Warlord

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Onward to victory!!

Description

Some warriors are ambushers and scouts, ever attacking from stealth. Some warriors are deadly scions of the wilderness, seeking the hidden pathways and newest vistas. Some warriors are driven by red-hot bloody rage to battle their hearts out. Some warriors are skillful paragons, deadly in every way.

And some warriors are leaders.

The Warlord is the Queen of the battlefield. Her armor and weapon are capable, to be certain, but her keen insight and inspirational presence, the way she calls out encouragement, advice, and directions to her allies, those are a Warlords TRUE weapons. Other warriors use weapons 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, and will keep a group of adventurer's on their feet and in peak fighting condition as well as anyone in the game.

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 Refl Will Inspiration width="300" Hold the Line Formation Special
1st +1 2 0 2 1d6 - - Inspiration, Combat Leader +2, Battle Standard +1, Encouraging Word
2nd +2 3 0 3 1d6 - 1d12 Formation
3rd +3 3 1 3 2d6 - 1d12 Exhortation, Chirurgeon Prima 1/day
4th +4 4 1 4 2d6 +1 to-hit, En Passant to adjacent allies 1d12 Hold the Line, Rallying Presence
5th +5 4 1 4 3d6 +1 to hit, En Passant to adjacent allies 1d12 Controlled Onrush, Chirurgeon Secunda 1/day
6th +6/+1 5 2 5 3d6 +1 to hit, En Passant to adjacent allies 2d12 Force Majeure, Combat Leader +3
7th +7/+2 5 2 5 4d6 +1 to hit, En Passant to adjacent allies 2d12 Chirurgeon Tertia, 1/day
8th +8/+3 6 2 6 4d6 +1 to hit, En Passant to adjacent allies 2d12 Battle Standard +2
9th +9/+4 6 3 6 5d6 +1 to hit, En Passant adjacent allies 2d12 On Your Feet!, Chirurgeon Quarta, 1/day
10th +10/+5 7 3 7 5d6 +1 to hit, En Passant adjacent allies 3d12 Cry Havoc
11th +11/+6/+1 7 3 7 6d6 +1 to hit, En Passant adjacent allies 3d12 Chirurgeon Quinta, 1/day
12th +12/+7/+2 8 4 8 6d6 +1 to hit, En Passant adjacent allies 3d12 Martial Reinforcement
13th +13/+8/+3 8 4 8 7d6 +1 to hit, En Passant adjacent allies 3d12 Chirurgeon Hexa, 1/day
14th +14/+9/+4 9 4 9 7d6 +1 to hit, En Passant adjacent allies 4d12 Brilliant Leadership, Combat Leader +4
15th +15/+10/+5 9 5 9 8d6 +1 to hit, En Passant adjacent allies 4d12 Tactician
16th +16/+11/+6/+1 10 5 10 8d6 +1 to hit, En Passant adjacent allies 4d12 Commanding Presence +3
17th +17/+12/+7/+2 10 5 10 9d6 +1 to hit, En Passant adjacent allies 4d12 Dauntless
18th +18/+13/+8/+3 11 6 11 9d6 +1 to hit, En Passant adjacent allies 5d12 Onward to Victory
19th +19/+14/+9/+4 11 6 11 10d6 +1 to hit, En Passant adjacent allies 5d12
20th +20/+15/+10/+5 12 6 12 10d6 +1 to hit, En Passant adjacent allies 5d12 Victorious Surge, Combat Leader +5

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 and heavy shields.

Combat Leader (Ex)

At 1st level, the warlord begins to demonstrate the brilliance of their battlefield leadership. The warlord and all allies the warlord can see gain a +2 martial bonus to initiative. This bonus increases to +3 at 6th level +4 at 14th level, +5 at 20th level, +6 at 24th level, +7 at 30th level and +8 at 34th level.

Battle Standard (Ex)

At 1st level, a Warlord's martial prowess and leadership on the field demands he assume a higher profile. To make himself stand out in the chaos of battle, the Warlord traditionally carries or displays a unique banner, his personal battle standard. The battle standard must be at least Small or larger and must be carried or displayed by the Warlord to function. Typically, a battle standard is attached to his back, though it may also be wielded in the hand (or hands). A small standard weighs 5 pounds, a medium one 20 pounds, and a large one 50 pounds. In most cases, a small battle standard is more than adequate for supporting a party of player characters. The medium and large standards are more ideally suited to larger engagements, such as leading armies. Battle standards make the Warlord easier to perceive to all senses: If the DM rules that a perception check is needed to perceive the Warlord, a small standard grants a +2 martial bonus to any perception rolls, a medium standard adds +3 to perception rolls, while a large standard adds +4 to perception rolls.

While wearing or wielding a battle standard, the warlord is the exact opposite of stealthy and takes a penalty to his stealth skill equal to the perception bonus the battle standard grants. 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, such magical banners only grant the Warlord access to his Warlord class abilities which require a battle standard.

A Warlord is an expert at moving around with a battle standard attached to him, and has learned to compensate for its additional impedance. 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 his battle standard, or his racial 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).

Beginning at 1st level, a Warlord carrying a battle standard grants himself and all allies that can see him a +1 martial bonus to attack and weapons damage rolls. This bonus increases to +2 at 8th level, +3 at 16th level, +4 at 26th level and +5 at 32nd level.

Inspiration (Ex)

At 1st level, during battle, once per round, the warlord may inspire his comrades with words of courage and determination, or simply their calm, enduring presence. This inspiration can be used as below.

Inclusive Inspiration:
As a move action, up to once per round, the warlord speaks to his allies. This may be a rousing war cry, an inspirational quote, or even just a short, sharp "get 'em". Regardless of the exact delivery, this inspiration affects all allies within a 30-foot radius centered on the warlord, and bestows his CHA modifier plus 1d6 temporary hit points, plus 1d6 additional points for every two warlord levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). These temporary hit points last until the battle ends, or until they are removed through damage. A warlord may inspire this way a number of times per day equal to 3 + his Charisma modifier. Granting this inspiration does not provoke an attack of opportunity. The warlord can choose whether or not to include himself in this effect.

This effect is not an aura, and therefore cannot be enhanced by any feat, power or ability which improves auras.

Encouraging Word (Su)

At 1st level, during battle, as a standard action, the warlord may pronounce an Encouraging Word upon himself or any ally who can hear him speaking and to whom he has line of effect. To gain any benefits from this ability, the recipient must have at least 1 remaining temporary hit point from this Warlord. Encouraging Word heals the affected ally for a number of hit points equal to the Warlord's level plus CHA mod. Encouraging word may be used a number of times per day equal to the Warlord's CHA mod plus 1 additional time per three Warlord levels, +1 use at third level, +2 uses at 6th level, +3 uses at 9th level, and so on. This is a supernatural ability that does not provoke attacks of opportunity.

Formation (Ex)

At 2nd level, the warlord begins to gain military power which may be used as a free action to bolster themselves or their allies. As long as there is at least one PC ally (including himself) in the party who has temp hit points granted by one of the warlord's powers, formation dice can be used or gifted. After applying, and while maintaining, temporary hit points on any player character he is allied with, the warlord can apply the result of his formation dice roll to the damage of any of his successful melee attacks as a free action.

Applying formation dice to rolls may be done once per round per die. The Warlord may choose to give all of his Formation dice to a single roll, or 'spread them around' as he wishes, or even hold some in reserve. Formation dice that have already been rolled in a given round may not be used again until all the formation dice refresh at the top of the initiative order. Temp hit points from other sources, including other warlords, do not count for this ability.

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

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

Alternatively, once per round as a free action, the warlord may 'gift' any or all of the dice in his pool to a PC ally's melee damage roll. Using this ability requires that the Warlord has line of effect to that ally, and must be declared after the attack is successful and before the damage is resolved. In addition, this ally must have remaining temporary hit points granted by the warlord (such as from his Inspiration power) in order to receive this gift.

If the warlord has applied some or all of his formation dice to any of his own attacks, he may not gift those formation dice to an ally this round. No formation die may ever be used more than once per round. For purposes of overcoming DR, formation dice are added to the attack's damage before DR is subtracted (i.e. the DR does not apply to the weapon attack and the formation dice separately). Damage added to an attack via Formation dice is considered the same type of damage as inflicted by the weapon.

Formation dice are considered bonus damage, and thus do not multiply on crits. The bonus damage is treated as the same type of damage as the attack to which it has been gifted, and is resisted only if the attack's normal damage is resisted. 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.

In addition, a Warlord's Formation dice add a number of temporary hit points equal to the damage inflicted by the formation die to either the warlord, or to the ally to whom the Warlord gifted the die. These temp hit points do not stack, as always, but count as temp hit points for all purposes for which the Warlord needs temp hit points to be applied to an ally.

Finally, if the Warlord has made a melee attack against an enemy in the current encounter, hit or miss, each formation die they roll for themselves or gift to allies gain a bonus effect equal to the Warlords class level in Warlord divided by five, round down, minimum one, namely, +1 up to fifth level, +2 from 6th to tenth level, +3 from 11th to fifteenth level, etc. This bonus effect may continue to occur for each formation die they roll until the start of their next action.

Note: Warlords using formation dice may allow the gifted player to roll the dice, or they may roll the formation dice themselves.

Exhortation (Su)

Beginning at 3rd level, as a full round action, the Warlord may sit quietly by himself or with a wounded ally, and speak in an uplifting and motivational manner. Once begun, the Warlord may sustain this Exhortation for as long as he wishes, assuming he takes no other actions and is not interrupted. While doing so, he grants either himself or that ally Fast Healing equal to half his Warlord level, round down. Thus, at level 3, the Warlord grants Fast Healing 1, healing 1 point per round, or 10 points per minute. The Warlord may use Exhortation a number of times per day equal to his CHA mod (minimum 1) plus one time per day per three Warlord levels. If either the Warlord or the affected ally take any other actions, or take damage, this effect ends.

Chirurgeon (Ex)

Beginning at 3rd level, the Warlord may treat the ravaging effects of many poisons, diseases and debilitating spells. By spending a standard action and making a Heal skill check against an Average DC, the warlord can use his Chirurgeon ability to grant the following effects:

  • Chirurgeon Prima: At third level, grant the effect of a Lesser Restoration spell to himself or an ally. The warlord can use this ability once per day.
  • Chirurgeon Secunda: At fifth level, grant the effect of a Remove Disease to himself or an ally. The warlord can use this ability once per day.
  • Chirurgeon Tertia: At seventh level, grant the effect of a Restoration spell to himself or an ally. This may be used once per day and consumes 100 gp worth of "medical" oils, tools and tinctures.
  • Chirurgeon Quarta: At ninth level, grant the effect of Neutralize Poison to himself or an ally. This may be used once per day.
  • Chirurgeon Quinta: At eleventh level, grant the effect of a Remove Curse to himself or an ally. This may be used once per day.
  • Chirurgeon Hexa: At thirteenth level, grant the effect of a Greater Restoration to himself or an ally. This may be used once per day and consumes 5,000 gp worth of "medical" oils, tools and tinctures.

Chirurgeon is a non-magical ability, and probably involves the use of hot coals and lancing needles. And leeches. Definitely leeches. The number of uses per day are for each individual level of Chirurgeon, meaning that a level 7 warlord can use Chirurgeon Prima, Secunda and Tertia once each in the same day. The Warlord may use any higher level Chirurgeon ability in place of any lower level Chirurgeon ability, as long as he is high enough level to qualify for both. This uses up the higher level Chirurgeon ability for the day.

Warlords gain a bonus to their Heal checks for lower versions of Chirurgeon, in the form of a cumulative +2 martial bonus at each lower level than the highest one they have access to. For example, if a Warlord has access to Chirurgeon Quarta, for example, he would get a +2 martial bonus to his check for Chirurgeon Tertia, a +4 for Chirurgeon Secunda, and a +6 for Chirurgeon Prima.

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.

Hold the Line (Ex) (stance)

At 4th level, during battle, the warlord may enter a martial stance as a swift action. By doing so, he gains a martial bonus on all his melee attack rolls, and may use En Passant as a free triggered action on any ally who spends a move action to make any type of movement (but not run actions, withdrawals, shifts, or five foot steps) while close to him. En Passant acts as a one-square Slide which may move the affected ally from one affected square near the Warlord to another affected square. This is forced movement, does not interrupt the movement of the ally, and essentially adds five feet of non-provoking movement to their move action if they pass close enough to the Warlord to gain the benefit during their movement.

At all times while the Hold the Line stance is running, the warlord gains a +1 Martial bonus to his Maneuver Offense and Maneuver Defense. This does not stack with the +1 to-hit with melee attacks from above.

Once established, it takes no action to sustain the stance. If the warlord is knocked prone, or suffers a condition which prevents him from taking actions (even a condition which only reduces his 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.

Ending the stance voluntarily requires a swift action. If the warlord voluntarily ends his Hold the Line stance, it requires a standard action to restart it in the same round it was ended (which can be done via an action point, if desired).

Only one stance may be active at a time. (For clarity, defensive fighting and combat expertise are not stances. Stances are class powers or feats that are labeled as stances.) Note that the Warlord may stack this ability with defensive fighting and/or combat expertise.

Rallying Presence (Ex)

At 4th level, as an immediate action, the warlord may grant himself or an ally he can see a re-roll to a save. This must be done before the outcome of the save is resolved. The warlord can do this a number of times per day equal to his CHA mod (min 1).

Controlled Onrush (Ex)

At 5th level, before the referee begins to count down the initiative order for the first time in each encounter, the Warlord may exchange his initiative number with any one ally who is receiving his Combat Leader bonus.

Force Majeure (Ex)

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

On Your Feet! (Ex)

At 9th level, the warlord may bring a dead ally (except himself, obviously) back to life as part of a First Aid (Heal) check ( Average DC). This must be performed within 1 minute of the ally's death. If the First Aid check is successful, the warlord rolls his inspiration dice and the ally revives with that number of hit points. This roll does not use up any of the Warlord's uses of inspiration for the day. The revived ally suffers 1 temporary negative level as a result of this trauma, which lasts for 1 day. The warlord can use this ability once per day, and one additional time per day for every 3 levels he gains above 9th.

Cry Havoc (Su)

At 10th level, once per encounter, after the Warlord successfully strikes a target in melee combat, he may cry havoc as a free action. The warlord may add bonus damage equal to his entire formation dice to the attack he just made. Furthermore, any allies who have temporary hit points bestowed by the Warlord, may also add bonus damage equal to his entire formation dice to their first successful attack made against the creature he has invoked Havoc upon, as long as they make the attack before the start of the Warlord's next turn. Neither the warlord nor his 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 may grant allies this bonus damage until the start of the Warlord's next turn. 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, ie, the same type as the weapon used to inflict the attack, but it does NOT add any temp hitpoints or other benefits of the formation dice.


Martial Reinforcement (Su)

At 12th level, the Warlord's skill at firing up his allies during combat improves. Once per round he is able to add his Formation dice to the amount healed by his Encouraging Word, at the cost of not being able to use those dice for any other purpose that round. Using Formation dice this way also adds temporary hitpoints to the affected ally.

Brilliant Leadership (Su)

At 14th level, if the warlord successfully strikes an opponent while using 'Hold the Line', he may grant an ally (other than himself) receiving the 'Hold the Line' martial bonus an immediate opportunity attack against the same opponent. This ability can be used up to once per round.

Tactician (Ex)

At 15th level, the Warlord receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a move action, the Warlord can grant this feat to any ally who is affected by his En Passant power. 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 he has gained through a temporary effect (such as a Ranger's Wolf Pack Tactics class ability). The Warlord can use this ability once per encounter.

Dauntless (Ex)

At 17th level, a Warlord's battle standard becomes a symbol of inspiration to his allies and companions. As long as the Warlord's standard is perceptible, all allies who can perceive the warlord receive a +2 martial bonus on saving throws against fear.

Onward to Victory (Su)

At 18th level, once per day as an immediate action, the warlord may grant himself and all allies within five feet per point of his CHA mod a move action. These moves are resolved immediately, in initiative order. Ongoing effects such as bleed damage do not 'tick' on this granted action.

Victorious Surge (Su)

At 20th level, once per day as an immediate action, the warlord may grant himself and all allies within five feet per point of his CHA mod a standard action. These actions are resolved immediately, in initiative order. Ongoing effects such as bleed damage do not 'tick' on this granted action. Special: This may be used as part of the same immediate action as Onward to Victory.

Epic Warlord

Table: Epic Warlord

Level BAB Fort Refl Will Hold the Line Formation Special
21st +21/+16/+11/+6 13 7 13 +2 to hit, En Passant allies within 10ft 6d12 Inspiration 11d6, Greater Rallying Presence
22nd +21/+16/+11/+6 13 7 13 +2 to hit, En Passant allies within 10ft 6d12 Greater Tactician
23rd +22/+17/+12/+7 14 8 14 +2 to hit, En Passant allies within 10ft 6d12 Inspiration 12d6, Epic Lancing I
24th +22/+17/+12/+7 14 8 14 +2 to hit, En Passant allies within 15ft 7d12 Combat Leader +6, Superb Leadership
25th +23/+18/+13/+8 15 9 15 +2 to hit, En Passant allies within 15ft 7d12 Inspiration 13d6, Greater Battle Standard
26th +23/+18/+13/+8 15 9 15 +2 to hit, En Passant allies within 15ft 7d12 Victorious Destiny, Commanding Presence +4
27th +24/+19/+14/+9 16 10 16 +2 to hit, En Passant allies within 15ft 8d12 Inspiration 14d6, Epic Lancing II
28th +24/+19/+14/+9 16 10 16 +2 to hit, En Passant allies within 20ft 8d12 Epic Rallying Presence
29th +25/+20/+15/+10 17 11 17 +2 to hit, En Passant allies within 20ft 8d12 Inspiration 15d6, Epic tactician
30th +25/+20/+15/+10 17 11 17 +2 to hit, En Passant allies within 20ft 9d12 Combat Leader +7
31st +26/+21/+16/+11 18 12 18 +2 to hit, En Passant allies within 20ft 9d12 Inspiration 16d6, Proclamation
32nd +26/+21/+16/+11 18 12 18 +2 to hit, En Passant allies within 25ft 9d12 Healing Surge, Commanding Presence +5
33rd +27/+22/+17/+12 19 13 19 +2 to hit, En Passant allies within 25ft 10d12 Inspiration 17d6, Bonus Feat, Awesome Pennon
34th +27/+22/+17/+12 19 13 19 +2 to hit, En Passant allies within 25ft 10d12 Combat Leader +8, Invincible Armies
35th +28/+23/+18/+13 20 14 20 +2 to hit, En Passant allies within 25ft 10d12 Inspiration 18d6, Bonus Feat
36th Apotheosis!

Epic Class Abilities

Hold the Line (Ex) (stance)

Beginning at level 21, the radius of the Warlord's stance's effects increases to 10 feet. The Warlord now gains a +2 martial bonus to hit with melee attacks, and any ally who uses a move action to move within ten feet of him may gain two squares of Slide movement from one affected square to other affected squares. This benefit accrues from 21st level to 23rd level, as laid out in Table: Epic Warlord.

Beginning at level 24, the radius of the Warlord's stance's effects increases to 15 feet. The Warlord now gains a +2 martial bonus to hit with melee attacks, and any ally who uses a move action to move within fifteen feet of him may gain three squares of Slide movement from one affected square to other affected squares. This benefit accrues from 24th level to 27th level.

Beginning at level 28, the radius of the Warlord's stance's effects increases to 20 feet. The Warlord now gains a +2 martial bonus to hit with melee attacks, and any ally who uses a move action to move within twenty feet of him may gain four squares of Slide movement from one affected square to other affected squares. This benefit accrues from 28th level to 31st level.

Beginning at level 32, the radius of the Warlord's stance's effects increases to 25 feet. The Warlord now gains a +2 martial bonus to hit with melee attacks, and any ally who uses a move action to move within twenty-five feet of him may gain five squares of Slide movement from one affected square to other affected squares. This benefit accrues at 32nd level and above.

Apart from the above benefits, no other affects change for the Warlord's Hold the Line stance at epic levels.

Greater Rallying Presence (Ex)

At 21st level, once per round as an immediate action, the warlord may grant himself or an ally a re-roll to a save with a +4 martial bonus to the roll. The recipient must have some temporary hit points that this Warlord has granted him in order for this ability to work. Rallying Presence must be used before the outcome of the save is resolved. The warlord can do this a number of times per day equal to his CHA mod (min 1). This ability replaces Rallying Presence.

Greater Tactician (Ex)

At 22nd level, the Warlord receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a swift action, the Warlord can grant this feat or the feat he gained from Tactician to an ally who gains his En Passant bonus. Allies gifted retain the use of this bonus feat until the end of the encounter and do not need to meet the prerequisites of these bonus feats. The Warlord can use this ability his CHA mod times per day. This ability replaces Tactician.

Epic Lancing I (Ex)

At 23rd level, the warlord's skill with his lancing needles, burning coals and leeches improves. He is able to use Chirurgeon Prima through Chirurgeon Hexa one additional time per day for each ability.

Superb Leadership (Su)

At 24th level, if the warlord successfully strikes an opponent while using 'Hold the Line', he may grant an ally (other than himself) receiving the 'Hold the Line' bonus an immediate opportunity attack against the same opponent. This may not occur more than once per round. Note, however, that this is a separate ability from Brilliant Leadership, and may be used in the same round as that ability to grant two different allies opportunity attacks.

Greater Battle Standard (Ex)

At 25th level, the Warlord's battle standard becomes a rallying symbol for his allies. All allies who can perceive the warlord receive a +6 martial bonus on saving throws against fear, and a +2 martial bonus on all other saves. In addition, once per day while his battle standard is displayed, the Warlord can spend a standard action to wave his standard through the air, and cancel one negative effect on all allies that can perceive him including himself.

Victorious Destiny (Su)

At 26th level, the Warlord may now use 'Victorious Surge' and 'Onward to Victory' up to once per encounter, as long as they are always used together.

Epic Lancing II (Ex)

At 27th level, the warlord's skill with his lancing needles, burning coals and leeches improves again. He is able to use Chirurgeon Prima through Chirurgeon Hexa one more time per day for each ability, for a total of three uses of each.

Epic Rallying Presence (Ex)

At 28th level, once per round as an immediate action, the warlord may grant up to four allies (which may include the warlord) a re-roll to a save with a +4 martial bonus to the roll. All of these allies must be making a save for the same attack or effect. Each ally must have some temporary hit points that the Warlord has granted him in order for this ability to work. Epic Rallying Presence must be used before the outcome of the save is resolved. The warlord can do this a number of times per day equal to his CHA mod (min 1). This ability replaces Greater Rallying Presence.

Epic Tactician (Ex)

At 29th level, the Warlord receives a third teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a swift action, the Warlord can grant this feat or either of the two lower level Tactician feats he has to all allies within the radius of his Hold The Line power. Allies retain the use of this bonus feat until the end of the encounter. Allies do not need to meet the prerequisites of these bonus feats. The Warlord can use this ability up to his CHA mod times per day. This ability replaces Greater Tactician.

Epic Reinforcement

At 30th level, the Warlord's skill at firing up his allies improves again. Once per round he is able to add his Formation dice to the amount healed by his Encouraging Word, at the cost of not being able to use those dice for any other purpose that round. When he performs this Epic Reinforcement, his Formation Dice are counted as being maximized for both the amount of healing and temporary hitpoints they grant.

Proclamation (Su)

At 31st level, the Warlord's Exhortation ability can affect up to two allies per use. Furthermore, the Warlord may use Exhortation on any number of allies adjacent to him, as long as he spends the appropriate number of uses to do so (at a 2:1 cost). Exhortation is still a sustained, full-round action for the warlord and those gaining its benefits. Anyone who takes any action other than participating in the Exhortation immediately ceases to gain its benefits. Participants also cease gaining benefits if they take any damage during the Exhortation.

Healing Surge (Su)

At 32nd level whenever the Warlord uses 'Victorious Destiny' he may also roll his Inspiration dice and apply this to all eligible allies as either healing or temporary hit points (but not a combination of both), at the Warlord's discretion, per ally. IE, the Warlord can heal all allies who are below their maximum and grant temp hit points to all those who do not need or want healing. Any temp hit points the Warlord sees fit to dispense count for activating his other powers. Doing so consumes two uses of his Inspiration ability for the day.

Awesome Pennon (Su)

At 33rd level, a Warlord's battle standard has become a powerful rallying point to his allies, and a bane to his foes. Whenever his battle standard is visible, the Warlord emanates the effect of Prayer (Spell) to a radius of 50 feet. This Prayer effect is a martial condition rather than a luck condition. In addition, allies who can perceive the Warlord gain immunity to fear effects, and a +3 martial bonus on all other saves.

Invincible Armies (Su)

At 34th level, if the warlord successfully strikes an opponent while using 'Hold the Line', he may grant an ally (other than himself)within his 'Hold the Line' area of effect an immediate opportunity attack against the same opponent. This may not occur more than once per round. Note, however, that this is a separate ability from Brilliant Leadership, or Superb Leadership and may be used in the same round as those abilities to grant three different allies opportunity attacks.