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[[Category:Epic Path]][[Category:Character Classes]][[Category:Warlord]]
[[Category:Epic Path]][[Category:Character Classes]][[Category:Warlord]]
[[Image:Warlord_14.png|584px|right|Onward to victory!!]]
[[Image:Warlord_14.png|340px|right|Onward to victory!!]]
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<div class="toclimit-2" style="clear:right; float:right; font-size:85%; padding-left:0.5em; padding-top:0.5em">__TOC__</div>
== Description ==
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.
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.
And some warriors are leaders.


Warlords are generals of the battlefield.  While their armor and weapons are capable, it is her keen insight and inspirational presence, the way she calls out encouragement, advice, and directions to her 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 her allies.
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 her allies during and after combat just as well as a cleric does.  A warlord improves every aspect of her party's performance, keeping them on their feet and in peak fighting condition.  
'''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.
'''Alignment:''' Any.
Line 17: Line 16:
'''Starting Wealth:''' 250 gp
'''Starting Wealth:''' 250 gp


'''Skill Points at Each Level:''' 7 + Int modifier.
=====Recommended Ability Score Priority:=====
 
'''Recommended Ability Score Priority:'''
:* '''''Charisma:''''' primary; used for most class features
:* '''''Charisma:''''' primary; used for most class features
:* '''''Strength:''''' secondary; used for melee to-hit and damage. Drops to quaternary if focusing on ranged attacks.
:* '''''Strength:''''' secondary; used for melee to-hit and damage. Drops to quaternary if focusing on ranged attacks.
:* '''''Dexterity:''''' secondary; used for ranged to-hit and damage. Drops to low priority otherwise.
:* '''''Dexterity:''''' secondary; used for ranged to-hit. Drops to low priority if focusing on melee attacks.
:* '''''Constitution:''''' low priority.
:* '''''Constitution:''''' low priority.
:* '''''Intelligence:''''' low priority.
:* '''''Intelligence:''''' low priority.
:* '''''Wisdom:''''' low priority.
:* '''''Wisdom:''''' low priority.


=== Favored Class: Warlord ===
=====Base To-Hit:=====
If the Warlord class is your [[Favored Class Bonus|favored class]], you gain the following benefits at level 1. This is in addition to those benefits and class features listed for level 1 in the [[#Class Progression: Warlord|Class Progression: Warlord]] table, below.
:A warlord's base to-hit numbers are calculated normally.  However, 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 normally.  However, 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.
 
<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>
 
===== 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>
 
===== 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.


{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;" width="100%"
* '''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.
 
* '''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 [[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.
 
* '''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>
 
<div class="topbanner">
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</div>
 
== 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.
 
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|-
! 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
|-
! align="center" | Fav
| &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.
 
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[[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}}"
|- style="{{class-gradient|warlord}}"
! width="30" | Level || width="100" | BAB || width="35" | Fort || width="35" | Ref || width="35" | Will || width="15%" | Base AC || width="15%" | Base Maneuver Defense || Class Bailiwick || Linked Skill
! 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
|-
|-
! Fav
! align="center" | 1st
| +0 || +2 || +0 || +2 || 10 || 10 || [[Warfare]] || [[Knowledge (Engineering)]]
| &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]]
|-
! align="center" | 2nd
| &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]]
|-
! align="center" | 3rd
| &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]]
|-
! align="center" | 4th
| &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]]
|-
! align="center" | 5th
| &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]]
|}
|}


=== Class Progression: Warlord ===
{{ClassProficiency|Warlord}}
{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;" width="100%"
 
|- style="{{class-gradient|warlord}}"
=== Battle Standard I (Ex) ===
! width="30" | Level || width="150" | BAB || width="30" | Fort || width="30" | Ref || width="30" | Will || width="90" | Inspiration || width="125" | Marching Orders || width="90" | Formation || Special
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
|-
| 2 - 4 || 1d12
|-
|-
! 1st
| 5 - 7 || 2d12
| +1 || +0 || +0 || +0 || 1d6 || - || - || Align="Left" | [[#Battle_Standard_.28Ex.29|Battle Standard 1]], [[#Encouraging_Word_.28Ex.29|Encouraging Word 1]], [[#Inspiration_.28Ex.29|Inspiration]]
|-  
|-  
! 2nd
| 8 - 10 || 3d12
| +1 || +1 || +0 || +1 || 1d6 || - || 1d12 || Align="Left" | [[#Formation_.28Ex.29|Formation]]
|-
| 11 - 13 || 4d12
|-
|-
! 3rd
| 14 - 16 || 5d12
| +1 || +0 || +1 || +0 || 2d6 || - || 1d12 || Align="Left" | [[#Chirurgeon_.28Ex.29|Chirurgeon 1]], [[#Exhortation_.28Ex.29|Exhortation 1]]
|-
! 4th
| +1 || +1 || +0 || +1 || 2d6 || 10-foot radius || 1d12 || Align="Left" | [[#Marching_Orders_.28Ex.29|Marching Orders 1]]
|-
|-
! 5th
| 17 - 19 || 6d12
| +1 || +0 || +0 || +0 || 3d6 || 10-foot radius || 1d12 || Align="Left" | [[#Controlled_Onrush_.28Ex.29|Controlled Onrush 1]]
|}
|-  
 
! 6th
{| width="10px" style="display:inline-block" |}
| +1 || +1 || +1 || +1 || 3d6 || 10-foot radius || 2d12 || Align="Left" | [[#Battle_Standard_2|Battle Standard 2]]
 
{| 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
|-
|-
! 7th
| 20 - 22 || 7d12
| +1 || +0 || +0 || +0 || 4d6 || 10-foot radius || 2d12 || Align="Left" | [[#Force_Majeure_.28Ex.29|Force Majeure]]
|-  
! 8th
| +1 || +1 || +0 || +1 || 4d6 || 10-foot radius || 2d12 || Align="Left" | [[#Chirurgeon_2|Chirurgeon 2]]
|-
|-
! 9th
| 23 - 25 || 8d12
| +1 || +0 || +1 || +0 || 5d6 || 10-foot radius || 2d12 || Align="Left" | [[#Encouraging_Word_2|Encouraging Word 2]]
|-
! 10th
| +1 || +1 || +0 || +1 || 5d6 || 10-foot radius || 3d12 || Align="Left" | [[#Cry_Havoc_.28Ex.29|Cry Havoc]], [[#Exhortation_2|Exhortation 2]]
|-
|-
! 11th
| 26 - 28 || 9d12
| +1 || +0 || +0 || +0 || 6d6 || 10-foot radius || 3d12 || Align="Left" | [[#Battle_Standard_3|Battle Standard 3]]
|-  
! 12th
| +1 || +1 || +1 || +1 || 6d6 || 15-foot radius || 3d12 || Align="Left" | [[#Marching_Orders_2|Marching Orders 2]]
|-
|-
! 13th
| 29 - 31 || 10d12
| +1 || +0 || +0 || +0 || 7d6 || 15-foot radius || 3d12 || Align="Left" | [[#Controlled_Onrush|Controlled Onrush 2]]
|-
|-
! 14th
| 32 - 34 || 11d12
| +1 || +1 || +0 || +1 || 7d6 || 15-foot radius || 4d12 || Align="Left" | [[#Onward_to_Victory_.28Ex.29|Onward to Victory 1]]
|-
|-
! 15th
| 35 || 12d12
| +1 || +0 || +1 || +0 || 8d6 || 15-foot radius || 4d12 || Align="Left" | [[#Chirurgeon_3|Chirurgeon 3]]
|}
|-  
</div>
! 16th
 
| +1 || +1 || +0 || +1 || 8d6 || 15-foot radius || 4d12 || Align="Left" | [[#Battle_Standard_4|Battle Standard 4]]
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.
 
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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
|-
! align="center" | 6th
| &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]]
|-
! align="center" | 7th
| &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]]
|-
|-
! 17th
! align="center" | 8th
| +1 || +0 || +0 || +0 || 9d6 || 15-foot radius || 4d12 || Align="Left" | [[#Tactician_.28Ex.29|Tactician 1]]
| &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]]
|-
! 18th
| +1 || +1 || +1 || +1 || 9d6 || 15-foot radius || 5d12 || Align="Left" | [[#Encouraging_Word_3|Encouraging Word 3]]
|-
|-
! 19th
! align="center" | 9th
| +1 || +0 || +0 || +0 || 10d6 || 15-foot radius || 5d12 || Align="Left" | [[#Exhortation_3|Exhortation 3]]
| &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
| +1 || +1 || +0 || +1 || 10d6 || 20-foot radius || 5d12 || Align="Left" | [[#Marching_Orders_3|Marching Orders 3]]
| &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}}
 
=== 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.
 
=== Formation (Intrepid Tier) ===
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.
 
=== 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_.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.
 
<div style="margin-left:1.5em">
==== 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).
</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]]. 
 
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 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 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>
 
=== Chirurgeon II (Ex) ===
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:
 
<div style="margin-left:1.5em">
==== 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:
 
:* 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>
 
=== 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.
 
=== 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) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|warlord}}"
|- style="{{class-gradient|warlord}}"
! Level || BAB || Fort || Refl || Will || Inspiration || Marching Orders || Formation || 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="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]]
|-
|-
! 21st
! align="center" | 13th
| +1 || +1 || +1 || +1 || 11d6 || 20-foot radius || 6d12 || Align="Left" | [[#Battle_Standard_5|Battle Standard 5]]
| &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]]
|-
! 22nd
| +0 || +0 || +0 || +0 || 11d6 || 20-foot radius || 6d12 || Align="Left" | [[#Controlled_Onrush_3|Controlled Onrush 3]]
|-
|-
! 23rd
! align="center" | 14th
| +1 || +1 || +1 || +1 || 12d6 || 20-foot radius || 6d12 || Align="Left" | [[#Tactician_2|Tactician 2]]
| &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]]
|-
! 24th
| +0 || +0 || +0 || +0 || 12d6 || 20-foot radius || 7d12 || Align="Left" | [[#Chirurgeon_4|Chirurgeon 4]]
|-
|-
! 25th
! align="center" | 15th
| +1 || +1 || +1 || +1 || 13d6 || 20-foot radius || 7d12 || Align="Left" | [[#Onward_to_Victory_2|Onward to Victory 2]]
| &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]]
|-  
|}
! 26th
 
| +0 || +0 || +0 || +0 || 13d6 || 20-foot radius || 7d12 || Align="Left" | [[#Battle_Standard_6|Battle Standard 6]]
{{ClassProficiency|Warlord}}
 
=== Inspiration (Heroic Tier) ===
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.
 
=== Force Majeure (Heroic Tier) ===
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.
 
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.
 
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):
 
:* a +3 [[martial bonus]] to all initiative rolls
:* 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>
 
=== 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_.28Ex.29|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_.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).
 
=== 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 made.  The 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. 
 
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 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 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.
</div>
 
=== 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.
 
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.
 
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:
 
<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:
 
:* 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>
 
=== 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.
 
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 [[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
|-
|-
! 27th
! align="center" | 16th
| +1 || +1 || +1 || +1 || 14d6 || 20-foot radius || 8d12 || Align="Left" | [[#Turning_Point_.28Ex.29|Turning Point]]
| &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]]
|-
! 28th
| +0 || +0 || +0 || +0 || 14d6 || 25-foot radius || 8d12 || Align="Left" | [[#Marching_Orders_4|Marching Orders 4]]
|-
|-
! 29th
! align="center" | 17th
| +1 || +1 || +1 || +1 || 15d6 || 25-foot radius || 8d12 || Align="Left" | [[#Encouraging_Word_4|Encouraging Word 4]]
| &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]]
|-
! 30th
| +0 || +0 || +0 || +0 || 15d6 || 25-foot radius || 9d12 || Align="Left" | [[#Exhortation_4|Exhortation 4]]
|-
|-
! 31st
! align="center" | 18th
| +1 || +1 || +1 || +1 || 16d6 || 25-foot radius || 9d12 || Align="Left" | [[#Battle_Standard_7|Battle Standard 7]]
| &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]]
|-
! 32nd
| +0 || +0 || +0 || +0 || 16d6 || 25-foot radius || 9d12 || Align="Left" | [[#Tactician_3|Tactician 3]]
|-
|-
! 33rd
! align="center" | 19th
| +1 || +1 || +1 || +1 || 17d6 || 25-foot radius || 10d12 || Align="Left" | [[#Onward_to_Victory_3|Onward to Victory 3]]
| &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]]
|-
! 34th
| +0 || +0 || +0 || +0 || 17d6 || 25-foot radius || 10d12 || Align="Left" | [[#Controlled_Onrush_4|Controlled Onrush 4]]
|-
|-
! 35th
! align="center" | 20th
| +1 || +1 || +1 || +1 || 18d6 || 25-foot radius || 10d12 || Align="Left" | [[#Battle_Standard_8|Battle Standard 8]]
| &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">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>
 
== Valorous Warlord (Levels 21 - 25) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|warlord}}"
|- style="{{class-gradient|warlord}}"
! 36th || colspan="8" | Apotheosis!
! 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" | 21st
| &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]]
|-
! align="center" | 22nd
| &emsp; +21 || &emsp; +16 || &emsp; +11 || &emsp; +6 || &emsp; +13 || &emsp; +7 || &emsp; +13 || &emsp; 10 || [[#Tactician_II_.28Ex.29|Tactician II]]
|-
! align="center" | 23rd
| &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]]
|-
! align="center" | 24th
| &emsp; +22 || &emsp; +17 || &emsp; +12 || &emsp; +7 || &emsp; +14 || &emsp; +8 || &emsp; +14 || &emsp; 10 || [[#Exhortation_V_.28Ex.29|Exhortation V]]
|-
! align="center" | 25th
| &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]]
|}
|}


== Class Features ==
{{ClassProficiency|Warlord}}
=== Weapon and Armor Proficiency ===
 
A warlord is proficient with all simple and martial weapons, with light armor, medium armor, and heavy armor, and with 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_.28Ex.29|Inspiration]] for details on how this works.


=== Natural Talent (Ex) ===
=== Formation (Valorous Tier) ===
At 1st level, all characters receive two [[Natural Talent]] skills: one in their [[bailiwick skill]], and one in any other skill of their choice.  ''Natural talent'' allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for ''natural talent'' that you cannot put ranks into (such as a bailiwick skill not available to your class).  ''Natural talent'' skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.
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.


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]].
=== 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 (Ex) ===
=== Battle Standard V (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.
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.


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. Magical banners (pre-built wondrous magic items) can be used in place of a warlord's ''battle standard'', but the magical benefits of the banner can only be gained if they are wielded in the hands, not worn on the back.  If worn on the back, magical banners provide no benefit other than the warlord's class abilities which require a ''battle standard''.
<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 warlord is an expert at moving around with a ''battle standard'' attached to her, 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 her ''battle standard'', or her 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 reach).
:* 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


: <h4>Battle Standard 1</h4>
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, a warlord carrying a ''battle standard'' grants themselves and all allies that can see them:
</div>
::* a +2 [[training bonus]] to initiative rolls
::* a +2 martial bonus to weapon damage rolls


: <h4>Battle Standard 2</h4>
=== Encouraging Word III (Ex) ===
:: At 6th level, a warlord carrying a ''battle standard'' grants themselves and all allies that can see them:
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.
::* a +2 [[training bonus]] to initiative rolls
::* a +1 martial bonus on to-hit rolls
::* a +2 martial bonus to weapon damage rolls
::* a +2 martial bonus to saving throws versus fear effects


:: These bonuses replace (do not stack with) the bonuses from previous versions of the ''battle standard'' class feature.
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.


: <h4>Battle Standard 3</h4>
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).
:: At 11th level, a warlord carrying a ''battle standard'' grants themselves and all allies that can see them:
::* a +3 [[training bonus]] to initiative rolls
::* a +1 martial bonus on to-hit rolls
::* a +4 martial bonus to weapon damage rolls
::* a +2 martial bonus to saving throws versus fear effects


:: These bonuses replace (do not stack with) the bonuses from previous versions of the ''battle standard'' class feature.
=== 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.


: <h4>Battle Standard 4</h4>
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.
:: At 16th level, a warlord carrying a ''battle standard'' grants themselves and all allies that can see them:
::* a +3 [[training bonus]] to initiative rolls
::* a +2 martial bonus on to-hit rolls
::* a +4 martial bonus to weapon damage rolls
::* a +4 martial bonus to saving throws versus fear effects
::* a +1 martial bonus to all saving throws


:: These bonuses replace (do not stack with) the bonuses from previous versions of the ''battle standard'' class feature.
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).


: <h4>Battle Standard 5</h4>
=== Marching Orders V (Ex) ===
:: At 21st level, a warlord carrying a ''battle standard'' grants themselves and all allies that can see them:
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).
::* a +4 [[training bonus]] to initiative rolls
::* a +2 martial bonus on to-hit rolls
::* a +6 martial bonus to weapon damage rolls
::* a +4 martial bonus to saving throws versus fear effects
::* a +1 martial bonus to all saving throws


:: These bonuses replace (do not stack with) the bonuses from previous versions of the ''battle standard'' class feature.
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.


: <h4>Battle Standard 6</h4>
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, a warlord carrying a ''battle standard'' grants themselves and all allies that can see them:
::* a +4 [[training bonus]] to initiative rolls
::* a +3 martial bonus on to-hit rolls
::* a +6 martial bonus to weapon damage rolls
::* a +6 martial bonus to saving throws versus fear effects
::* a +2 martial bonus to all saving throws


:: These bonuses replace (do not stack with) the bonuses from previous versions of the ''battle standard'' class feature.
<div style="margin-left:1.5em">
==== Marching Orders V Benefits ====
While ''Marching Orders'' is active, it provides the following benefits:


: <h4>Battle Standard 7</h4>
:* The warlord gains a +6 [[martial bonus]] to their melee attack rolls, and a +2 [[martial bonus]] to their Armor Class and [[Maneuver Defense]].
:: At 31st level, a warlord carrying a ''battle standard'' grants themselves and all allies that can see them:
:* ''Marching orders'' establishes a 30-foot radius of dominion, centered on the warlord.
::* a +5 [[training bonus]] to initiative rolls
:* 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:
::* a +3 martial bonus on to-hit rolls
::* [[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:'''''
::* a +8 martial bonus to weapon damage rolls
::* Reduce a status condition by one step (i.e. from strong to moderate, or from moderate to weak, or from weak to removed); '''''or:'''''
::* a +6 martial bonus to saving throws versus fear effects
::* 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:'''''
::* a +2 martial bonus to all saving throws
::* 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>


:: These bonuses replace (do not stack with) the bonuses from previous versions of the ''battle standard'' class feature.
=== 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.


: <h4>Battle Standard 8</h4>
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.
:: At 35th level, a warlord carrying a ''battle standard'' grants themselves and all allies that can see them:
::* a +5 [[training bonus]] to initiative rolls
::* a +3 martial bonus on to-hit rolls
::* a +8 martial bonus to weapon damage rolls
::* a +2 martial bonus to all saving throws
::* and all affected allies are immune to fear effects


:: These bonuses replace (do not stack with) the bonuses from previous versions of the ''battle standard'' class feature.
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.


=== Encouraging Word (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 23rd level, insteadSee [[#Chirurgeon_IV_.28Ex.29|Chirurgeon IV]] for details on how this works.
As a standard 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 effectTo gain any benefits from this ability, the target ally must have at least 1 remaining temporary hit point from this warlord.


''Encouraging word'' may be used a number of times per day equal to the warlord's CHA mod, plus one additional time per three warlord levels (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.
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:


: <h4>Encouraging Word 1</h4>
<div style="margin-left:1.5em">
:: Beginning at level 1, when the warlord pronounces an ''encouraging word'' upon an ally (or themselves), they heal that ally a number of hit points equal to the warlord's level + CHA modifier.
==== 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:


: <h4>Encouraging Word 2</h4>
:* 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)'''
:: Beginning at level 9, the warlord may add one or more of their formation dice to any use of ''encouraging word''. Doing so uses up the formation dice for the round.
:* 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>


: <h4>Encouraging Word 3</h4>
=== Exhortation V (Ex) ===
:: Beginning at level 18, any time formation dice are included with the healing provided by ''encouraging word'', if any of the formation dice show a result less than 6, they provide 6 points of healing instead.
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.


: <h4>Encouraging Word 4</h4>
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.
:: Beginning at level 29, if the warlord adds one or more formation dice to the healing provided by ''encouraging word'', they are always maximized (12 points per die used).


=== Inspiration (Ex) ===
=== Controlled Onrush III (Ex) ===
Beginning at level 1, as a move 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 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.  Temporary hit points never stack; instead, you may replace a smaller stack of temporary hit points with a new larger stack, if you wish.
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]] bonusThis does not apply to any other uses of the [[Movement]] skill, just initiative.


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 which improves auras.
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>


=== Formation (Ex) ===
== Mythic Warlord (Levels 26 - 30) ==
Beginning at level 2, once per round, the warlord may roll their ''formation'' dice as a free action at any time (including outside of the warlord's turn) to bolster themselves or one or more of their allies, as long as at least one ally (including the warlord) in the party 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.  
{| 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" | 26th
| &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]]
|-
! align="center" | 27th
| &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]]
|-
! align="center" | 28th
| &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]]
|-
! align="center" | 29th
| &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]]
|-
! align="center" | 30th
| &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}}


''Formation'' dice may only be rolled once per round.  The result of the ''formation'' dice rolled can then be applied to an ally's (or one of the warlord's own) successful attacks, inflicting bonus damage equal to the die results, and granting an equal amount of temporary hit points to that ally.  The warlord must have line of effect to the ally she wishes to benefit, but using ''formation'' dice does not require line of sight, nor does it require the warlord to speak or gesture.
=== 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.


The use of ''formation'' dice is declared after the attack is determined to be successful, but before damage is applied to the struck foe.  
=== 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.


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 which it is augmenting. For purposes of overcoming DR or ER, ''formation'' dice are added to the attack's damage before DR or ER reduces the damage (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.
=== 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.


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.
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.


At level 2, the size of this dice pool is 1d12, as shown in [[#Table:_Warlord|Table: Warlord]], and it increases by 1 die every four levels, until level 18. Beginning at level 18, it increases by 1 die per three levels.
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.


Once the warlord is high enough level to have more than one ''formation'' die, they may choose to apply the entire result of their ''formation'' dice to a single successful attack, 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.  
=== 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.


Finally, if the Warlord has made a melee attack against an enemy in the current round, hit or miss, each ''formation'' die they roll for themselves or gift to allies gains a bonus equal to 1 + the warlord's level divided by 5, dropping fractions (e.g. +1 at levels 1 - 5, +2 at levels 6 - 10, +3 at levels 11 - 15, etc.) to a maximum of +7 at level 31.  This bonus is added to the amount of damage and temporary hit points granted by each ''formation'' die, each round, as long as the warlord performs at least one melee attack during her turn that round.
=== 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.


Warlords using ''formation'' dice may allow the target player to roll the dice, or they may roll the ''formation'' dice themselves.
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.


=== Chirurgeon (Ex) ===
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.
The warlord may treat the ravaging effects of many poisons, diseases and debilitating abilities by spending a standard action and making a [[Heal]] skill check against an [[Skill DC|Easy DC]] for the CR of the creature or effect which 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. The warlord may also attempt to use Chirurgeon as a move action, but doing so increases the DC to [[Skill DC|Hard]].  If the [[Heal]] check is failed, the use of chirurgeon is lost, providing no benefit.


Chirurgeon is a non-magical ability, and typically involves the use of hot coals and lancing needles.  And leeches.  Definitely leeches.  Chirurgeon can be used once per day, plus one additional time per two warlord levels above 3rd (rounding down; e.g. a second time per day at level 5, a third at level 7, to a maximum of 17 uses per day at level 35).
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.


In all cases, the use of ''chirurgeon'' is a painful and unpleasant experience, with the warlord muttering about needing a new flensing spoon and lamenting the lack of caustic vitriol and similar unsettling things.
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.


:<h4>Chirurgeon 1</h4>
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.
:: Beginning at 3rd level, if the [[Heal]] check is successful, the warlord can expend one or more uses of ''chirurgeon'' to grant one of the following effects:
::* Grant a 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)'''


:<h4>Chirurgeon 2</h4>
<div style="margin-left:1.5em">
:: Beginning at 8th level, if the [[Heal]] check is successful, the warlord can expend one or more uses of ''chirurgeon'' to grant one of the following effects:
==== Battle Standard VI Effects ====
::* 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)'''
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):
::* Grant the effects of a [[Neutralize Poison (Spell)]] or a [[Remove Disease (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)'''
::* Bring an ally back to life, if they were slain no more than 1 minute prior to using this ability (as [[Raise Dead (Spell)]]). '''(cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)'''


:<h4>Chirurgeon 3</h4>
:* a +4 [[martial bonus]] to all initiative rolls
:: Beginning at 15th level, if the [[Heal]] check is successful, the warlord can expend one or more uses of ''chirurgeon'' to grant one of the following effects:
:* a +3 [[martial bonus]] to-hit with all attacks (melee, ranged, or spell-based)
::* 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)'''
:* +7 points of [[bonus damage]] with all successful weapon-based attacks (including rays)
::* Grant the effects of a [[Neutralize Poison (Spell)]] or a [[Remove Disease (Spell)]] to a single ally. '''(cost: 1 use of chirurgeon)'''
:* a +2 [[martial bonus]] to all saving throws
::* 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)'''
::* Remove a curse (as [[Remove Curse (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]]).  They may also attempt to remove a disease, as though casting [[Remove Disease (Spell)]]. '''(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 (Spell)]]). '''(cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)'''


:<h4>Chirurgeon 4</h4>
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).
:: Beginning at 24th level, if the [[Heal]] check is successful, the warlord can expend one or more uses of ''chirurgeon'' to grant one of the following effects:
</div>
::* 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 (Spell)]] or a [[Remove Disease (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)'''
::* Remove a curse (as [[Remove Curse (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]]).  They may also attempt to remove a disease, as though casting [[Remove Disease (Spell)]]. '''(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 (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 (Spell)]]). '''(cost: 3 uses of chirurgeon, and 10,000 gp worth of rare waxes, imported maggots, and specially-crafted spinal abraders)'''


=== Exhortation (Ex) ===
=== Retribution Order III (Ex) ===
As a full round action, the warlord may sit quietly by herself or with a wounded ally, and speak in an uplifting and motivational manner. Once begun, the warlord may sustain this ''exhortation'' for up to 1 minute (10 rounds), assuming she takes no other actions and is not interrupted. While doing so, she grants either herself or the target ally [[Fast Healing]] equal to her warlord level.  The warlord may use ''exhortation'' a number of times per day equal to her CHA mod (minimum 1), +1 additional time per three warlord levels above 3rd (e.g. +1 at 6th level, +2 at 9th level, etc.). If either the warlord or the target ally take any other actions, or suffer any damage, this effect immediately ends.
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.


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


:<h4>Exhortation 1</h4>
=== Tactician III (Ex) ===
:: Beginning at level 3, when the warlord uses ''exhortation'', they grant themselves or an adjacent wounded ally [[Fast Healing]] equal to the warlord's level (i.e. at level 3, [[Fast Healing]] 3, healing 3 hit points per round, or a total of 30 hit points after 1 minute).
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.


:<h4>Exhortation 2</h4>
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.
:: Beginning at level 10, when using ''exhortation'', the warlord may now grant [[Fast Healing]] to up to two adjacent allies (or themselves and one adjacent ally) per use of the ability.  The amount of fast healing granted is still equal to the total number of warlord levels the warlord possesses.


:<h4>Exhortation 3</h4>
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 featThey must meet any prerequisites of the feat in order to select it.
:: Beginning at level 19, when using ''exhortation'', the warlord may now grant [[Fast Healing]] to up to four adjacent allies (or themselves and up to three adjacent allies) per use of the abilityThe amount of fast healing granted is still equal to the total number of warlord levels the warlord possesses.


:<h4>Exhortation 4</h4>
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.
:: Beginning at level 30, when using ''exhortation'', the warlord may now grant [[Fast Healing]] to all allies within 20 feet, including themselves, per use of the ability.  The amount of fast healing granted is still equal to the total number of warlord levels the warlord possesses.


=== Marching Orders (Ex) ===
=== Marching Orders VI (Ex) ===
During combat, the warlord gains the ''marching orders'' ability. 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).  
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.
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 which 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 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''.


:<h4>Marching Orders 1</h4>
<div style="margin-left:1.5em">
:: Beginning at level 4, while ''marching orders'' is active, the class feature provides the following benefits:
==== Marching Orders VI Benefits ====
::* The warlord gains a +2 untyped bonus to their melee attack rolls, and a +1 untyped bonus to both [[Maneuver Offense]] and [[Maneuver Defense]].
While ''Marching Orders'' is active, it provides the following benefits:
::* ''Marching orders'' has a 10-foot radius 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 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.


:<h4>Marching Orders 2</h4>
:* The warlord gains a +7 [[martial bonus]] to their melee attack rolls, and a +2 [[martial bonus]] to their Armor Class and [[Maneuver Defense]].
:: Beginning at level 12, while ''marching orders'' is active, the class feature provides the following benefits:
:* ''Marching orders'' establishes a 35-foot radius of dominion, centered on the warlord.
::* The warlord gains a +4 untyped bonus to their melee attack rolls, and a +1 untyped bonus to both [[Maneuver Offense]] and [[Maneuver Defense]].
:* 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:
::* ''Marching orders'' has a 15-foot radius centered on the warlord.
::* [[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:'''''
::* 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:
::* Reduce a status condition by two steps (i.e. from strong to weak, or from moderate or weak to removed); '''''or:'''''
:::* 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.
::* 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 the ally an attack of opportunity against the target the warlord just attacked as an immediate action. The ally must be able to reach the target to make the attack, of course.
::* 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]].
:::* 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>


:<h4>Marching Orders 3</h4>
=== Chirurgeon VI (Ex) ===
:: Beginning at level 20, while ''marching orders'' is active, the class feature provides the following benefits:
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.
::* The warlord gains a +6 untyped bonus to their melee attack rolls, and a +2 untyped bonus to both [[Maneuver Offense]] and [[Maneuver Defense]].
::* ''Marching orders'' has a 20-foot radius 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.
:::* Grant the ally an attack of opportunity against the target the warlord just attacked as an immediate action. The ally must be able to reach the target to make the attack, of course.
:::* 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).
:::* 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. You can never 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.


:<h4>Marching Orders 4</h4>
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.
:: Beginning at level 28, while ''marching orders'' is active, the class feature provides the following benefits:
 
::* The warlord gains a +8 untyped bonus to their melee attack rolls, and a +2 untyped bonus to both [[Maneuver Offense]] and [[Maneuver Defense]].
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.
::* ''Marching orders'' has a 25-foot radius 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:
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.
:::* 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.
 
:::* Grant the ally an attack of opportunity against the target the warlord just attacked as an immediate action. The ally must be able to reach the target to make the attack, of course.
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.
:::* 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).
 
:::* 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. You can never 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.
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:
:::* 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 endsFast healing is persistent healing, not instantaneous healing.
 
<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).
 
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== 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
|-
! align="center" | 31st
| &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]]
|-
! align="center" | 32nd
| &emsp; +26 || &emsp; +21 || &emsp; +16 || &emsp; +11 || &emsp; +18 || &emsp; +12 || &emsp; +18 || &emsp; 10 || [[#Turning_Point_.28Ex.29|Turning Point]]
|-
! align="center" | 33rd
| &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]]
|-
! align="center" | 34th
| &emsp; +27 || &emsp; +22 || &emsp; +17 || &emsp; +12 || &emsp; +19 || &emsp; +13 || &emsp; +19 || &emsp; 10 || [[#Exhortation_VII_.28Ex.29|Exhortation VII]]
|-
! align="center" | 35th
| &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]]
|}


=== Controlled Onrush (Ex) ===
{{ClassProficiency|Warlord}}
The warlord is the master of manipulating the flow of combat, and excels at determining the most appropriate moment to attack.  This class feature provides the warlord a number of ways to manipulate initiative, either their own, or that of their allies.


:<h4>Controlled Onrush 1</h4>
=== Inspiration (Legendary Tier) ===
:: Beginning at level 5, before the referee begins to count down the initiative order for the first time in each encounter, the warlord may exchange their initiative number with any one ally who is receiving the warlord's Battle Standard bonus.
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.


:<h4>Controlled Onrush 2</h4>
=== Formation (Legendary Tier) ===
:: Beginning at level 13, the warlord gains the [[Initiative, Improved (Feat)|Improved Initiative]] feat as a bonus feat.
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.


:<h4>Controlled Onrush 3</h4>
=== Force Majeure (Legendary Tier) ===
:: Beginning at level 21, the warlord may use their CHA modifier in place of their DEX modifier when calculating initiative.
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.


:<h4>Controlled Onrush 4</h4>
=== Battle Standard VII (Ex) ===
:: Beginning at level 34, the warlord gains the [[Initiative, Superior (Feat)|Superior Initiative]] feat as a bonus feat.
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.


=== Force Majeure (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 31st level, instead. See [[#Battle_Standard_II_.28Ex.29|Battle Standard II]] for details on how this works.
Beginning at 6th level, the Warlord adds their CHA modifier to their melee damage rolls.


=== Cry Havoc (Ex) ===
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.
At 10th level, once per encounter, after the warlord successfully strikes a target in melee combat, they may ''cry havoc'' upon that creature as a free action. The warlord may add bonus damage equal to their entire formation dice to the attack they just made.  


Furthermore, any allies who have temporary hit points bestowed by the Warlord may also add bonus damage equal to the warlord's entire formation dice 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.
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.


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. This bonus damage is in addition to the warlord's normal formation dice for the round.
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.


All bonus damage caused by ''cry havoc'' is treated as normal formation damage (i.e., the same type as the weapon used to inflict the attack), but it does not add any temporary hit points or other benefits of the formation dice.
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.


=== Onward to Victory (Ex) ===
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.
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.


: <h4>Onward to Victory 1</h4>
<div style="margin-left:1.5em">
:: At 14th level, as an immediate action, the warlord may grant themselves and all allies within five feet per point of their CHA modifier a move action. These moves are resolved immediately, in initiative order. Ongoing effects, such as bleed damage or fast healing, do not 'tick' on this granted action.  This ability is usable once per day.
==== 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):


: <h4>Onward to Victory 2</h4>
:* a +5 [[martial bonus]] to all initiative rolls
:: Beginning at level 25, the warlord may use ''onward to victory'' up to twice per day.  In addition, affected allies (and the warlord) may choose to either move or charge with the granted action.
:* 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


: <h4>Onward to Victory 3</h4>
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).
:: Beginning at level 33, the warlord may use ''onward to victory'' up to three times per day. In addition, the warlord may expend one use of Inspiration to apply temporary hit points to all affected allies (and themselves) as part of the same immediate action.
</div>


=== Tactician (Ex) ===
=== Encouraging Word IV (Ex) ===
Warlords can even bestow their own mastery of the battlefield on their allies, upon achieving sufficient mastery of themselves. They gain an intuitive sense of teamwork, and how it can best be applied to a battle, and are able to share this intuition with their allies.
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.


:<h4>Tactician 1</h4>
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 17th level, the warlord receives a [[:Category:Teamwork_Feats|teamwork feat]] as a bonus feat. They must meet the prerequisites for this feat. In addition, as a move action, the warlord can grant this feat to one ally who is within the radius of their Marching Orders ability.  Allies retain the use of this bonus feat until the end of the encounter, even if they leave the radius of Marching Orders.  Allies do not need to meet the prerequisites of these bonus feats.  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 ability).  The warlord can use this ability once per encounter.


:<h4>Tactician 2</h4>
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.
:: At 23rd level, the warlord receives a second [[:Category:Teamwork_Feats|teamwork feat]] as a bonus feat. ''Tactician'' may be activated up to CHA modifier number of times per day (instead of once per encounter).  In addition, activating ''tactician'' is now a swift action (instead of a move action).


:<h4>Tactician 3</h4>
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 32nd level, the warlord receives a third [[:Category:Teamwork_Feats|teamwork feat]] as a bonus feat.  Furthermore, when ''tactician'' is activated, it is applied to all allies within the radius of the warlord's Marching Orders ability (instead of one ally).


=== Turning Point (Ex) ===
=== Turning Point (Ex) ===
Beginning at level 27, 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.
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.
 
=== 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 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 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 [[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.
 
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_.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 33rd 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 33rd 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 33rd 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, 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.
 
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)'''
</div>
 
=== 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!]]
|}
 
=== 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.

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.