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 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 - - 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 10-foot radius, 10-foot slide, +1 bonus 1d12 Marching Orders, Rallying Presence
5th +5 4 1 4 3d6 10-foot radius, 10-foot slide, +1 bonus 1d12 Controlled Onrush, Chirurgeon Secunda 1/day
6th +6/+1 5 2 5 3d6 10-foot radius, 10-foot slide, +1 bonus 2d12 Force Majeure, Combat Leader +3
7th +7/+2 5 2 5 4d6 10-foot radius, 10-foot slide, +1 bonus 2d12 Chirurgeon Tertia, 1/day
8th +8/+3 6 2 6 4d6 10-foot radius, 10-foot slide, +1 bonus 2d12 Battle Standard +2
9th +9/+4 6 3 6 5d6 10-foot radius, 10-foot slide, +1 bonus 2d12 On Your Feet!, Chirurgeon Quarta, 1/day
10th +10/+5 7 3 7 5d6 10-foot radius, 10-foot slide, +1 bonus 3d12 Cry Havoc
11th +11/+6/+1 7 3 7 6d6 10-foot radius, 10-foot slide, +1 bonus 3d12 Chirurgeon Quinta, 1/day
12th +12/+7/+2 8 4 8 6d6 15-foot radius, 15-foot slide, +1 bonus 3d12 Martial Reinforcement
13th +13/+8/+3 8 4 8 7d6 15-foot radius, 15-foot slide, +1 bonus 3d12 Chirurgeon Hexa, 1/day
14th +14/+9/+4 9 4 9 7d6 15-foot radius, 15-foot slide, +1 bonus 4d12 Brilliant Leadership, Combat Leader +4
15th +15/+10/+5 9 5 9 8d6 15-foot radius, 15-foot slide, +1 bonus 4d12 Tactician
16th +16/+11/+6/+1 10 5 10 8d6 15-foot radius, 15-foot slide, +1 bonus 4d12 Commanding Presence +3
17th +17/+12/+7/+2 10 5 10 9d6 15-foot radius, 15-foot slide, +1 bonus 4d12 Dauntless
18th +18/+13/+8/+3 11 6 11 9d6 15-foot radius, 15-foot slide, +1 bonus 5d12 Onward to Victory
19th +19/+14/+9/+4 11 6 11 10d6 15-foot radius, 15-foot slide, +1 bonus 5d12
20th +20/+15/+10/+5 12 6 12 10d6 20-foot radius, 20-foot slide, +1 bonus 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 she assume a higher profile. To make herself stand out in the chaos of battle, the warlord traditionally carries or displays a unique banner, her 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 her back, though it may also be wielded in the hand (or 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 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 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, a medium standard inflicts a -3 penalty, and a large standard inflicts a -4 penalty.

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).

Beginning at 1st level, a warlord carrying a battle standard grants herself and all allies that can see her 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 as a move action, the warlord may inspire her 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 her CHA modifier + 1d6 temporary hit points, 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 + her Charisma modifier. Activating inspiration does not provoke attacks of opportunity.

This ability 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 any ally (including herself) who can hear her speaking and to whom she 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 + CHA mod. Encouraging word may be used a number of times per day equal to the warlord's CHA mod + 1 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.

Formation (Ex)

At 2nd level, the warlord may roll her formation dice as a free action to bolster herself or one or more of her allies, as long as at least one ally (including herself) 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 herself; 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 rolled.

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 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.

Once the warlord is high enough level to have more than one formation die, she may choose to apply the entire result of her formation dice to a single successful attack, or 'spread them around' as she wishes, 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, she may gift the 6 to one ally's attack, and the 7 to another attack (even of the same ally, if she wishes), or apply all 13 points of bonus damage to one ally's attack. However, she cannot gift an amount other than what is showing on the dice results, or a 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 warlords level / 5, drop 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.

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 herself 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 she wishes, 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 half her warlord level, dropping fractions. Thus, at level 3, the warlord grants Fast Healing 1, healing 1 hit point per round, or 0 hit points per minute. 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.

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 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 DM. The warlord can use her chirurgeon ability to grant one of the following effects:

  • Chirurgeon Prima: At third level, grant the effect of a Lesser Restoration spell to herself 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 herself 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 herself 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 herself or an ally. This may be used once per day.
  • Chirurgeon Quinta: At eleventh level, grant the effect of a Remove Curse to herself or an ally. This may be used once per day.
  • Chirurgeon Hexa: At thirteenth level, grant the effect of a Greater Restoration to herself 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 she is high enough level to qualify for both, though 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 +1 martial bonus at each lower level than the highest one they have access to. For example, if a warlord has access to Chirurgeon Quarta, she would get a +1 martial bonus to her check for Chirurgeon Tertia, a +2 for Chirurgeon Secunda, and a +3 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.

Marching Orders (Ex, Stance)

At 4th level, during battle, the warlord may enter a martial stance as a swift action. By doing so, she gains a +1 martial bonus to her melee attack rolls, maneuver offense, and maneuver defense. In addition, she gains an area of dominion which includes their space and all spaces within ten feet of their space, centered on themselves. Any ally which performs any action which causes them to move (walk, fly, climb, teleport, burrow, etc) into or within this area of dominion may have their movement increased by the warlord. The warlord may slide the triggering ally up to 10 feet as forced movement. This movement is in addition to the movement they were already performing, but the forced movement does not provoke attacks of opportunity. This slide may occur at the end of or in the middle of the triggering movement. If the ally has move remaining after the warlord has given them their Marching Order boost, they may use the remainder of their move. Forced movement caused by marching orders must both begin and end within the warlords area of dominion.

In addition, the warlord may not slide an ally more squares than the action they performed to gain movement could move them. That is, if an ally takes a five foot step in the area of dominion, the Warlord can only slide them five feet. Similarly, if a Prowler wishes to make a 10-foot step into or within within the warlord's area of dominion, the warlord may only slide the prowler 10 feet.

Every eight levels after level 4, the warlord's area of dominion increases by an additional 5 feet, and the distance she may slide an ally increases by an additional 5 feet. Thus, at level 12, the area of dominion increases to a 15-foot radius around the warlord's space, while the marching orders stance is active, and she can slide qualifying allies up to 15 feet. At 20th level, it increases to a 20-foot radius with up to 20 feet of slide, and at 28th level it increases to a 25-foot radius with up to 25 feet of slide. In all cases, the ally being moved by the warlord must displace into or within the area of dominion, and the warlord may not slide the ally more than the number of squares that triggering movement could potentially move, nor may the warlord slide the ally to a square outside the warlord's area of dominion.

Finally, at level 21, the bonus to the warlord's melee attacks, maneuver offense, and maneuver defense improves to +2 (from +1).

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

Rallying Presence (Ex)

At 4th level, as an immediate action, the warlord may grant herself or an ally she 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 her 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 her initiative number with any one ally who is receiving her Combat Leader bonus.

Force Majeure (Ex)

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

On Your Feet! (Ex)

At 9th level, the warlord may bring a dead ally (except herself, obviously) back to life as part of a First Aid (Heal) check against an Average DC for the ally's level. This must be performed within 1 minute of the ally's death. If the First Aid check is successful, the warlord rolls her 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 she gains above 9th.

Cry Havoc (Su)

At 10th level, once per encounter, after the Warlord successfully strikes a target in melee combat, she may cry havoc upon that creature as a free action. The warlord may add bonus damage equal to her entire formation dice to the attack she just made. Furthermore, any allies who have temporary hit points bestowed by the Warlord, may also add bonus damage equal to her entire formation dice to their first successful attack made against the creature she has invoked Havoc upon, as long as they make the attack before the start of the Warlord's next turn. Neither the warlord nor her 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, 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 her allies during combat improves. Once per round she is able to add her Formation dice to the amount healed by her 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 the 'Marching Orders' stance, she may grant an ally (other than herself) within the area of dominion 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. she must meet the prerequisites for this feat. As a move action, the Warlord can grant this feat to one ally who is affected by her Marching Orders 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 she 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 her 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 herself and all allies within five feet per point of her 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 herself and all allies within five feet per point of her 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 Ref Will Inspiration Marching Orders Formation Special
21st +21/+16/+11/+6 13 7 13 11d6 20-foot radius, 20-foot slide, +2 bonus 6d12 Inspiration 11d6, Greater Rallying Presence
22nd +21/+16/+11/+6 13 7 13 11d6 20-foot radius, 20-foot slide, +2 bonus 6d12 Greater Tactician
23rd +22/+17/+12/+7 14 8 14 12d6 20-foot radius, 20-foot slide, +2 bonus 6d12 Inspiration 12d6, Epic Lancing I
24th +22/+17/+12/+7 14 8 14 12d6 20-foot radius, 20-foot slide, +2 bonus 7d12 Combat Leader +6, Superb Leadership
25th +23/+18/+13/+8 15 9 15 13d6 20-foot radius, 20-foot slide, +2 bonus 7d12 Inspiration 13d6, Greater Battle Standard
26th +23/+18/+13/+8 15 9 15 13d6 20-foot radius, 20-foot slide, +2 bonus 7d12 Victorious Destiny, Commanding Presence +4
27th +24/+19/+14/+9 16 10 16 14d6 20-foot radius, 20-foot slide, +2 bonus 8d12 Inspiration 14d6, Epic Lancing II
28th +24/+19/+14/+9 16 10 16 14d6 25-foot radius, 25-foot slide, +2 bonus 8d12 Epic Rallying Presence
29th +25/+20/+15/+10 17 11 17 15d6 25-foot radius, 25-foot slide, +2 bonus 8d12 Inspiration 15d6, Epic tactician
30th +25/+20/+15/+10 17 11 17 15d6 25-foot radius, 25-foot slide, +2 bonus 9d12 Combat Leader +7
31st +26/+21/+16/+11 18 12 18 16d6 25-foot radius, 25-foot slide, +2 bonus 9d12 Inspiration 16d6, Proclamation
32nd +26/+21/+16/+11 18 12 18 16d6 25-foot radius, 25-foot slide, +2 bonus 9d12 Healing Surge, Commanding Presence +5
33rd +27/+22/+17/+12 19 13 19 17d6 25-foot radius, 25-foot slide, +2 bonus 10d12 Inspiration 17d6, Bonus Feat, Awesome Pennon
34th +27/+22/+17/+12 19 13 19 17d6 25-foot radius, 25-foot slide, +2 bonus 10d12 Combat Leader +8, Invincible Armies
35th +28/+23/+18/+13 20 14 20 18d6 25-foot radius, 25-foot slide, +2 bonus 10d12 Inspiration 18d6, Bonus Feat
36th Apotheosis!

Epic Class Abilities

Marching Orders (Ex) (stance)

The Marching Orders stance continues to improve as detailed 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 herself 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 her 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 her 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. She must meet the prerequisites for this feat. As a swift action, the Warlord can grant this feat or the feat she gained from Tactician to an ally who gains her 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 her CHA mod times per day. This ability replaces Tactician.

Epic Lancing I (Ex)

At 23rd level, the warlord's skill with her lancing needles, burning coals and leeches improves. She 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', she may grant an ally (other than herself) 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 her 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 her battle standard is displayed, the Warlord can spend a standard action to wave her standard through the air, and cancel one negative effect on all allies that can perceive her including herself.

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 her lancing needles, burning coals and leeches improves again. She 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 her 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 her 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. She 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 she has to all allies within the radius of her Area of Dominion. Allies may 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 her CHA mod times per day. This ability replaces Greater Tactician.

Epic Reinforcement

At 30th level, the Warlord's skill at firing up her allies improves again. Once per round she is able to add her Formation dice to the amount healed by her Encouraging Word, at the cost of not being able to use those dice for any other purpose that round. When she performs this Epic Reinforcement, her 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 her, as long as she 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' she may also roll her 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 her other powers. Doing so consumes two uses of her Inspiration ability for the day.

Awesome Pennon (Su)

At 33rd level, a Warlord's battle standard has become a powerful rallying point to her allies, and a bane to her foes. Whenever her 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', she may grant an ally (other than herself)within her '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.