you do not already have the ''Exhortation I'' class feature, you gain it at 34th level. See [[#Exhortation_I_.28Ex.29|Exhortation I]] for details on how this works.
If you do already have the ''Exhortation I'' class feature, it improves at 34th level, instead.  The warlord may now affect up one additional ally (one of which may be themselves) when they use ''Exhortation''.  This is cumulative with all other iterations of the ''Exhortation'' class feature.  All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the ''Exhortation'' is ongoing, or it is interrupted for all those affected.
=== Controlled Onrush IV (Ex) ===
At 35th level, the warlord masters their acumen at predicting when violence will break out.  They gain the [[Initiative, Superior (Feat)|Superior Initiative]] feat as a bonus feat.
In addition, if they possess the [[#Controlled_Onrush_I_.28Ex.29|Controlled Onrush I]] class feature, and they elect to swap initiatives with an ally, they may add the +4 from this feat to their new initiative (the one they got from their ally) as they swap.  This bonus always stacks with the new initiative value, even if other adders are present that might normally conflict with a [[training bonus]].
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== Apotheotic Warlord (Levels 36+) ==
{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;" width="98%"
|- style="{{class-gradient|warlord}}"
! width="30" | Level || Class Features
|-
! 36+
| colspan="21" align="left" | [[#Apotheosis!|Apotheosis!]]
|}


; Awesome Pennon (Su)
=== Apotheosis! ===
At 33rd level, a Warlord’s banner has become a powerful rallying point to his allies, and a bane to his foes. Whenever his banner is visible the Warlord emanates the effect of a Prayer spell to a radius of 50 feet.  This Prayer effect is a morale condition rather than a luck condition.  In addition, allies who can perceive the Warlord gain immunity to fear effects, and a +3 morale bonus on all other saves.
Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves.  This can take many forms, but it is the first step to the ascension to godhood.


Reaching apotheosis is usually signified by a paradigm shift in the campaign.  Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures.  Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power.  Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).


; Invincible Armies (Su)
GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers.  Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting taskHowever, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.
At 34th level, if the warlord successfully strikes an opponent while using 'Hold the Line', he may grant an ally receiving the 'Hold the Line' bonus an immediate opportunity attack against the same opponent. This may not occur more than once per roundNote, however, that this is a separate ability from Brilliant Leadership, or Superb Leadership and may be used in the same round as those abilities to grant three different allies opportunity attacks.

Latest revision as of 00:16, 9 August 2023

Onward to victory!!

Some warriors are ambushers and scouts, ever attacking from stealth. Some warriors are deadly scions of the wilderness, seeking hidden pathways and undiscovered vistas. Some warriors are driven by red-hot bloody rage to battle and destroy. Some warriors are skillful paragons, utilizing precision and training to win the day.

And some warriors are leaders.

Warlords are generals of the battlefield. While their armor and weapons are capable, it is their keen insight and inspirational presence, the way they call out encouragement, advice, and directions to their allies, that are a warlord's true weapons. Other warriors use sharpened steel on the field of battle, but the warlord's implements of battle are their allies.

Role: A warlord is a powerful supporting presence in battle, able to bolster their allies during and after combat just as well as a cleric does. A warlord improves every aspect of their party's performance, keeping them on their feet and in peak fighting condition.

Alignment: Any.

Hit Die: d10.

Starting Wealth: 250 gp

Recommended Ability Score Priority:
  • Charisma: primary; used for most class features
  • Strength: secondary; used for melee to-hit and damage. Drops to quaternary if focusing on ranged attacks.
  • Dexterity: secondary; used for ranged to-hit. Drops to low priority if focusing on melee attacks.
  • Constitution: low priority.
  • Intelligence: low priority.
  • Wisdom: low priority.
Base To-Hit:
A warlord's base to-hit numbers are calculated normally. However, warlords to gain a bonus to their to-hits from their Marching Orders class feature (at 3rd level), and their Battle Standard class feature (starting at 6th level).
  • Melee To-Hit: Base Attack Bonus (BAB) + Strength Modifier
  • Ranged To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier
Base Weapon Damage:
A warlord's base weapon damage numbers are calculated normally. However, warlords do receive additional damage from both their Battle Standard class feature (starting at 1st level), and their Force Majeure class feature (at 7th level).
  • Melee Damage: Base Weapon Damage + Strength Modifier
  • Thrown Weapon Damage: Base Weapon Damage + Strength Modifier
  • Projectile Weapon Damage: Base Weapon Damage (may add Strength Modifier only if the weapon has the Mighty quality)
Base Armor Class:
A warlord's base armor class is 10. Warlords gain a bonus to their AC from their Marching Orders class feature, starting at 3rd level.
  • Armor Class: 10 + Armor bonus + Adjusted Dexterity Modifier + Shield Bonus (if any) + Racial Size Modifier (if any)
Maneuver Defense:
A warlord's maneuver defense is calculated normally. However, warlords gain a bonus to their Maneuver Defense from their Marching Orders class feature, starting at 3rd level.
  • Maneuver Defense: 10 + ½ Character Level (round down) + Strength Modifier + Dexterity Modifier + Shield Bonus (if any) + Size Modifier
Skills:
Warlords get 7 + Int modifier skill ranks per Warlord class level.
Your bailiwick skill is always considered a Natural Talent skill, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill. Remember that you can never place more skill ranks into a skill than your character level. Your Linked skill, as a Knowledge skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
  • Natural Talent:
You may choose one skill (in addition to your Bailiwick skill) to be a Natural Talent at 1st level, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement. Because natural talents are gained at particular character levels, dual-classed and multi-classed characters receive the same number of natural talent skills (and at the same levels) as a single-classed character.
  • Suggested Skills:
The following skills may be somewhat more applicable or useful to this class than others. This list is by no means intended to limit which skills you choose for your character. Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead. These are just suggestions.
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Favored Class: Warlord

If the Warlord class is your Favored Class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for the Courageous Warlord (Levels 1 - 5) class tier table, below.

Level Full Attack BAB Fort Ref Will Base AC Favored Class Feature
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   -10   -15   +2   +0   +2   10 Impeccable Leadership

Impeccable Leadership (Ex)

If warlord is your favored class, you gain the Improved Inspiration feat as a bonus feat at 1st level. This feat allows you to add your Warlord class level to the number of temporary hit points granted by your Inspiration class feature.

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Courageous Warlord (Levels 1 - 5)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
1st   +1 (+1)   -4 (+1)   -9 (+1)   -14 (+1)   +2   +0   +2   10 Battle Standard I, Inspiration, Encouraging Word I
2nd   +2 (+1)   -3 (+1)   -8 (+1)   -13 (+1)   +3 (+1)   +0   +3 (+1)   10 Formation
3rd   +3 (+1)   -2 (+1)   -7 (+1)   -12 (+1)   +3   +1 (+1)   +3   10 Marching Orders I, Chirurgeon I
4th   +4 (+1)   -1 (+1)   -6 (+1)   -11 (+1)   +4 (+1)   +1   +4 (+1)   10 Exhortation I
5th   +5 (+1)   +0 (+1)   -5 (+1)   -10 (+1)   +4   +1   +4   10 Controlled Onrush I

Weapon and Armor Proficiency

A warlord is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.

Battle Standard I (Ex)

A warlord's martial prowess and leadership on the field demands they assume a higher profile. To make themselves stand out in the chaos of battle, the warlord traditionally carries or displays a unique banner, their personal battle standard. The battle standard must be at least sized-small or larger and must be carried or displayed by the warlord to function. Typically, a battle standard is attached to the back, though it may also be wielded in the hand (or both hands). A small standard weighs 5 pounds, a medium standard weighs 20 pounds, and a large standard weighs 50 pounds. In most cases, a small battle standard is perfectly adequate for supporting a party of player characters. The medium and large standards are more ideally suited to larger engagements, such as leading an army. Battle standards make the warlord easier to perceive to all senses: a small standard inflicts a -2 penalty to the warlord's Stealth skill, and grants a +2 bonus to Perception checks made to perceive the warlord. A medium standard inflicts a -3 penalty to the warlord's Stealth skill, and grants a +5 bonus to Perception checks made to perceive the warlord. A large standard inflicts a -4 penalty to the warlord's Stealth skill, and grants a +10 bonus to Perception checks made to perceive the warlord.

Donning or doffing a battle standard requires a standard action. When worn on the back, a battle standard is treated as a slotless item that does not use up a magic item slot. When wielded in one or more hands, it counts as a non-weapon item wielded in one or more hands. Standards are not able to be affected by any combat maneuvers except Steal. If stolen, the standard's bonuses are lost until it is recovered and re-donned.

Warlords are strongly encouraged to purchase both a Small Banner and a Banner Harness as soon as they gain any levels in the Warlord class.

A warlord is an expert at moving around with a battle standard attached to them, and has learned to compensate for its additional bulk. For purposes of moving through confined spaces (and the squeezing rules), a warlord wearing a battle standard is considered to be the same size as their battle standard, or their character's normal size, whichever is larger. However, aside from determining whether squeezing through an area is necessary, these size considerations do not grant the warlord any other penalties or benefits (i.e. a large battle standard does not improve the warlord's Maneuver Defense or combat reach).

Battle Standard I Effects

At 1st level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):

  • a +2 martial bonus to all initiative rolls
  • +2 points of bonus damage with all successful weapon-based attacks (including rays)

Inspiration (Ex)

Beginning at 1st level, as a swift action during combat, the warlord may inspire their comrades with a rousing war cry, a stirring speech, or a simple order of "get 'em". Regardless of the exact delivery, this Inspiration affects all allies within a 30-foot radius centered on the warlord, and bestows a number of temporary hit points equal to the warlord's CHA modifier + 1d6, plus an additional 1d6 points per two Warlord class levels beyond 1st (2d6 at 3rd, 3d6 at 5th, etc.). These temporary hit points last until the battle ends, or until they are removed through damage (whichever occurs first). Temporary hit points never stack; instead, you may replace a smaller stack of temporary hit points with a new larger stack, if you wish.

A warlord may use inspiration a number of times per day equal to 3 + their CHA modifier. Activating inspiration does not provoke attacks of opportunity. Inspiration is not an aura, and therefore cannot be enhanced by any feat, power or ability that improves auras.

Encouraging Word I (Ex)

At 1st level, as an attack action during combat, the warlord may pronounce an encouraging word upon any ally (including themselves) who can hear them speaking and to whom they have line of effect. To gain any benefits from this ability, the target ally must have at least 1 remaining temporary hit point granted to them by this warlord.

When the warlord pronounces an encouraging word upon their ally (or themselves), they heal that ally a number of hit points equal to the warlord's level + CHA modifier.

Encouraging word may be used a number of times per day equal to the warlord's CHA mod + one additional time per three warlord levels (dropping fractions; e.g., +1 use at 3rd level, +2 uses at 6th level, +3 uses at 9th level, etc.). Activating encouraging word does not provoke attacks of opportunity.

Formation (Ex)

Beginning at level 2, the warlord learns how to direct their allies in tactical formations to improve their damage and durability during a fight. During each round of combat, at any point in the round (even before the warlord's turn), the warlord may 'gift' one or more of their Formation dice as a free action. The warlord can only 'gift' Formation if at least one ally in the party (or the warlord) has temporary hit points granted by one of the warlord's powers. The temporary hit points must have come from the warlord themselves — temporary hit points from other sources, including other warlords, do not count.

At level 2, the warlord only gets a single d12 as their Formation dice each round, but this increases by one additional d12 for every three Warlord class levels after 2nd level (dropping fractions) as shown on the table below:

Formation Dice by Warlord Class Level

Warlord Lvl Formation Dice
2 - 4 1d12
5 - 7 2d12
8 - 10 3d12
11 - 13 4d12
14 - 16 5d12
17 - 19 6d12
Warlord Lvl Formation Dice
20 - 22 7d12
23 - 25 8d12
26 - 28 9d12
29 - 31 10d12
32 - 34 11d12
35 12d12

Each Formation die can be gifted to an ally immediately after they successfully hit an enemy creature with an attack, as a free action (the warlord may also gift a Formation die to themselves after they successfully strike an enemy creature, if they prefer). When the warlord does so, the gifted die grants that ally (or the warlord, if they are the target of the 'gift') both of the following benefits:

  • bonus damage to the damage result of the attack, equal to the result shown on the Formation die; and:
  • temporary hit points to the target ally equal to the result shown on the Formation die

The use of Formation dice is declared after the attack is determined to be successful, but before damage is applied to the struck foe. The warlord must have line of effect to the ally they wish to benefit, but using formation dice does not require line of sight, nor does it require the warlord to speak or gesture. Granting Formation dice does not provoke attacks of opportunity.

Damage granted by Formation dice is considered bonus damage, which is never multiplied on a critical hit, and is treated as the same type of damage as the attack that it is augmenting. For purposes of overcoming DR or ER, formation dice are added to the attack's damage before the target applies any mitigation (i.e. DR / ER are not applied to the attack and the formation dice separately). Note that creatures who are hardened against precision damage are not resistant to formation dice, since bonus damage is not the same as precision damage.

If Formation dice are granting bonus damage to an attack that targeted more than one enemy creature, such as an area of effect spell or a multi-target melee attack of some kind, the bonus damage from formation dice is only applied to one creature affected by the attack, not all affected creatures.

The temporary hit points granted by the formation dice do not stack, as always, but may replace any existing temporary hit points on the target ally, if that ally wishes to do so.

Once the warlord is high enough level to have more than one Formation die, they may choose to apply the entire sum of all of their Formation dice to a single successful attack (adding the listed bonus per die they gift to the result), or spread them around as they wish, applying each individual formation die to different successful attacks throughout the round. The bonus from formation dice may only be split by die, rather than numerically. That is, if the warlord has two Formation dice, and rolls a 6 and a 7, they may gift the 6 to one ally's attack, and the 7 to another attack (even of the same ally, if they wish), or apply all 13 points of bonus damage to one ally's attack. However, they cannot gift an amount other than what is showing on the dice results, or a partial sum of these numbers. Formation dice that have already been gifted in a given round may not be used again until all they are refreshed at the start of the warlord's next turn.

Warlords using Formation dice may allow the target player to roll the dice, or they may roll the formation dice themselves, whichever the warlord player prefers.

Marching Orders I (Ex)

At 3rd level, during combat, the warlord may activate their marching orders class feature as a swift action. When activated, until the end of the encounter, the warlord gains a bonus to their melee to-hit rolls, Maneuver Offense, and Maneuver Defense (see below for details).

The marching orders ability also establishes a radius of dominion, centered on the warlord. If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of marching orders (see below for a list of what orders are available). Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from marching orders per round.

Marching orders requires a swift action to activate, but is sustained each round as a free action. If the warlord is knocked prone, or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as Rattled), the ability is disrupted and ends until the warlord can re-activate it (with another swift action). If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The warlord may also end the ability at any time as a free action. The ability automatically ends when combat ends. While marching orders behaves like a stance, it is not one; the warlord may enter a stance while using marching orders.

Marching Orders I Benefits

While Marching Orders is active, it provides the following benefits:

  • The warlord gains a +2 martial bonus to their melee attack rolls, and a +1 martial bonus to their Armor Class and Maneuver Defense.
  • Marching orders establishes a 10-foot radius of dominion, centered on the warlord.
  • Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of marching orders the following benefit:
  • Slide the ally up to 10 feet. An affected ally may end this slide outside of the marching orders radius. This is forced movement and does not provoke attacks of opportunity.

Chirurgeon I (Ex)

At 3rd level, the warlord may treat the ravaging effects of many poisons, diseases and debilitating abilities. To do so, the warlord spends an attack action, declares they are spending one or more uses of chirurgeon for the day, and makes a Heal skill check on the adjacent ally they wish to aid. The warlord can use chirurgeon on themselves, if they wish. The DC of the check is an Easy DC, based on the CR of the creature or effect that inflicted the debilitating condition. If there is no clear source, the check is usually made at the campaign level or a target assigned by the GM. If the Heal check is failed, the use of chirurgeon is expended, providing no benefit, and the action to attempt it is wasted.

The warlord may also attempt to use chirurgeon as a swift action, but doing so increases the DC to Hard.

Chirurgeon is a non-magical ability, and typically involves the use of hot coals and lancing needles. And leeches. Definitely leeches. The use of chirurgeon is a painful and thoroughly unpleasant experience, with the warlord muttering about their flensing spoons, the draining of humours, and similar unsettling things.

Chirurgeon can be used once per day + one additional time per two Warlord class levels after 3rd (rounding down; e.g. a second time per day at Warlord level 5, a third at Warlord level 7, to a maximum of 17 uses per day at Warlord level 35).

Chirurgeon I Benefits

The warlord can expend one or more uses of chirurgeon to grant one of the following effects, assuming the Heal check is successful:

  • Grant an immediate, bonus saving throw against an ongoing effect, other than a poison or a disease. If this saving throw is failed, it does not count toward the progression of the ailment. (cost: 1 use of chirurgeon)
  • Restore all points of Ability Dilution to a single ability score, restore 1d4 points of Ability Damage to a single ability score, or restore 1 point of Ability Drain to a single ability score. (cost: 1 use of chirurgeon)
  • Remove any one weak status condition except Ability Dilution, Essence Suppression, Tainted, or Infected. (cost: 1 use of chirurgeon)

Exhortation I (Ex)

At 4th level, as a full-round action, the warlord may sit quietly by a wounded ally (or just by themselves), and speak in an uplifting and motivational manner. Once begun, the warlord may sustain this exhortation for up to 10 rounds (1 minute), requiring a full-round action each round. While doing so, they grant the target ally (or themselves) Fast Healing equal to their Warlord class level each round it is sustained. If either the warlord or the target ally take any actions (other than the action to sustain the exhortation), or suffer any damage, the exhortation immediately ends.

The warlord may use exhortation a number of times per day equal to their CHA mod (minimum 0), + one additional time per three Warlord class levels above 4th (e.g. two additional uses at Warlord level 7, three additional uses at Warlord level 10, etc.).

A single use of exhortation can only be sustained for a maximum of 10 rounds (1 minute). If the warlord wishes to continue healing their ally after this time, they must expend an additional use of exhortation for each additional minute. A use of exhortation is expended regardless of whether it is performed for a single round or the full minute. (Plan carefully!)

Controlled Onrush I (Ex)

At level 5, the warlord begins to master manipulating the flow of combat, and to excel at determining the most appropriate moment to attack. Once per encounter, before the GM begins to count down the initiative order for the first time in the encounter, the warlord may exchange their initiative number with any one ally who is receiving the warlord's Battle Standard bonus.

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Intrepid Warlord (Levels 6 - 10)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
6th   +6 (+1)   +1 (+1)   -4 (+1)   -9 (+1)   +5 (+1)   +2 (+1)   +5 (+1)   10 Inspiration, Formation, Encouraging Word, Battle Standard II, Retribution Order I
7th   +7 (+1)   +2 (+1)   -3 (+1)   -8 (+1)   +5   +2   +5   10 Force Majeure
8th   +8 (+1)   +3 (+1)   -2 (+1)   -7 (+1)   +6 (+1)   +2   +6 (+1)   10 Marching Orders II, Chirurgeon II
9th   +9 (+1)   +4 (+1)   -1 (+1)   -6 (+1)   +6   +3 (+1)   +6   10 Exhortation II
10th   +10 (+1)   +5 (+1)   +0 (+1)   -5 (+1)   +7 (+1)   +3   +7 (+1)   10 Onward to Victory I

Weapon and Armor Proficiency

A warlord is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.

Inspiration (Intrepid Tier)

If you do not already have the Inspiration class feature, you gain it at 6th level. See Inspiration for details on how this works.

Formation (Intrepid Tier)

If you do not already have the Formation class feature, you gain it at 6th level. See Formation for details on how this works.

Encouraging Word (Intrepid Tier)

If you do not already have the Encouraging Word I class feature, you gain it at 6th level. See Encouraging Word I for details on how this works.

Battle Standard II (Ex)

If you do not already have the Battle Standard I class feature, you gain it at 6th level. See Battle Standard I for details on how this works.

If you already have the Battle Standard I class feature from a previous tier of the Warlord class, it improves at 6th level, instead.

Battle Standard II Effects

At 6th level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):

  • a +2 martial bonus to all initiative rolls
  • a +1 martial bonus to-hit with all attacks (melee, ranged, or spell-based)
  • +3 points of bonus damage with all successful weapon-based attacks (including rays)

These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the Battle Standard class feature (assuming you qualify for them).

Retribution Order I (Ex)

At 6th level, once per encounter, when an ally who has at least 1 remaining temporary hit point granted to them by this warlord suffers damage from an enemy attack, the warlord can spend an immediate action to invoke a Retribution Order on that ally. The ally so affected only suffers half damage from the attack that triggered the warlord's Order, and the ally may make a free bonus attack against the enemy that just hit them, using any attack ability they could normally perform with a standard action.

The halving of the damage of the attack against the ally occurs before the ally applies any mitigating effects (like DR or ER) to the remaining damage. If the attack includes any secondary effects (like status conditions), Retribution Order does not prevent these effects from being resolved normally.

Any attack the ally performs must include the enemy that just hit them in the attack, though it can include other targets as well, if the attack used is capable of affecting more than one creature. Only actions which are offensive in nature, and that target the enemy in question, may be used with this bonus attack. The GM is the final arbiter of what constitutes an "attack", if there is any question. Attack abilities that can only be used once per round (such as a Brawler's Haymaker attack) may be used with a Retribution Order, even if the character already used that ability this round. Doing so does not prevent the ally from using the ability again during their upcoming turn.

Force Majeure (Ex)

Beginning at 7th level, the Warlord adds their CHA modifier to their melee and ranged damage rolls. This damage is multiplied on a critical hit, and is always of the same damage type as the base weapon that inflicted it.

Marching Orders II (Ex)

At 8th level, during combat, the warlord may activate their marching orders class feature as a swift action. When activated, until the end of the encounter, the warlord gains a bonus to their melee to-hit rolls, Maneuver Offense, and Maneuver Defense (see below for details).

The marching orders ability also establishes a radius of dominion, centered on the warlord. If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of marching orders (see below for a list of what orders are available). Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from marching orders per round.

Marching orders requires a swift action to activate, but is sustained each round as a free action. If the warlord is knocked prone, or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as Rattled), the ability is disrupted and ends until the warlord can re-activate it (with another swift action). If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The warlord may also end the ability at any time as a free action. The ability automatically ends when combat ends. While marching orders behaves like a stance, it is not one; the warlord may enter a stance while using marching orders.

Marching Orders II Benefits

While Marching Orders is active, it provides the following benefits:

  • The warlord gains a +3 martial bonus to their melee attack rolls, and a +1 martial bonus to their Armor Class and Maneuver Defense.
  • Marching orders establishes a 15-foot radius of dominion, centered on the warlord.
  • Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of marching orders one of the following benefits:
  • Slide the ally up to 15 feet. An affected ally may end this slide outside of the marching orders radius. This is forced movement and does not provoke attacks of opportunity; or:
  • Reduce a status condition on an ally within the marching orders radius by one step (i.e. from strong to moderate, or from moderate to weak, or from weak to removed).

Chirurgeon II (Ex)

If you do not already have the Chirurgeon I class feature, you gain it at 8th level. See Chirurgeon I for details on how this works.

If you do already have the Chirurgeon I class feature from a previous tier of the Warlord class, it improves at 8th level, instead, as described below:

Chirurgeon II Benefits

The warlord can expend one or more uses of chirurgeon to grant one of the following effects, assuming the Heal check is successful:

Exhortation II (Ex)

If you do not already have the Exhortation I class feature, you gain it at 9th level. See Exhortation I for details on how this works.

If you do already have the Exhortation I class feature, it improves at 9th level, instead. The warlord may now affect up one additional ally (one of which may be themselves) when they use Exhortation. This is cumulative with all other iterations of the Exhortation class feature. All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the Exhortation is ongoing, or it is interrupted for all those affected.

Onward to Victory I (Ex)

Warlords command their forces within a battle, urging their allies to superior positions. They do this with a surprising ease, turning even the most mired battlefield against their enemies with unexpected maneuvers.

At 10th level, as a swift action, the warlord may slide themselves and each of their allies within 30 feet of the warlord a number of squares equal to the warlord's CHA modifier. This movement is resolved immediately, in initiative order. This is considered forced movement, so it does not provoke attacks of opportunity. Ongoing effects, such as bleed damage or fast healing, do not 'tick' on this granted action.

This ability is usable once per day.

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Heroic Warlord (Levels 11 - 15)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
11th   +11 (+1)   +6 (+1)   +1 (+1)   -4 (+1)   +7   +3   +7   10 Inspiration, Formation, Force Majeure, Battle Standard III, Encouraging Word II
12th   +12 (+1)   +7 (+1)   +2 (+1)   -3 (+1)   +8 (+1)   +4 (+1)   +8 (+1)   10 Cry Havoc
13th   +13 (+1)   +8 (+1)   +3 (+1)   -2 (+1)   +8   +4   +8   10 Marching Orders III, Chirurgeon III
14th   +14 (+1)   +9 (+1)   +4 (+1)   -1 (+1)   +9 (+1)   +4   +9 (+1)   10 Exhortation III
15th   +15 (+1)   +10 (+1)   +5 (+1)   +0 (+1)   +9   +5 (+1)   +9   10 Controlled Onrush II

Weapon and Armor Proficiency

A warlord is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.

Inspiration (Heroic Tier)

If you do not already have the Inspiration class feature, you gain it at 11th level. See Inspiration for details on how this works.

Formation (Heroic Tier)

If you do not already have the Formation class feature, you gain it at 11th level. See Formation for details on how this works.

Force Majeure (Heroic Tier)

If you do not already have the Force Majeure class feature, you gain it at 11th level. See Force Majeure for details on how this works.

Battle Standard III (Ex)

If you do not already have the Battle Standard I class feature, you gain it at 11th level. See Battle Standard I for details on how this works.

If you already have the Battle Standard I class feature, but you do not already have the Battle Standard II class feature, you gain it at 11th level, instead. See Battle Standard II for details on how this works.

If you already have the Battle Standard I and Battle Standard II class features from a previous tier of the Warlord class, they improve at 11th level, instead.

Battle Standard III Effects

At 11th level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):

These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the Battle Standard class feature (assuming you qualify for them).

Encouraging Word II (Ex)

If you do not already have the Encouraging Word I class feature, you gain it at 11th level. See Encouraging Word I for details on how this works.

If you do already have Encouraging Word I from a previous tier of the Warlord class, it improves at 11th level, instead. Each time you use encouraging word to heal yourself or an ally, you may expend one or more of your unused Formation dice to augment the amount of healing provided. You roll the Formation die (or dice, if you are using more than one), and add the rolled value to the amount you heal. Formation dice used in this fashion are expended for the round and may not be used for any other purpose (i.e., they do not provide temporary hit points or bonus damage to the target ally when used in this manner).

Cry Havoc (Ex)

At 12th level, once per encounter, after the warlord successfully strikes a target with a melee attack, they may cry havoc upon that creature as a free action. The warlord roll a number of d12's equal to the number of Formation dice they get each round, and apply the summed result of those dice as bonus damage to the attack they just made. The warlord then records the amount of bonus damage they just dealt.

Any allies who have temporary hit points bestowed by the Warlord may also add bonus damage equal to the recorded amount to their first successful attack made against the creature the warlord has invoked havoc upon, as long as they make the attack before the start of the warlord's next turn.

Neither the warlord nor their qualifying allies may gain the bonus damage from cry havoc more than once per encounter, even if they attack the invoked creature multiple times during the round cry havoc is active.

Cry Havoc does not actually use any of the warlord's formation dice for the round, but it also does not bestow any temporary hit points (the way actual Formation dice would). Cry Havoc inflicts bonus damage, which is not multiplied on a critical hit, and is of the same damage type as the weapon which inflicts it.

Marching Orders III (Ex)

At 13th level, during combat, the warlord may activate their marching orders class feature as a swift action. When activated, until the end of the encounter, the warlord gains a bonus to their melee to-hit rolls, Maneuver Offense, and Maneuver Defense (see below for details).

The marching orders ability also establishes a radius of dominion, centered on the warlord. If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of marching orders (see below for a list of what orders are available). Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from marching orders per round.

Marching orders requires a swift action to activate, but is sustained each round as a free action. If the warlord is knocked prone, or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as Rattled), the ability is disrupted and ends until the warlord can re-activate it (with another swift action). If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The warlord may also end the ability at any time as a free action. The ability automatically ends when combat ends. While marching orders behaves like a stance, it is not one; the warlord may enter a stance while using marching orders.

Marching Orders III Benefits

While Marching Orders is active, it provides the following benefits:

  • The warlord gains a +4 martial bonus to their melee attack rolls, and a +1 martial bonus to their Armor Class and Maneuver Defense.
  • Marching orders establishes a 20-foot radius of dominion, centered on the warlord.
  • Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of marching orders one of the following benefits:
  • Slide the ally up to 20 feet. An affected ally may end this slide outside of the marching orders radius. This is forced movement and does not provoke attacks of opportunity; or:
  • Reduce a status condition by one step (i.e. from strong to moderate, or from moderate to weak, or from weak to removed); or:
  • Grant the ally an action point. This action point must be used before the start of the warlord's next turn, or it is lost. Character cannot use more than one action point per round. The effects of the action point follow the normal rules for action points, based on the round of combat in which it is used.

Chirurgeon III (Ex)

If you do not already have the Chirurgeon I class feature, you gain it at 13th level. See Chirurgeon I for details on how this works.

If you do already have the Chirurgeon I class feature, but you do not have the Chirurgeon II class feature, you gain it at 13th level, instead. See Chirurgeon II for details on how this works.

If you already have both the Chirurgeon I and Chirurgeon II class features from previous tiers of the Warlord class, they improve at 13th level, instead, as described below:

Chirurgeon III Benefits

The warlord can expend one or more uses of chirurgeon to grant one of the following effects, assuming the Heal check is successful:

  • Bring an ally back to life, if they were slain no more than 1 hour prior to using this ability (as Raise Dead (Cleric Spell)). (cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)

Exhortation III (Ex)

If you do not already have the Exhortation I class feature, you gain it at 14th level. See Exhortation I for details on how this works.

If you do already have the Exhortation I class feature, it improves at 14th level, instead. The warlord may now affect up one additional ally (one of which may be themselves) when they use Exhortation. This is cumulative with all other iterations of the Exhortation class feature. All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the Exhortation is ongoing, or it is interrupted for all those affected.

Controlled Onrush II (Ex)

At 15th level, the warlord continues to improve their acumen at predicting when violence will break out. They gain the Improved Initiative feat as a bonus feat.

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Undaunted Warlord (Levels 16 - 20)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
16th   +16 (+1)   +11 (+1)   +6 (+1)   +1 (+1)   +10 (+1)   +5   +10 (+1)   10 Inspiration, Formation, Encouraging Word, Force Majeure, Battle Standard IV, Retribution Order II
17th   +17 (+1)   +12 (+1)   +7 (+1)   +2 (+1)   +10   +5   +10   10 Tactician I
18th   +18 (+1)   +13 (+1)   +8 (+1)   +3 (+1)   +11 (+1)   +6 (+1)   +11 (+1)   10 Marching Orders IV, Chirurgeon IV
19th   +19 (+1)   +14 (+1)   +9 (+1)   +4 (+1)   +11   +6   +11   10 Exhortation IV
20th   +20 (+1)   +15 (+1)   +10 (+1)   +5 (+1)   +12 (+1)   +6   +12 (+1)   10 Onward to Victory II

Weapon and Armor Proficiency

A warlord is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.

Inspiration (Undaunted Tier)

If you do not already have the Inspiration class feature, you gain it at 16th level. See Inspiration for details on how this works.

Formation (Undaunted Tier)

If you do not already have the Formation class feature, you gain it at 16th level. See Formation for details on how this works.

Encouraging Word (Undaunted Tier)

If you do not already have the Encouraging Word I class feature, you gain it at 16th level. See Encouraging Word I for details on how this works.

If you already have the Encouraging Word I class feature, but you do not yet possess the Encouraging Word II class feature, you gain it at 16th level, instead. See Encouraging Word II for details on how this works.

Force Majeure (Undaunted Tier)

If you do not already have the Force Majeure class feature, you gain it at 16th level. See Force Majeure for details on how this works.

Battle Standard IV (Ex)

If you do not already have the Battle Standard I class feature, you gain it at 16th level. See Battle Standard I for details on how this works.

If you already have the Battle Standard I class feature, but you do not already have the Battle Standard II class feature, you gain it at 16th level, instead. See Battle Standard II for details on how this works.

If you already have both the Battle Standard I and Battle Standard II class features, but you do not already have the Battle Standard III class feature, you gain it at 16th level, instead. See Battle Standard III for details on how this works.

If you already have the Battle Standard I, Battle Standard II, and Battle Standard III class features from previous tiers of the Warlord class, they improve at 16th level, instead.

Battle Standard IV Effects

At 16th level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):

These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the Battle Standard class feature (assuming you qualify for them).

Retribution Order II (Ex)

If you do not already have the Retribution Order I class feature, you gain it at 16th level. See Retribution Order I for details on how this works.

If you already have the Retribution Order I class feature from a previous tier of the Warlord class, it improves at 16th level, instead. The enemy attack against your ally now deals no damage to that ally (instead of half damage), and any secondary effects (such as status conditions) are also negated by the Retribution Order, even if the attack would normally inflict damage or an effect on a miss. The attack does nothing to the ally.

Tactician I (Ex)

At 17th level, the warlord gains one Teamwork Feat of their choice as a bonus feat. They must meet any prerequisites for the feat in order to select it.

In addition, once per encounter as a move action, the warlord can grant temporary use of one teamwork feat they know to one ally who is within the radius of their Marching Orders radius of dominion. The ally retains the use of this bonus feat until the end of the encounter, even if they leave the radius of Marching Orders. The ally does not need to meet the prerequisites of the granted teamwork feat. This ability may be used with any teamwork feat the warlord knows, though not with a teamwork feat they have gained through a temporary effect (such as a Ranger's Wolf Pack Tactics class feature).

Marching Orders IV (Ex)

At 18th level, during combat, the warlord may activate their marching orders class feature as a swift action. When activated, until the end of the encounter, the warlord gains a bonus to their melee to-hit rolls, Maneuver Offense, and Maneuver Defense (see below for details).

The marching orders ability also establishes a radius of dominion, centered on the warlord. If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of marching orders (see below for a list of what orders are available). Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from marching orders per round.

Marching orders requires a swift action to activate, but is sustained each round as a free action. If the warlord is knocked prone, or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as Rattled), the ability is disrupted and ends until the warlord can re-activate it (with another swift action). If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The warlord may also end the ability at any time as a free action. The ability automatically ends when combat ends. While marching orders behaves like a stance, it is not one; the warlord may enter a stance while using marching orders.

Marching Orders IV Benefits

While Marching Orders is active, it provides the following benefits:

  • The warlord gains a +5 martial bonus to their melee attack rolls, and a +2 martial bonus to their Armor Class and Maneuver Defense.
  • Marching orders establishes a 25-foot radius of dominion, centered on the warlord.
  • Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of marching orders one of the following benefits:
  • Slide the ally up to 25 feet. An affected ally may end this slide outside of the marching orders radius. This is forced movement and does not provoke attacks of opportunity; or:
  • Reduce a status condition by one step (i.e. from strong to moderate, or from moderate to weak, or from weak to removed); or:
  • Grant the ally an action point. This action point must be used before the start of the warlord's next turn, or it is lost. Character cannot use more than one action point per round. The effects of the action point follow the normal rules for action points, based on the round of combat in which it is used; or:
  • Grant Fast Healing to the ally equal to half the warlord's level (round down). This fast healing 'ticks' immediately, and then ends. Fast healing is persistent healing, not instantaneous healing.

Chirurgeon IV (Ex)

If you do not already have the Chirurgeon I class feature, you gain it at 18th level. See Chirurgeon I for details on how this works.

If you do already have the Chirurgeon I class feature, but you do not have the Chirurgeon II class feature, you gain it at 18th level, instead. See Chirurgeon II for details on how this works.

If you already have both the Chirurgeon I and Chirurgeon II class features, but you do not have the Chirurgeon III class feature, you gain it at 18th level, instead. See Chirurgeon III for details on how this works.

If you already have the Chirurgeon I through Chirurgeon III class features from previous tiers of the Warlord class, they improve at 18th level, instead, as described below:

Chirurgeon IV Benefits

The warlord can expend one or more uses of chirurgeon to grant one of the following effects, assuming the Heal check is successful:

Exhortation IV (Ex)

If you do not already have the Exhortation I class feature, you gain it at 19th level. See Exhortation I for details on how this works.

If you do already have the Exhortation I class feature, it improves at 19th level, instead. The warlord may now affect up one additional ally (one of which may be themselves) when they use Exhortation. This is cumulative with all other iterations of the Exhortation class feature. All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the Exhortation is ongoing, or it is interrupted for all those affected.

Onward to Victory II (Ex)

If you do not already have the Onward to Victory I class feature, you gain it at 20th level. See Onward to Victory I for details on how this works.

If you already have the Onward to Victory I class feature, it improves at 20th level, instead. The warlord may now use Onward to Victory up to twice per day (instead of once), and they can activate it as an immediate action (instead of a swift action). The warlord may even use Onward to Victory before they have acted for the first time in an encounter, though they are still considered Flat-Footed until they are able to perform their actual first action.

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Valorous Warlord (Levels 21 - 25)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
21st   +21 (+1)   +16 (+1)   +11 (+1)   +6 (+1)   +13 (+1)   +7 (+1)   +13 (+1)   10 Inspiration, Formation, Force Majeure, Battle Standard V, Encouraging Word III
22nd   +21   +16   +11   +6   +13   +7   +13   10 Tactician II
23rd   +22 (+1)   +17 (+1)   +12 (+1)   +7 (+1)   +14 (+1)   +8 (+1)   +14 (+1)   10 Marching Orders V, Chirurgeon V
24th   +22   +17   +12   +7   +14   +8   +14   10 Exhortation V
25th   +23 (+1)   +18 (+1)   +13 (+1)   +8 (+1)   +15 (+1)   +9 (+1)   +15 (+1)   10 Controlled Onrush III

Weapon and Armor Proficiency

A warlord is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.

Inspiration (Valorous Tier)

If you do not already have the Inspiration class feature, you gain it at 21st level. See Inspiration for details on how this works.

Formation (Valorous Tier)

If you do not already have the Formation class feature, you gain it at 21st level. See Formation for details on how this works.

Force Majeure (Valorous Tier)

If you do not already have the Force Majeure class feature, you gain it at 21st level. See Force Majeure for details on how this works.

Battle Standard V (Ex)

If you do not already have the Battle Standard I class feature, you gain it at 21st level. See Battle Standard I for details on how this works.

If you already have the Battle Standard I class feature, but you do not already have the Battle Standard II class feature, you gain it at 21st level, instead. See Battle Standard II for details on how this works.

If you already have both the Battle Standard I and Battle Standard II class features, but you do not already have the Battle Standard III class feature, you gain it at 21st level, instead. See Battle Standard III for details on how this works.

If you already have the Battle Standard I through Battle Standard III class features, but you do not already have the Battle Standard IV class feature, you gain it at 21st level, instead. See Battle Standard IV for details on how this works.

If you already have the Battle Standard I through Battle Standard IV class features from previous tiers of the Warlord class, they improve at 21st level, instead.

Battle Standard V Effects

At 21st level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):

These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the Battle Standard class feature (assuming you qualify for them).

Encouraging Word III (Ex)

If you do not already have the Encouraging Word I class feature, you gain it at 21st level. See Encouraging Word I for details on how this works.

If you already have the Encouraging Word I class feature, but you do not yet possess the Encouraging Word II class feature, you gain it at 21st level, instead. See Encouraging Word II for details on how this works.

If you already have both the Encouraging Word I and Encouraging Word II class features from previous tiers of the Warlord class, they improve at 21st level, instead. Any time you expend one or more Formation dice to augment the healing provided by Encouraging Word, if you roll less than an '7' on any of the Formation dice rolled, they grant 7 points of healing instead (i.e. the minimum healing each die provides is now 7 points).

Tactician II (Ex)

If you do not already have the Tactician I class feature, you gain it at 22nd level. See Tactician I for details on how this works.

If you already have the Tactician I class feature from a previous tier of the Warlord class, it improves at 22nd level, instead. The warlord gains another Teamwork Feat of their choice as a bonus feat. They must meet any prerequisites of the feat in order to select it.

In addition, the warlord can grant temporary use of one teamwork feat they know to one ally who is within the radius of their Marching Orders radius of dominion as a swift action (instead of a move action). The ally retains the use of this bonus feat until the end of the encounter, even if they leave the radius of Marching Orders. The ally does not need to meet the prerequisites of the granted teamwork feat. This ability may be used with any teamwork feat the warlord knows, though not with a teamwork feat they have gained through a temporary effect (such as a Ranger's Wolf Pack Tactics class feature). The warlord can use this aspect of Tactician a number of times per day equal to their CHA modifier (instead of just once per encounter).

Marching Orders V (Ex)

At 23rd level, during combat, the warlord may activate their marching orders class feature as a swift action. When activated, until the end of the encounter, the warlord gains a bonus to their melee to-hit rolls, Maneuver Offense, and Maneuver Defense (see below for details).

The marching orders ability also establishes a radius of dominion, centered on the warlord. If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of marching orders (see below for a list of what orders are available). Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from marching orders per round.

Marching orders requires a swift action to activate, but is sustained each round as a free action. If the warlord is knocked prone, or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as Rattled), the ability is disrupted and ends until the warlord can re-activate it (with another swift action). If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The warlord may also end the ability at any time as a free action. The ability automatically ends when combat ends. While marching orders behaves like a stance, it is not one; the warlord may enter a stance while using marching orders.

Marching Orders V Benefits

While Marching Orders is active, it provides the following benefits:

  • The warlord gains a +6 martial bonus to their melee attack rolls, and a +2 martial bonus to their Armor Class and Maneuver Defense.
  • Marching orders establishes a 30-foot radius of dominion, centered on the warlord.
  • Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of marching orders one of the following benefits:
  • Slide the ally up to 30 feet. An affected ally may end this slide outside of the marching orders radius. This is forced movement and does not provoke attacks of opportunity. The warlord may then slide themselves to any unoccupied, unblocked space adjacent to the ally they just slid; or:
  • Reduce a status condition by one step (i.e. from strong to moderate, or from moderate to weak, or from weak to removed); or:
  • Grant the ally an action point. This action point must be used before the start of the warlord's next turn, or it is lost. Character cannot use more than one action point per round. The effects of the action point follow the normal rules for action points, based on the round of combat in which it is used; or:
  • Grant Fast Healing to the ally equal to half the warlord's level (round down). This fast healing 'ticks' immediately, and then ends. Fast healing is persistent healing, not instantaneous healing.

Chirurgeon V (Ex)

If you do not already have the Chirurgeon I class feature, you gain it at 23rd level. See Chirurgeon I for details on how this works.

If you do already have the Chirurgeon I class feature, but you do not have the Chirurgeon II class feature, you gain it at 23rd level, instead. See Chirurgeon II for details on how this works.

If you already have both the Chirurgeon I and Chirurgeon II class features, but you do not have the Chirurgeon III class feature, you gain it at 23rd level, instead. See Chirurgeon III for details on how this works.

If you already have the Chirurgeon I through Chirurgeon III class features, but you do not have the Chirurgeon IV class feature, you gain it at 23rd level, instead. See Chirurgeon IV for details on how this works.

If you already have the Chirurgeon I through Chirurgeon IV class features from previous tiers of the Warlord class, they improve at 23rd level, instead, as described below:

Chirurgeon V Benefits

The warlord can expend one or more uses of chirurgeon to grant one of the following effects, assuming the Heal check is successful:

Exhortation V (Ex)

If you do not already have the Exhortation I class feature, you gain it at 24th level. See Exhortation I for details on how this works.

If you do already have the Exhortation I class feature, it improves at 24th level, instead. The warlord may now affect up one additional ally (one of which may be themselves) when they use Exhortation. This is cumulative with all other iterations of the Exhortation class feature. All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the Exhortation is ongoing, or it is interrupted for all those affected.

Controlled Onrush III (Ex)

At 25th level, the warlord continues to improve their acumen at predicting when violence will break out. The warlord may now use their CHA modifier in place of their DEX modifier when calculating their Initiative bonus. This does not apply to any other uses of the Movement skill, just initiative.

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Mythic Warlord (Levels 26 - 30)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
26th   +23   +18   +13   +8   +15   +9   +15   10 Inspiration, Formation, Encouraging Word, Force Majeure, Battle Standard VI, Retribution Order III
27th   +24 (+1)   +19 (+1)   +14 (+1)   +9 (+1)   +16 (+1)   +10 (+1)   +16 (+1)   10 Tactician III
28th   +24   +19   +14   +9   +16   +10   +16   10 Marching Orders VI, Chirurgeon VI
29th   +25 (+1)   +20 (+1)   +15 (+1)   +10 (+1)   +17 (+1)   +11 (+1)   +17 (+1)   10 Exhortation VI
30th   +25   +20   +15   +10   +17   +11   +17   10 Onward to Victory III

Weapon and Armor Proficiency

A warlord is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.

Inspiration (Mythic Tier)

If you do not already have the Inspiration class feature, you gain it at 26th level. See Inspiration for details on how this works.

Formation (Mythic Tier)

If you do not already have the Formation class feature, you gain it at 26th level. See Formation for details on how this works.

Encouraging Word (Mythic Tier)

If you do not already have the Encouraging Word I class feature, you gain it at 26th level. See Encouraging Word I for details on how this works.

If you already have the Encouraging Word I class feature, but you do not yet possess the Encouraging Word II class feature, you gain it at 26th level, instead. See Encouraging Word II for details on how this works.

If you already have both the Encouraging Word I and Encouraging Word II class features, but do not yet possess the Encouraging Word III class feature, you gain it at 26th level, instead. See Encouraging Word III for details on how this works.

Force Majeure (Mythic Tier)

If you do not already have the Force Majeure class feature, you gain it at 26th level. See Force Majeure for details on how this works.

Battle Standard VI (Ex)

If you do not already have the Battle Standard I class feature, you gain it at 26th level. See Battle Standard I for details on how this works.

If you already have the Battle Standard I class feature, but you do not already have the Battle Standard II class feature, you gain it at 26th level, instead. See Battle Standard II for details on how this works.

If you already have both the Battle Standard I and Battle Standard II class features, but you do not already have the Battle Standard III class feature, you gain it at 26th level, instead. See Battle Standard III for details on how this works.

If you already have the Battle Standard I through Battle Standard III class features, but you do not already have the Battle Standard IV class feature, you gain it at 26th level, instead. See Battle Standard IV for details on how this works.

If you already have the Battle Standard I through Battle Standard IV class features, but you do not already have the Battle Standard V class feature, you gain it at 26th level, instead. See Battle Standard V for details on how this works.

If you already have the Battle Standard I through Battle Standard V class features from previous tiers of the Warlord class, they improve at 26th level, instead.

Battle Standard VI Effects

At 26th level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):

These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the Battle Standard class feature (assuming you qualify for them).

Retribution Order III (Ex)

If you do not already have the Retribution Order I class feature, you gain it at 26th level. See Retribution Order I for details on how this works.

If you already have the Retribution Order I class feature from a previous tier of the Warlord class, it improves at 26th level, instead. If the bonus attack performed by the affected ally successfully hits the enemy against whom the warlord declared Retribution, the ally may inflict the Weakened condition, in addition to whatever damage they inflict with the attack. Remember that monsters can only ever have a single condition on them at any given time, so if the ally's attack already includes a condition, they must choose whether to lay the condition from their own attack, or lay the Weakened condition (they can't lay both). Monsters with roles, such as Threats and Heavies, treat this as a condition, to which they have partial immunity, as defined in their role description.

Tactician III (Ex)

If you do not already have the Tactician I class feature, you gain it at 27th level. See Tactician I for details on how this works.

If you already have the Tactician I class feature, but you do not already have the Tactician II class feature, you gain it at 27th level, instead. See Tactician II for details on how this works.

If you already have both the Tactician I and Tactician II class features from previous tiers of the Warlord class, they improve at 27th level, instead. The warlord gains another Teamwork Feat of their choice as a bonus feat. They must meet any prerequisites of the feat in order to select it.

In addition, the warlord can grant temporary use of one teamwork feat they know to up to three allies who are within the radius of their Marching Orders radius of dominion as a swift action (instead of just one ally at a time). The allies retain the use of this bonus feat until the end of the encounter, even if they leave the radius of Marching Orders. The allies do not need to meet the prerequisites of the granted teamwork feat. This ability may be used with any teamwork feat the warlord knows, though not with a teamwork feat they have gained through a temporary effect (such as a Ranger's Wolf Pack Tactics class feature). The warlord can use this aspect of Tactician a number of times per day equal to their CHA modifier.

Marching Orders VI (Ex)

At 28th level, during combat, the warlord may activate their marching orders class feature as a swift action. When activated, until the end of the encounter, the warlord gains a bonus to their melee to-hit rolls, Maneuver Offense, and Maneuver Defense (see below for details).

The marching orders ability also establishes a radius of dominion, centered on the warlord. If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of marching orders (see below for a list of what orders are available). Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from marching orders per round.

Marching orders requires a swift action to activate, but is sustained each round as a free action. If the warlord is knocked prone, or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as Rattled), the ability is disrupted and ends until the warlord can re-activate it (with another swift action). If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The warlord may also end the ability at any time as a free action. The ability automatically ends when combat ends. While marching orders behaves like a stance, it is not one; the warlord may enter a stance while using marching orders.

Marching Orders VI Benefits

While Marching Orders is active, it provides the following benefits:

  • The warlord gains a +7 martial bonus to their melee attack rolls, and a +2 martial bonus to their Armor Class and Maneuver Defense.
  • Marching orders establishes a 35-foot radius of dominion, centered on the warlord.
  • Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of marching orders one of the following benefits:
  • Slide the ally up to 35 feet. An affected ally may end this slide outside of the marching orders radius. This is forced movement and does not provoke attacks of opportunity. The warlord may then slide themselves to any unoccupied, unblocked space adjacent to the ally they just slid; or:
  • Reduce a status condition by two steps (i.e. from strong to weak, or from moderate or weak to removed); or:
  • Grant the ally an action point. This action point must be used before the start of the warlord's next turn, or it is lost. Character cannot use more than one action point per round. The effects of the action point follow the normal rules for action points, based on the round of combat in which it is used; or:
  • Grant Fast Healing to the ally equal to half the warlord's level (round down). This fast healing 'ticks' immediately, and then ends. Fast healing is persistent healing, not instantaneous healing.

Chirurgeon VI (Ex)

If you do not already have the Chirurgeon I class feature, you gain it at 28th level. See Chirurgeon I for details on how this works.

If you do already have the Chirurgeon I class feature, but you do not have the Chirurgeon II class feature, you gain it at 28th level, instead. See Chirurgeon II for details on how this works.

If you already have both the Chirurgeon I and Chirurgeon II class features, but you do not have the Chirurgeon III class feature, you gain it at 28th level, instead. See Chirurgeon III for details on how this works.

If you already have the Chirurgeon I through Chirurgeon III class features, but you do not have the Chirurgeon IV class feature, you gain it at 28th level, instead. See Chirurgeon IV for details on how this works.

If you already have the Chirurgeon I through Chirurgeon IV class features, but you do not have the Chirurgeon V class feature, you gain it at 28th level, instead. See Chirurgeon V for details on how this works.

If you already have the Chirurgeon I through Chirurgeon V class features from previous tiers of the Warlord class, they improve at 28th level, instead, as described below:

Chirurgeon VI Benefits

The warlord can expend one or more uses of chirurgeon to grant one of the following effects, assuming the Heal check is successful:

Exhortation VI (Ex)

If you do not already have the Exhortation I class feature, you gain it at 29th level. See Exhortation I for details on how this works.

If you do already have the Exhortation I class feature, it improves at 29th level, instead. The warlord may now affect up one additional ally (one of which may be themselves) when they use Exhortation. This is cumulative with all other iterations of the Exhortation class feature. All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the Exhortation is ongoing, or it is interrupted for all those affected.

Onward to Victory III (Ex)

If you do not already have the Onward to Victory I class feature, you gain it at 30th level. See Onward to Victory I for details on how this works.

If you already have the Onward to Victory I class feature, but you do not already have the Onward to Victory II class feature, you gain it at 30th level, instead. See Onward to Victory II for details on how this works.

If you already have both the Onward to Victory I and Onward to Victory II class features, they improve at 30th level, instead. The warlord can now use Onward to Victory up to three times per day. In addition, as part of the same action, the warlord may expend one use of their Inspiration class feature to apply temporary hit points to all affected allies (and themselves).

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Legendary Warlord (Levels 31 - 35)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
31st   +26 (+1)   +21 (+1)   +16 (+1)   +11 (+1)   +18 (+1)   +12 (+1)   +18 (+1)   10 Inspiration, Formation, Force Majeure, Battle Standard VII, Encouraging Word IV
32nd   +26   +21   +16   +11   +18   +12   +18   10 Turning Point
33rd   +27 (+1)   +22 (+1)   +17 (+1)   +12 (+1)   +19 (+1)   +13 (+1)   +19 (+1)   10 Marching Orders VII, Chirurgeon VII
34th   +27   +22   +17   +12   +19   +13   +19   10 Exhortation VII
35th   +28 (+1)   +23 (+1)   +18 (+1)   +13 (+1)   +20 (+1)   +14 (+1)   +20 (+1)   10 Controlled Onrush IV

Weapon and Armor Proficiency

A warlord is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.

Inspiration (Legendary Tier)

If you do not already have the Inspiration class feature, you gain it at 31st level. See Inspiration for details on how this works.

Formation (Legendary Tier)

If you do not already have the Formation class feature, you gain it at 31st level. See Formation for details on how this works.

Force Majeure (Legendary Tier)

If you do not already have the Force Majeure class feature, you gain it at 31st level. See Force Majeure for details on how this works.

Battle Standard VII (Ex)

If you do not already have the Battle Standard I class feature, you gain it at 31st level. See Battle Standard I for details on how this works.

If you already have the Battle Standard I class feature, but you do not already have the Battle Standard II class feature, you gain it at 31st level, instead. See Battle Standard II for details on how this works.

If you already have both the Battle Standard I and Battle Standard II class features, but you do not already have the Battle Standard III class feature, you gain it at 31st level, instead. See Battle Standard III for details on how this works.

If you already have the Battle Standard I through Battle Standard III class features, but you do not already have the Battle Standard IV class feature, you gain it at 31st level, instead. See Battle Standard IV for details on how this works.

If you already have the Battle Standard I through Battle Standard IV class features, but you do not already have the Battle Standard V class feature, you gain it at 31st level, instead. See Battle Standard V for details on how this works.

If you already have the Battle Standard I through Battle Standard V class features, but you do not already have the Battle Standard VI class feature, you gain it at 31st level, instead. See Battle Standard VI for details on how this works.

If you already have the Battle Standard I through Battle Standard VI class features from previous tiers of the Warlord class, they improve at 31st level, instead.

Battle Standard VII Effects

At 31st level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):

These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the Battle Standard class feature (assuming you qualify for them).

Encouraging Word IV (Ex)

If you do not already have the Encouraging Word I class feature, you gain it at 31st level. See Encouraging Word I for details on how this works.

If you already have the Encouraging Word I class feature, but you do not yet possess the Encouraging Word II class feature, you gain it at 31st level, instead. See Encouraging Word II for details on how this works.

If you already have both the Encouraging Word I and Encouraging Word II class features, but do not yet possess the Encouraging Word III class feature, you gain it at 31st level, instead. See Encouraging Word III for details on how this works.

If you already have the Encouraging Word I, Encouraging Word II, and Encouraging Word III class features from previous tiers of the Warlord class, they improve at 31st level, instead. Any time you add one or more Formation dice to the healing provided by Encouraging Word, the healing provided by each Formation die is always maximized (i.e. each die provides 12 points of healing, instead of whatever result is rolled).

Turning Point (Ex)

At 32nd level, once per round after successfully hitting an enemy, the warlord inflicts a -2 penalty on all saving throws that enemy makes until the start of the warlord's next turn. This is not a condition to which creatures with roles (such as heavies and threats) are partially or fully immune — it affects them normally. Turning point can only be applied once per round, and to only one creature, regardless of how many attacks the warlord makes.

Marching Orders VII (Ex)

At 33rd level, during combat, the warlord may activate their marching orders class feature as a swift action. When activated, until the end of the encounter, the warlord gains a bonus to their melee to-hit rolls, Maneuver Offense, and Maneuver Defense (see below for details).

The marching orders ability also establishes a radius of dominion, centered on the warlord. If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of marching orders (see below for a list of what orders are available). Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from marching orders per round.

Marching orders requires a swift action to activate, but is sustained each round as a free action. If the warlord is knocked prone, or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as Rattled), the ability is disrupted and ends until the warlord can re-activate it (with another swift action). If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The warlord may also end the ability at any time as a free action. The ability automatically ends when combat ends. While marching orders behaves like a stance, it is not one; the warlord may enter a stance while using marching orders.

Marching Orders VII Benefits

While Marching Orders is active, it provides the following benefits:

  • The warlord gains a +8 martial bonus to their melee attack rolls, and a +3 martial bonus to their Armor Class and Maneuver Defense.
  • Marching orders establishes a 40-foot radius of dominion, centered on the warlord.
  • Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of marching orders one of the following benefits:
  • Slide the ally up to 40 feet. An affected ally may end this slide outside of the marching orders radius. This is forced movement and does not provoke attacks of opportunity. The warlord may then slide themselves to any unoccupied, unblocked space adjacent to the ally they just slid; or:
  • Reduce a status condition by two steps (i.e. from strong to weak, or from moderate or weak to removed); or:
  • Grant the ally an action point. This action point must be used before the start of the warlord's next turn, or it is lost. Character cannot use more than one action point per round. The effects of the action point follow the normal rules for action points, based on the round of combat in which it is used; or:
  • Grant Fast Healing to all allies within the radius of marching orders, including the warlord, equal to half the warlord's level (round down). This fast healing 'ticks' immediately, and then ends. Fast healing is persistent healing, not instantaneous healing.

Chirurgeon VII (Ex)

If you do not already have the Chirurgeon I class feature, you gain it at 33rd level. See Chirurgeon I for details on how this works.

If you do already have the Chirurgeon I class feature, but you do not have the Chirurgeon II class feature, you gain it at 33rd level, instead. See Chirurgeon II for details on how this works.

If you already have both the Chirurgeon I and Chirurgeon II class features, but you do not have the Chirurgeon III class feature, you gain it at 33rd level, instead. See Chirurgeon III for details on how this works.

If you already have the Chirurgeon I through Chirurgeon III class features, but you do not have the Chirurgeon IV class feature, you gain it at 33rd level, instead. See Chirurgeon IV for details on how this works.

If you already have the Chirurgeon I through Chirurgeon IV class features, but you do not have the Chirurgeon V class feature, you gain it at 33rd level, instead. See Chirurgeon V for details on how this works.

If you already have the Chirurgeon I through Chirurgeon V class features, but you do not have the Chirurgeon VI class feature, you gain it at 33rd level, instead. See Chirurgeon VI for details on how this works.

If you already have the Chirurgeon I through Chirurgeon VI class features from previous tiers of the Warlord class, they improve at 33rd level, instead, as described below:

Chirurgeon VII Benefits

The warlord can expend one or more uses of chirurgeon to grant one of the following effects, assuming the Heal check is successful:

Exhortation VII (Ex)

If you do not already have the Exhortation I class feature, you gain it at 34th level. See Exhortation I for details on how this works.

If you do already have the Exhortation I class feature, it improves at 34th level, instead. The warlord may now affect up one additional ally (one of which may be themselves) when they use Exhortation. This is cumulative with all other iterations of the Exhortation class feature. All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the Exhortation is ongoing, or it is interrupted for all those affected.

Controlled Onrush IV (Ex)

At 35th level, the warlord masters their acumen at predicting when violence will break out. They gain the Superior Initiative feat as a bonus feat.

In addition, if they possess the Controlled Onrush I class feature, and they elect to swap initiatives with an ally, they may add the +4 from this feat to their new initiative (the one they got from their ally) as they swap. This bonus always stacks with the new initiative value, even if other adders are present that might normally conflict with a training bonus.

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Apotheotic Warlord (Levels 36+)

Level Class Features
36+ Apotheosis!

Apotheosis!

Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.

Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).

GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.