Warlord: Difference between revisions

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::* Grant a saving throw against an ongoing effect (e.g. poison, disease, etc.).  If this saving throw is failed, it does not count toward the progression of the ailment. '''(cost: 1 use of chirurgeon)'''
::* Grant a saving throw against an ongoing effect (e.g. poison, disease, etc.).  If this saving throw is failed, it does not count toward the progression of the ailment. '''(cost: 1 use of chirurgeon)'''
::* Restore 1 point of [[Ability Damage]] (but not ability drain). '''(cost: 1 use of chirurgeon)'''
::* Restore 1 point of [[Ability Damage]] (but not ability drain). '''(cost: 1 use of chirurgeon)'''
::* Remove any one weak [[Status Conditions|Status Condition]] except [[Ability Damage]] or [[Energy Drain]]. '''(cost: 1 use of chirurgeon)'''
::* Remove any one weak [[Status Conditions|Status Condition]] except [[Ability Damage]], [[Ability Drain]], [[Energy Drain]] (level drain), [[Tainted]], or [[Infected]]. '''(cost: 1 use of chirurgeon)'''


:<h4>Chirurgeon 2</h4>
:<h4>Chirurgeon 2</h4>
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::* Grant a saving throw against an ongoing effect (e.g. poison, disease, etc.) 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 a saving throw against an ongoing effect (e.g. poison, disease, etc.) 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)'''
::* Restore 1d4 points of [[Ability Damage]] or 1 point of Ability Drain. '''(cost: 1 use of chirurgeon)'''
::* Restore 1d4 points of [[Ability Damage]] or 1 point of Ability Drain. '''(cost: 1 use of chirurgeon)'''
::* Remove any one weak or moderate [[Status Conditions|Status Condition]] except [[Ability Damage]] or [[Energy Drain]]. '''(cost: 1 use of chirurgeon)'''
::* Remove any one weak or moderate [[Status Conditions|Status Condition]] except [[Ability Damage]], [[Ability Drain]], [[Energy Drain]] (level drain), [[Tainted]], [[Poisoned]], [[Infected]], or [[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. A successfully raised ally suffers 2 negative levels (as [[Energy Drain]]). '''(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 minute prior to using this ability. A successfully raised ally suffers 2 negative levels (as [[Energy Drain]]). '''(cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)'''


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::* Restore 2d4 points of [[Ability Damage]] or 1d4 point of Ability Drain. '''(cost: 1 use of chirurgeon)'''
::* Restore 2d4 points of [[Ability Damage]] or 1d4 point of Ability Drain. '''(cost: 1 use of chirurgeon)'''
::* Remove a curse. '''(cost: 1 use of chirurgeon)'''
::* Remove a curse. '''(cost: 1 use of chirurgeon)'''
::* Remove any one [[Status Conditions|Status Condition]] (weak, moderate, or strong) except [[Ability Damage]] or [[Energy Drain]]. '''(cost: 1 use of chirurgeon)'''
::* Remove any one [[Status Conditions|Status Condition]] (weak, moderate, or strong) except [[Ability Damage]], [[Ability Drain]], [[Energy Drain]] (level drain), [[Tainted]], [[Poisoned]], [[Blighted]], [[Infected]], [[Diseased]], or [[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. A successfully raised ally suffers 2 negative levels (as [[Energy Drain]]). '''(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 minute prior to using this ability. A successfully raised ally suffers 2 negative levels (as [[Energy Drain]]). '''(cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)'''


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::* Restore 2d4 points of [[Ability Damage]] or 1d4 point of Ability Drain. '''(cost: 1 use of chirurgeon)'''
::* Restore 2d4 points of [[Ability Damage]] or 1d4 point of Ability Drain. '''(cost: 1 use of chirurgeon)'''
::* Remove a curse. '''(cost: 1 use of chirurgeon)'''
::* Remove a curse. '''(cost: 1 use of chirurgeon)'''
::* Remove all [[Status Conditions]] (weak, moderate, or strong) from target ally, except [[Ability Damage]] or [[Energy Drain]]. '''(cost: 1 use of chirurgeon)'''
::* Remove all [[Status Conditions]] (weak, moderate, or strong) from target ally, except [[Ability Damage]], [[Ability Drain]], [[Energy Drain]] (level drain), [[Tainted]], [[Poisoned]], [[Blighted]], [[Infected]], [[Diseased]], or [[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. A successfully raised ally suffers 2 negative levels (as [[Energy Drain]]). '''(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 minute prior to using this ability. A successfully raised ally suffers 2 negative levels (as [[Energy Drain]]). '''(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. A successfully raised ally suffers 1 negative level (as [[Energy Drain]]). '''(cost: 3 uses of chirurgeon, and 10,000 gp worth of rare waxes, imported maggots, and specially-crafted spinal abraders)'''
::* Bring an ally back to life, if they were slain no more than 1 day per warlord level prior to using this ability. A successfully raised ally suffers 1 negative level (as [[Energy Drain]]). '''(cost: 3 uses of chirurgeon, and 10,000 gp worth of rare waxes, imported maggots, and specially-crafted spinal abraders)'''

Revision as of 13:35, 3 July 2017


Onward to victory!!

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.

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.

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.

Alignment: Any.

Hit Die: d10.

Starting Wealth: 250 gp

Bailiwick Skill: Warfare

Natural Talent: At character creation, all characters get natural talent with their bailiwick skill, and one additional 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.

Skill Points at Each Level: 7 + Int modifier.

Recommended Ability Score Priority: CHA (many class abilities). Either STR (melee to-hit and damage) or DEX (ranged to-hit). CON, INT and WIS are optional, depending on character concept. DEX can be helpful for AC, reflex saves and skills. CON helps durability and fort saves. INT grants additional skill points, and is needed for Combat Expertise (Feat) and its related feats. WIS is useful for will saves.

Table: Warlord

Level BAB Fort Ref Will Inspiration Marching Orders Formation Special
1st +1 +2 +0 +2 1d6 - - Battle Standard 1, Encouraging Word 1, Inspiration
2nd +2 +3 +0 +3 1d6 - 1d12 Formation
3rd +3 +3 +1 +3 2d6 - 1d12 Chirurgeon 1, Exhortation 1
4th +4 +4 +1 +4 2d6 10-foot radius 1d12 Marching Orders 1
5th +5 +4 +1 +4 3d6 10-foot radius 1d12 Controlled Onrush 1
6th +6/+1 +5 +2 +5 3d6 10-foot radius 2d12 Battle Standard 2
7th +7/+2 +5 +2 +5 4d6 10-foot radius 2d12 Force Majeure
8th +8/+3 +6 +2 +6 4d6 10-foot radius 2d12 Chirurgeon 2
9th +9/+4 +6 +3 +6 5d6 10-foot radius 2d12 Encouraging Word 2
10th +10/+5 +7 +3 +7 5d6 10-foot radius 3d12 Cry Havoc, Exhortation 2
11th +11/+6/+1 +7 +3 +7 6d6 10-foot radius 3d12 Battle Standard 3
12th +12/+7/+2 +8 +4 +8 6d6 15-foot radius 3d12 Marching Orders 2
13th +13/+8/+3 +8 +4 +8 7d6 15-foot radius 3d12 Controlled Onrush 2
14th +14/+9/+4 +9 +4 +9 7d6 15-foot radius 4d12 Onward to Victory 1
15th +15/+10/+5 +9 +5 +9 8d6 15-foot radius 4d12 Chirurgeon 3
16th +16/+11/+6/+1 +10 +5 +10 8d6 15-foot radius 4d12 Battle Standard 4
17th +17/+12/+7/+2 +10 +5 +10 9d6 15-foot radius 4d12 Tactician 1
18th +18/+13/+8/+3 +11 +6 +11 9d6 15-foot radius 5d12 Encouraging Word 3
19th +19/+14/+9/+4 +11 +6 +11 10d6 15-foot radius 5d12 Exhortation 3
20th +20/+15/+10/+5 +12 +6 +12 10d6 20-foot radius 5d12 Marching Orders 3

Class Abilities

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.

Battle Standard (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. 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.

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).

Battle Standard 1

At 1st level, a warlord carrying a battle standard grants themselves and all allies that can see them:
  • a +2 martial bonus to initiative rolls
  • a +2 martial bonus to weapon damage rolls

Battle Standard 2

At 6th level, a warlord carrying a battle standard grants themselves and all allies that can see them:
  • a +2 martial 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.

Battle Standard 3

At 11th level, a warlord carrying a battle standard grants themselves and all allies that can see them:
  • a +4 martial 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.

Battle Standard 4

At 16th level, a warlord carrying a battle standard grants themselves and all allies that can see them:
  • a +4 martial 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.

Battle Standard 5

At 21st level, a warlord carrying a battle standard grants themselves and all allies that can see them:
  • a +6 martial 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.

Battle Standard 6

At 26th level, a warlord carrying a battle standard grants themselves and all allies that can see them:
  • a +6 martial 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.

Battle Standard 7

At 31st level, a warlord carrying a battle standard grants themselves and all allies that can see them:
  • a +8 martial bonus to initiative rolls
  • a +3 martial bonus on to-hit rolls
  • a +8 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.

Battle Standard 8

At 35th level, a warlord carrying a battle standard grants themselves and all allies that can see them:
  • a +8 martial 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.

Encouraging Word (Ex)

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 effect. To 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.

Encouraging Word 1

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.

Encouraging Word 2

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.

Encouraging Word 3

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.

Encouraging Word 4

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)

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.

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.

Formation (Ex)

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 — temporary hit points from other sources, including other warlords, do not count.

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.

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

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.

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.

At level 2, the size of this dice pool is 1d12, as shown in 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.

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.

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.

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

Chirurgeon (Ex)

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 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 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).

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.

Chirurgeon 1

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 (e.g. poison, disease, etc.). If this saving throw is failed, it does not count toward the progression of the ailment. (cost: 1 use of chirurgeon)
  • Restore 1 point of Ability Damage (but not ability drain). (cost: 1 use of chirurgeon)
  • Remove any one weak Status Condition except Ability Damage, Ability Drain, Energy Drain (level drain), Tainted, or Infected. (cost: 1 use of chirurgeon)

Chirurgeon 2

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:
  • Grant a saving throw against an ongoing effect (e.g. poison, disease, etc.) 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)
  • Restore 1d4 points of Ability Damage or 1 point of Ability Drain. (cost: 1 use of chirurgeon)
  • Remove any one weak or moderate Status Condition except Ability Damage, Ability Drain, Energy Drain (level drain), Tainted, Poisoned, Infected, or 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. A successfully raised ally suffers 2 negative levels (as Energy Drain). (cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)

Chirurgeon 3

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:
  • Grant a saving throw against an ongoing effect (e.g. poison, disease, etc.) 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)
  • Restore 2d4 points of Ability Damage or 1d4 point of Ability Drain. (cost: 1 use of chirurgeon)
  • Remove a curse. (cost: 1 use of chirurgeon)
  • Remove any one Status Condition (weak, moderate, or strong) except Ability Damage, Ability Drain, Energy Drain (level drain), Tainted, Poisoned, Blighted, Infected, Diseased, or 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. A successfully raised ally suffers 2 negative levels (as Energy Drain). (cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)

Chirurgeon 4

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:
  • Grant a saving throw against an ongoing effect (e.g. poison, disease, etc.) 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)
  • Restore 2d4 points of Ability Damage or 1d4 point of Ability Drain. (cost: 1 use of chirurgeon)
  • Remove a curse. (cost: 1 use of chirurgeon)
  • Remove all Status Conditions (weak, moderate, or strong) from target ally, except Ability Damage, Ability Drain, Energy Drain (level drain), Tainted, Poisoned, Blighted, Infected, Diseased, or 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. A successfully raised ally suffers 2 negative levels (as Energy Drain). (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. A successfully raised ally suffers 1 negative level (as Energy Drain). (cost: 3 uses of chirurgeon, and 10,000 gp worth of rare waxes, imported maggots, and specially-crafted spinal abraders)

Exhortation (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.

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 minute. A use of exhortation is expended regardless of whether it is performed for a single round or the full minute. (Plan carefully!)

Exhortation 1

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).

Exhortation 2

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.

Exhortation 3

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 ability. The amount of fast healing granted is still equal to the total number of warlord levels the warlord possesses.

Exhortation 4

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, Stance)

During combat, the warlord may enter the marching orders stance as a swift action. For as long as the stance is active, the warlord gains a bonus to their melee attack rolls, Maneuver Offense, and Maneuver Defense (see below for details).

The marching orders stance 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 the marching orders stance (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.

Once established, it takes no action to sustain the stance. 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 stance ends. While the warlord can use another swift action to start the stance back up, a stance will end immediately if the Warlord is suffering the effects of an action-reducing status condition. The warlord may also end the stance at any time as a free action. The stance automatically ends when combat ends.

Only one stance may be active at a time. (For clarity, Fighting Defensively and Combat Expertise (Feat) are not stances. Stances are class powers or feats that are specifically identified as stances.)

Marching Orders 1

Beginning at level 4, when the warlord has entered their marching orders stance, the class feature provides the following 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.
  • The stance 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 the stance one of the following benefits:
  • Slide the ally up to 10 feet. Ally need not end this slide inside of the radius. This is forced movement and does not provoke attacks of opportunity.

Marching Orders 2

Beginning at level 12, when the warlord has entered their marching orders stance, the class feature provides the following benefits:
  • The warlord gains a +4 untyped bonus to their melee attack rolls, and a +1 untyped bonus to both Maneuver Offense and Maneuver Defense.
  • The stance has a 15-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 the stance one of the following benefits:
  • Slide the ally up to 15 feet. Ally need not end this slide inside of the 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 radius of the stance by one step (i.e. from strong to moderate, or from moderate to weak, or from weak to removed).

Marching Orders 3

Beginning at level 20, when the warlord has entered their marching orders stance, the class feature provides the following benefits:
  • The warlord gains a +6 untyped bonus to their melee attack rolls, and a +2 untyped bonus to both Maneuver Offense and Maneuver Defense.
  • The stance 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 the stance one of the following benefits:
  • Slide the ally up to 20 feet. Ally need not end this slide inside of the 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 radius of the stance 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.

Marching Orders 4

Beginning at level 28, when the warlord has entered their marching orders stance, 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.
  • The stance 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 the stance one of the following benefits:
  • Slide the ally up to 25 feet. Ally need not end this slide inside of the 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 radius of the stance 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.
  • 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 lasts until the start of the warlord's next turn (i.e. it only 'ticks' once per affected character).

Controlled Onrush (Ex)

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.

Controlled Onrush 1

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.

Controlled Onrush 2

Beginning at level 13, the warlord gains the Improved Initiative feat as a bonus feat.

Controlled Onrush 3

Beginning at level 21, the warlord may use their CHA modifier in place of their DEX modifier when calculating initiative.

Controlled Onrush 4

Beginning at level 34, the warlord gains the Superior Initiative feat as a bonus feat.

Force Majeure (Ex)

Beginning at 6th level, the Warlord adds their CHA modifier to their melee damage rolls.

Cry Havoc (Ex)

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.

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.

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.

Onward to Victory (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.

Onward to Victory 1

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.

Onward to Victory 2

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.

Onward to Victory 3

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.

Tactician (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.

Tactician 1

At 17th level, the warlord receives a 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 stance. Allies retain the use of this bonus feat until the end of the encounter. Allies do not need to meet the prerequisites of these bonus feats. 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.

Tactician 2

At 23rd level, the warlord receives a second 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).

Tactician 3

At 32nd level, the warlord receives a third 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 stance (instead of one ally).

Epic Warlord

Table: Epic Warlord

Level BAB Fort Ref Will Inspiration Marching Orders Formation Special
21st +21/+16/+11/+6 13 7 13 11d6 20-foot radius 6d12 Battle Standard 5
22nd +21/+16/+11/+6 13 7 13 11d6 20-foot radius 6d12 Controlled Onrush 3
23rd +22/+17/+12/+7 14 8 14 12d6 20-foot radius 6d12 Tactician 2
24th +22/+17/+12/+7 14 8 14 12d6 20-foot radius 7d12 Chirurgeon 4
25th +23/+18/+13/+8 15 9 15 13d6 20-foot radius 7d12 Onward to Victory 2
26th +23/+18/+13/+8 15 9 15 13d6 20-foot radius 7d12 Battle Standard 6
27th +24/+19/+14/+9 16 10 16 14d6 20-foot radius 8d12 Turning Point
28th +24/+19/+14/+9 16 10 16 14d6 25-foot radius 8d12 Marching Orders 4
29th +25/+20/+15/+10 17 11 17 15d6 25-foot radius 8d12 Encouraging Word 4
30th +25/+20/+15/+10 17 11 17 15d6 25-foot radius 9d12 Exhortation 4
31st +26/+21/+16/+11 18 12 18 16d6 25-foot radius 9d12 Battle Standard 7
32nd +26/+21/+16/+11 18 12 18 16d6 25-foot radius 9d12 Tactician 3
33rd +27/+22/+17/+12 19 13 19 17d6 25-foot radius 10d12 Onward to Victory 3
34th +27/+22/+17/+12 19 13 19 17d6 25-foot radius 10d12 Controlled Onrush 4
35th +28/+23/+18/+13 20 14 20 18d6 25-foot radius 10d12 Battle Standard 8
36th Apotheosis!

Epic Class Abilities

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 — 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.