Warlord: Difference between revisions
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At 4th level, as a [[full-round action]], the warlord may sit quietly by a wounded ally (or just by themselves), and speak in an uplifting and motivational manner. Once begun, the warlord may sustain this ''exhortation'' for up to 10 rounds (1 minute), requiring a full-round action each round. While doing so, they grant the target ally (or themselves) [[Fast Healing]] equal to their Warlord [[class level]] each round it is sustained. If either the warlord or the target ally take any actions (other than the action to sustain the ''exhortation''), or suffer any damage, the ''exhortation'' immediately ends. | At 4th level, as a [[full-round action]], the warlord may sit quietly by a wounded ally (or just by themselves), and speak in an uplifting and motivational manner. Once begun, the warlord may sustain this ''exhortation'' for up to 10 rounds (1 minute), requiring a full-round action each round. While doing so, they grant the target ally (or themselves) [[Fast Healing]] equal to their Warlord [[class level]] each round it is sustained. If either the warlord or the target ally take any actions (other than the action to sustain the ''exhortation''), or suffer any damage, the ''exhortation'' immediately ends. | ||
The warlord may use ''exhortation'' a number of times per day equal to their CHA mod (minimum | The warlord may use ''exhortation'' a number of times per day equal to their CHA mod (minimum 0), + one additional time per three Warlord class levels above 4th (e.g. two additional uses at Warlord level 7, three additional uses at Warlord level 10, etc.). | ||
A single use of ''exhortation'' can only be sustained for a maximum of 10 rounds (1 minute). If the warlord wishes to continue healing their ally after this time, they must expend an additional use of ''exhortation'' for each additional minute. A use of ''exhortation'' is expended regardless of whether it is performed for a single round or the full minute. (Plan carefully!) | A single use of ''exhortation'' can only be sustained for a maximum of 10 rounds (1 minute). If the warlord wishes to continue healing their ally after this time, they must expend an additional use of ''exhortation'' for each additional minute. A use of ''exhortation'' is expended regardless of whether it is performed for a single round or the full minute. (Plan carefully!) | ||
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:* Restore all points of [[Ability Dilution]] to a single ability score, restore 1d4 points of [[Ability Damage]] to a single ability score, or restore 1 point of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)''' | :* Restore all points of [[Ability Dilution]] to a single ability score, restore 1d4 points of [[Ability Damage]] to a single ability score, or restore 1 point of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)''' | ||
:* Remove any one weak or moderate [[Status Conditions|Status Condition]] except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]]), poison ([[Tainted]], [[Poisoned]]), or disease ([[Infected]], [[Diseased]]). '''(cost: 1 use of chirurgeon)''' | :* Remove any one weak or moderate [[Status Conditions|Status Condition]] except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]]), poison ([[Tainted]], [[Poisoned]]), or disease ([[Infected]], [[Diseased]]). '''(cost: 1 use of chirurgeon)''' | ||
:* Restore one lost class feature, feat, spell level, or racial trait, caused by [[Essence Suppression]], [[Essence Omission]], or [[Essence Destruction]]. '''(cost: 1 use of chirurgeon)''' | |||
:* Bring an ally back to life, if they were slain no more than 1 minute prior to using this ability (as [[Raise Dead (Cleric Spell)]]). '''(cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)''' | :* Bring an ally back to life, if they were slain no more than 1 minute prior to using this ability (as [[Raise Dead (Cleric Spell)]]). '''(cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)''' | ||
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The warlord can expend one or more uses of ''chirurgeon'' to grant one of the following effects, assuming the Heal check is successful: | The warlord can expend one or more uses of ''chirurgeon'' to grant one of the following effects, assuming the Heal check is successful: | ||
:* Grant a saving throw against an ongoing effect, other than a poison or a disease, with a +4 [[martial bonus]]. If this saving throw is failed, it does not count toward the progression of the ailment. '''(cost: 1 use of chirurgeon)''' | |||
:* Grant the effects of a [[Neutralize Poison (Cleric Spell)]] or a [[Remove Disease (Cleric Spell)]] to a single ally. '''(cost: 1 use of chirurgeon)''' | |||
:* Restore all points of [[Ability Dilution]] to a single ability score, restore 2d4 points of [[Ability Damage]] to a single ability score, or restore 1d4 points of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)''' | |||
::* Remove a curse (as [[Remove Curse (Cleric Spell)]]). '''(cost: 1 use of chirurgeon)''' | :* Completely restore all lost class features, feats, spell levels, or racial traits caused by [[Essence Suppression]], up to 3 such features, feats, spell levels, or racial traits caused by [[Essence Omission]], or one lost class feature, feat, spell level, or racial trait, caused by [[Essence Destruction]]. '''(cost: 1 use of chirurgeon)''' | ||
:* Remove a curse (as [[Remove Curse (Cleric Spell)]]). '''(cost: 1 use of chirurgeon)''' | |||
:* Remove any one [[Status Conditions|Status Condition]] (weak, moderate, or strong) except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]], [[Ability Drain|drain]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]], [[Essence Destruction|destruction]]), poison ([[Tainted]], [[Poisoned]], [[Blighted]]), or disease ([[Infected]], [[Diseased]], [[Plagued]]). '''(cost: 1 use of chirurgeon)''' | |||
::* Bring an ally back to life, if they were slain no more than 1 hour prior to using this ability (as [[Raise Dead (Cleric Spell)]]). '''(cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)''' | ::* Bring an ally back to life, if they were slain no more than 1 hour prior to using this ability (as [[Raise Dead (Cleric Spell)]]). '''(cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)''' | ||
</div> | </div> | ||
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:* Grant the effects of a [[Neutralize Poison (Cleric Spell)]] or a [[Remove Disease (Cleric Spell)]] to a single ally. '''(cost: 1 use of chirurgeon)''' | :* Grant the effects of a [[Neutralize Poison (Cleric Spell)]] or a [[Remove Disease (Cleric Spell)]] to a single ally. '''(cost: 1 use of chirurgeon)''' | ||
:* Restore all points of [[Ability Dilution]] to a single ability score, restore 2d4 points of [[Ability Damage]] to a single ability score, or restore 1d4 points of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)''' | :* Restore all points of [[Ability Dilution]] to a single ability score, restore 2d4 points of [[Ability Damage]] to a single ability score, or restore 1d4 points of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)''' | ||
:* Completely restore all lost class features, feats, spell levels, or racial traits caused by [[Essence Suppression]] or [[Essence Omission]], or restore up to 1d4 lost class features, feats, spell levels, or racial traits caused by [[Essence Destruction]]. '''(cost: 1 use of chirurgeon)''' | |||
:* Remove a curse (as [[Remove Curse (Cleric Spell)]]). '''(cost: 1 use of chirurgeon)''' | :* Remove a curse (as [[Remove Curse (Cleric Spell)]]). '''(cost: 1 use of chirurgeon)''' | ||
:* Remove all [[Status Conditions]] (weak, moderate, or strong) from target ally, except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]], [[Ability Drain|drain]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]], [[Essence Destruction|destruction]]), poison ([[Tainted]], [[Poisoned]], [[Blighted]]), or disease ([[Infected]], [[Diseased]], [[Plagued]]). '''(cost: 1 use of chirurgeon)''' | :* Remove all [[Status Conditions]] (weak, moderate, or strong) from target ally, except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]], [[Ability Drain|drain]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]], [[Essence Destruction|destruction]]), poison ([[Tainted]], [[Poisoned]], [[Blighted]]), or disease ([[Infected]], [[Diseased]], [[Plagued]]). '''(cost: 1 use of chirurgeon)''' | ||
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If you already have the ''Encouraging Word I'' class feature, but you do not yet possess the ''Encouraging Word II'' class feature, you gain it at 21st level, instead. See [[#Encouraging_Word_II_.28Ex.29|Encouraging Word II]] for details on how this works. | If you already have the ''Encouraging Word I'' class feature, but you do not yet possess the ''Encouraging Word II'' class feature, you gain it at 21st level, instead. See [[#Encouraging_Word_II_.28Ex.29|Encouraging Word II]] for details on how this works. | ||
If you already have both the ''Encouraging Word I'' and ''Encouraging Word II'' class features from previous tiers of the Warlord class, they improve at 21st level, instead. Any time you expend one or more [[#Formation_.28Ex.29|Formation]] dice to augment the healing provided by ''Encouraging Word'', if you roll less than | If you already have both the ''Encouraging Word I'' and ''Encouraging Word II'' class features from previous tiers of the Warlord class, they improve at 21st level, instead. Any time you expend one or more [[#Formation_.28Ex.29|Formation]] dice to augment the healing provided by ''Encouraging Word'', if you roll less than an '7' on any of the Formation dice rolled, they grant 7 points of healing instead (i.e. the minimum healing each die provides is now 7 points). | ||
=== Tactician II (Ex) === | === Tactician II (Ex) === | ||
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:* Grant the effects of a [[Neutralize Poison (Cleric Spell)]] or a [[Remove Disease (Cleric Spell)]] to a single ally. '''(cost: 1 use of chirurgeon)''' | :* Grant the effects of a [[Neutralize Poison (Cleric Spell)]] or a [[Remove Disease (Cleric Spell)]] to a single ally. '''(cost: 1 use of chirurgeon)''' | ||
:* Restore all points of [[Ability Dilution]] to a single ability score, restore 2d4 points of [[Ability Damage]] to a single ability score, or restore 1d4 points of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)''' | :* Restore all points of [[Ability Dilution]] to a single ability score, restore 2d4 points of [[Ability Damage]] to a single ability score, or restore 1d4 points of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)''' | ||
:* Fully restores all lost class features, spell levels, feats, or racial traits caused by [[Essence Suppression]], [[Essence Omission]], or [[Essence Destruction]]. '''(cost: 1 use of chirurgeon)''' | |||
:* Remove a curse (as [[Remove Curse (Cleric Spell)]]). '''(cost: 1 use of chirurgeon)''' | :* Remove a curse (as [[Remove Curse (Cleric Spell)]]). '''(cost: 1 use of chirurgeon)''' | ||
:* Remove all [[Status Conditions]] (weak, moderate, or strong) from target ally, except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]], [[Ability Drain|drain]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]], [[Essence Destruction|destruction]]), poison ([[Tainted]], [[Poisoned]], [[Blighted]]), or disease ([[Infected]], [[Diseased]], [[Plagued]]). '''(cost: 1 use of chirurgeon)''' | :* Remove all [[Status Conditions]] (weak, moderate, or strong) from target ally, except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]], [[Ability Drain|drain]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]], [[Essence Destruction|destruction]]), poison ([[Tainted]], [[Poisoned]], [[Blighted]]), or disease ([[Infected]], [[Diseased]], [[Plagued]]). '''(cost: 1 use of chirurgeon)''' | ||
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:* Grant the effects of a [[Neutralize Poison (Cleric Spell)]] or a [[Remove Disease (Cleric Spell)]] to a single ally. '''(cost: 1 use of chirurgeon)''' | :* Grant the effects of a [[Neutralize Poison (Cleric Spell)]] or a [[Remove Disease (Cleric Spell)]] to a single ally. '''(cost: 1 use of chirurgeon)''' | ||
:* Restore all points of [[Ability Dilution]] to a single ability score, restore 2d4 points of [[Ability Damage]] to a single ability score, or restore 1d4 points of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)''' | :* Restore all points of [[Ability Dilution]] to a single ability score, restore 2d4 points of [[Ability Damage]] to a single ability score, or restore 1d4 points of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)''' | ||
:* Fully restores all lost class features, spell levels, feats, or racial traits caused by [[Essence Suppression]], [[Essence Omission]], or [[Essence Destruction]]. '''(cost: 1 use of chirurgeon)''' | |||
:* Remove a curse (as [[Remove Curse (Cleric Spell)]]). '''(cost: 1 use of chirurgeon)''' | :* Remove a curse (as [[Remove Curse (Cleric Spell)]]). '''(cost: 1 use of chirurgeon)''' | ||
:* Remove all [[Status Conditions]] (weak, moderate, or strong) from target ally, except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]], [[Ability Drain|drain]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]], [[Essence Destruction|destruction]]), poison ([[Tainted]], [[Poisoned]], [[Blighted]]), or disease ([[Infected]], [[Diseased]], [[Plagued]]). '''(cost: 1 use of chirurgeon)''' | :* Remove all [[Status Conditions]] (weak, moderate, or strong) from target ally, except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]], [[Ability Drain|drain]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]], [[Essence Destruction|destruction]]), poison ([[Tainted]], [[Poisoned]], [[Blighted]]), or disease ([[Infected]], [[Diseased]], [[Plagued]]). '''(cost: 1 use of chirurgeon)''' | ||
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:* Grant the effects of a [[Neutralize Poison (Cleric Spell)]] or a [[Remove Disease (Cleric Spell)]] to a single ally. '''(cost: 1 use of chirurgeon)''' | :* Grant the effects of a [[Neutralize Poison (Cleric Spell)]] or a [[Remove Disease (Cleric Spell)]] to a single ally. '''(cost: 1 use of chirurgeon)''' | ||
:* Restore all points of [[Ability Dilution]] to a single ability score, restore 2d4 points of [[Ability Damage]] to a single ability score, or restore 1d4 points of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)''' | :* Restore all points of [[Ability Dilution]] to a single ability score, restore 2d4 points of [[Ability Damage]] to a single ability score, or restore 1d4 points of [[Ability Drain]] to a single ability score. '''(cost: 1 use of chirurgeon)''' | ||
:* Fully restores all lost class features, spell levels, feats, or racial traits caused by [[Essence Suppression]], [[Essence Omission]], or [[Essence Destruction]]. '''(cost: 1 use of chirurgeon)''' | |||
:* Remove a curse (as [[Remove Curse (Cleric Spell)]]). '''(cost: 1 use of chirurgeon)''' | :* Remove a curse (as [[Remove Curse (Cleric Spell)]]). '''(cost: 1 use of chirurgeon)''' | ||
:* Remove any one [[Status Conditions|status condition]] (weak, moderate, or strong) from target ally, except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]], [[Ability Drain|drain]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]], [[Essence Destruction|destruction]]), poison ([[Tainted]], [[Poisoned]], [[Blighted]]), or disease ([[Infected]], [[Diseased]], [[Plagued]]). '''(cost: 1 use of chirurgeon)''' | :* Remove any one [[Status Conditions|status condition]] (weak, moderate, or strong) from target ally, except ability damage ([[Ability Dilution|dilution]], [[Ability Damage|damage]], [[Ability Drain|drain]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]], [[Essence Destruction|destruction]]), poison ([[Tainted]], [[Poisoned]], [[Blighted]]), or disease ([[Infected]], [[Diseased]], [[Plagued]]). '''(cost: 1 use of chirurgeon)''' |
Latest revision as of 00:16, 9 August 2023
Some warriors are ambushers and scouts, ever attacking from stealth. Some warriors are deadly scions of the wilderness, seeking hidden pathways and undiscovered vistas. Some warriors are driven by red-hot bloody rage to battle and destroy. Some warriors are skillful paragons, utilizing precision and training to win the day.
And some warriors are leaders.
Warlords are generals of the battlefield. While their armor and weapons are capable, it is their keen insight and inspirational presence, the way they call out encouragement, advice, and directions to their allies, that are a warlord's true weapons. Other warriors use sharpened steel on the field of battle, but the warlord's implements of battle are their allies.
Role: A warlord is a powerful supporting presence in battle, able to bolster their allies during and after combat just as well as a cleric does. A warlord improves every aspect of their party's performance, keeping them on their feet and in peak fighting condition.
Alignment: Any.
Hit Die: d10.
Starting Wealth: 250 gp
Recommended Ability Score Priority:
- Charisma: primary; used for most class features
- Strength: secondary; used for melee to-hit and damage. Drops to quaternary if focusing on ranged attacks.
- Dexterity: secondary; used for ranged to-hit. Drops to low priority if focusing on melee attacks.
- Constitution: low priority.
- Intelligence: low priority.
- Wisdom: low priority.
Base To-Hit:
- A warlord's base to-hit numbers are calculated normally. However, warlords to gain a bonus to their to-hits from their Marching Orders class feature (at 3rd level), and their Battle Standard class feature (starting at 6th level).
- Melee To-Hit: Base Attack Bonus (BAB) + Strength Modifier
- Ranged To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier
Base Weapon Damage:
- A warlord's base weapon damage numbers are calculated normally. However, warlords do receive additional damage from both their Battle Standard class feature (starting at 1st level), and their Force Majeure class feature (at 7th level).
- Melee Damage: Base Weapon Damage + Strength Modifier
- Thrown Weapon Damage: Base Weapon Damage + Strength Modifier
- Projectile Weapon Damage: Base Weapon Damage (may add Strength Modifier only if the weapon has the Mighty quality)
Base Armor Class:
- A warlord's base armor class is 10. Warlords gain a bonus to their AC from their Marching Orders class feature, starting at 3rd level.
- Armor Class: 10 + Armor bonus + Adjusted Dexterity Modifier + Shield Bonus (if any) + Racial Size Modifier (if any)
Maneuver Defense:
- A warlord's maneuver defense is calculated normally. However, warlords gain a bonus to their Maneuver Defense from their Marching Orders class feature, starting at 3rd level.
- Maneuver Defense: 10 + ½ Character Level (round down) + Strength Modifier + Dexterity Modifier + Shield Bonus (if any) + Size Modifier
Skills:
- Warlords get 7 + Int modifier skill ranks per Warlord class level.
- Bailiwick Skill: Warfare
- Your bailiwick skill is always considered a Natural Talent skill, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
- Linked Skill: Knowledge (Engineering)
- You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill. Remember that you can never place more skill ranks into a skill than your character level. Your Linked skill, as a Knowledge skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
- Natural Talent:
- You may choose one skill (in addition to your Bailiwick skill) to be a Natural Talent at 1st level, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
- All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement. Because natural talents are gained at particular character levels, dual-classed and multi-classed characters receive the same number of natural talent skills (and at the same levels) as a single-classed character.
- Suggested Skills:
- The following skills may be somewhat more applicable or useful to this class than others. This list is by no means intended to limit which skills you choose for your character. Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead. These are just suggestions.
- Heal (this skill is strongly recommended)
- Intimidate
- Use Magic Device
Favored Class: Warlord
If the Warlord class is your Favored Class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for the Courageous Warlord (Levels 1 - 5) class tier table, below.
Level | Full Attack BAB | Fort | Ref | Will | Base AC | Favored Class Feature | |||
---|---|---|---|---|---|---|---|---|---|
1st Atk | 2nd Atk | 3rd Atk | 4th Atk | ||||||
Fav | +0 | -5 | -10 | -15 | +2 | +0 | +2 | 10 | Impeccable Leadership |
Impeccable Leadership (Ex)
If warlord is your favored class, you gain the Improved Inspiration feat as a bonus feat at 1st level. This feat allows you to add your Warlord class level to the number of temporary hit points granted by your Inspiration class feature.
Courageous Warlord (Levels 1 - 5)
Level | Full Attack BAB | Saving Throws | Base AC | Class Features | |||||
---|---|---|---|---|---|---|---|---|---|
1st Atk | 2nd Atk | 3rd Atk | 4th Atk | Fort | Refl | Will | |||
1st | +1 (+1) | -4 (+1) | -9 (+1) | -14 (+1) | +2 | +0 | +2 | 10 | Battle Standard I, Inspiration, Encouraging Word I |
2nd | +2 (+1) | -3 (+1) | -8 (+1) | -13 (+1) | +3 (+1) | +0 | +3 (+1) | 10 | Formation |
3rd | +3 (+1) | -2 (+1) | -7 (+1) | -12 (+1) | +3 | +1 (+1) | +3 | 10 | Marching Orders I, Chirurgeon I |
4th | +4 (+1) | -1 (+1) | -6 (+1) | -11 (+1) | +4 (+1) | +1 | +4 (+1) | 10 | Exhortation I |
5th | +5 (+1) | +0 (+1) | -5 (+1) | -10 (+1) | +4 | +1 | +4 | 10 | Controlled Onrush I |
Weapon and Armor Proficiency
A warlord is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.
Battle Standard I (Ex)
A warlord's martial prowess and leadership on the field demands they assume a higher profile. To make themselves stand out in the chaos of battle, the warlord traditionally carries or displays a unique banner, their personal battle standard. The battle standard must be at least sized-small or larger and must be carried or displayed by the warlord to function. Typically, a battle standard is attached to the back, though it may also be wielded in the hand (or both hands). A small standard weighs 5 pounds, a medium standard weighs 20 pounds, and a large standard weighs 50 pounds. In most cases, a small battle standard is perfectly adequate for supporting a party of player characters. The medium and large standards are more ideally suited to larger engagements, such as leading an army. Battle standards make the warlord easier to perceive to all senses: a small standard inflicts a -2 penalty to the warlord's Stealth skill, and grants a +2 bonus to Perception checks made to perceive the warlord. A medium standard inflicts a -3 penalty to the warlord's Stealth skill, and grants a +5 bonus to Perception checks made to perceive the warlord. A large standard inflicts a -4 penalty to the warlord's Stealth skill, and grants a +10 bonus to Perception checks made to perceive the warlord.
Donning or doffing a battle standard requires a standard action. When worn on the back, a battle standard is treated as a slotless item that does not use up a magic item slot. When wielded in one or more hands, it counts as a non-weapon item wielded in one or more hands. Standards are not able to be affected by any combat maneuvers except Steal. If stolen, the standard's bonuses are lost until it is recovered and re-donned.
Warlords are strongly encouraged to purchase both a Small Banner and a Banner Harness as soon as they gain any levels in the Warlord class.
A warlord is an expert at moving around with a battle standard attached to them, and has learned to compensate for its additional bulk. For purposes of moving through confined spaces (and the squeezing rules), a warlord wearing a battle standard is considered to be the same size as their battle standard, or their character's normal size, whichever is larger. However, aside from determining whether squeezing through an area is necessary, these size considerations do not grant the warlord any other penalties or benefits (i.e. a large battle standard does not improve the warlord's Maneuver Defense or combat reach).
Battle Standard I Effects
At 1st level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):
- a +2 martial bonus to all initiative rolls
- +2 points of bonus damage with all successful weapon-based attacks (including rays)
Inspiration (Ex)
Beginning at 1st level, as a swift action during combat, the warlord may inspire their comrades with a rousing war cry, a stirring speech, or a simple order of "get 'em". Regardless of the exact delivery, this Inspiration affects all allies within a 30-foot radius centered on the warlord, and bestows a number of temporary hit points equal to the warlord's CHA modifier + 1d6, plus an additional 1d6 points per two Warlord class levels beyond 1st (2d6 at 3rd, 3d6 at 5th, etc.). These temporary hit points last until the battle ends, or until they are removed through damage (whichever occurs first). Temporary hit points never stack; instead, you may replace a smaller stack of temporary hit points with a new larger stack, if you wish.
A warlord may use inspiration a number of times per day equal to 3 + their CHA modifier. Activating inspiration does not provoke attacks of opportunity. Inspiration is not an aura, and therefore cannot be enhanced by any feat, power or ability that improves auras.
Encouraging Word I (Ex)
At 1st level, as an attack action during combat, the warlord may pronounce an encouraging word upon any ally (including themselves) who can hear them speaking and to whom they have line of effect. To gain any benefits from this ability, the target ally must have at least 1 remaining temporary hit point granted to them by this warlord.
When the warlord pronounces an encouraging word upon their ally (or themselves), they heal that ally a number of hit points equal to the warlord's level + CHA modifier.
Encouraging word may be used a number of times per day equal to the warlord's CHA mod + one additional time per three warlord levels (dropping fractions; e.g., +1 use at 3rd level, +2 uses at 6th level, +3 uses at 9th level, etc.). Activating encouraging word does not provoke attacks of opportunity.
Formation (Ex)
Beginning at level 2, the warlord learns how to direct their allies in tactical formations to improve their damage and durability during a fight. During each round of combat, at any point in the round (even before the warlord's turn), the warlord may 'gift' one or more of their Formation dice as a free action. The warlord can only 'gift' Formation if at least one ally in the party (or the warlord) has temporary hit points granted by one of the warlord's powers. The temporary hit points must have come from the warlord themselves — temporary hit points from other sources, including other warlords, do not count.
At level 2, the warlord only gets a single d12 as their Formation dice each round, but this increases by one additional d12 for every three Warlord class levels after 2nd level (dropping fractions) as shown on the table below:
Formation Dice by Warlord Class Level
Warlord Lvl | Formation Dice |
---|---|
2 - 4 | 1d12 |
5 - 7 | 2d12 |
8 - 10 | 3d12 |
11 - 13 | 4d12 |
14 - 16 | 5d12 |
17 - 19 | 6d12 |
Warlord Lvl | Formation Dice |
---|---|
20 - 22 | 7d12 |
23 - 25 | 8d12 |
26 - 28 | 9d12 |
29 - 31 | 10d12 |
32 - 34 | 11d12 |
35 | 12d12 |
Each Formation die can be gifted to an ally immediately after they successfully hit an enemy creature with an attack, as a free action (the warlord may also gift a Formation die to themselves after they successfully strike an enemy creature, if they prefer). When the warlord does so, the gifted die grants that ally (or the warlord, if they are the target of the 'gift') both of the following benefits:
- bonus damage to the damage result of the attack, equal to the result shown on the Formation die; and:
- temporary hit points to the target ally equal to the result shown on the Formation die
The use of Formation dice is declared after the attack is determined to be successful, but before damage is applied to the struck foe. The warlord must have line of effect to the ally they wish to benefit, but using formation dice does not require line of sight, nor does it require the warlord to speak or gesture. Granting Formation dice does not provoke attacks of opportunity.
Damage granted by Formation dice is considered bonus damage, which is never multiplied on a critical hit, and is treated as the same type of damage as the attack that it is augmenting. For purposes of overcoming DR or ER, formation dice are added to the attack's damage before the target applies any mitigation (i.e. DR / ER are not applied to the attack and the formation dice separately). Note that creatures who are hardened against precision damage are not resistant to formation dice, since bonus damage is not the same as precision damage.
If Formation dice are granting bonus damage to an attack that targeted more than one enemy creature, such as an area of effect spell or a multi-target melee attack of some kind, the bonus damage from formation dice is only applied to one creature affected by the attack, not all affected creatures.
The temporary hit points granted by the formation dice do not stack, as always, but may replace any existing temporary hit points on the target ally, if that ally wishes to do so.
Once the warlord is high enough level to have more than one Formation die, they may choose to apply the entire sum of all of their Formation dice to a single successful attack (adding the listed bonus per die they gift to the result), or spread them around as they wish, applying each individual formation die to different successful attacks throughout the round. The bonus from formation dice may only be split by die, rather than numerically. That is, if the warlord has two Formation dice, and rolls a 6 and a 7, they may gift the 6 to one ally's attack, and the 7 to another attack (even of the same ally, if they wish), or apply all 13 points of bonus damage to one ally's attack. However, they cannot gift an amount other than what is showing on the dice results, or a partial sum of these numbers. Formation dice that have already been gifted in a given round may not be used again until all they are refreshed at the start of the warlord's next turn.
Warlords using Formation dice may allow the target player to roll the dice, or they may roll the formation dice themselves, whichever the warlord player prefers.
Marching Orders I (Ex)
At 3rd level, during combat, the warlord may activate their marching orders class feature as a swift action. When activated, until the end of the encounter, the warlord gains a bonus to their melee to-hit rolls, Maneuver Offense, and Maneuver Defense (see below for details).
The marching orders ability also establishes a radius of dominion, centered on the warlord. If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of marching orders (see below for a list of what orders are available). Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from marching orders per round.
Marching orders requires a swift action to activate, but is sustained each round as a free action. If the warlord is knocked prone, or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as Rattled), the ability is disrupted and ends until the warlord can re-activate it (with another swift action). If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The warlord may also end the ability at any time as a free action. The ability automatically ends when combat ends. While marching orders behaves like a stance, it is not one; the warlord may enter a stance while using marching orders.
Marching Orders I Benefits
While Marching Orders is active, it provides the following benefits:
- The warlord gains a +2 martial bonus to their melee attack rolls, and a +1 martial bonus to their Armor Class and Maneuver Defense.
- Marching orders establishes a 10-foot radius of dominion, centered on the warlord.
- Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of marching orders the following benefit:
- Slide the ally up to 10 feet. An affected ally may end this slide outside of the marching orders radius. This is forced movement and does not provoke attacks of opportunity.
Chirurgeon I (Ex)
At 3rd level, the warlord may treat the ravaging effects of many poisons, diseases and debilitating abilities. To do so, the warlord spends an attack action, declares they are spending one or more uses of chirurgeon for the day, and makes a Heal skill check on the adjacent ally they wish to aid. The warlord can use chirurgeon on themselves, if they wish. The DC of the check is an Easy DC, based on the CR of the creature or effect that inflicted the debilitating condition. If there is no clear source, the check is usually made at the campaign level or a target assigned by the GM. If the Heal check is failed, the use of chirurgeon is expended, providing no benefit, and the action to attempt it is wasted.
The warlord may also attempt to use chirurgeon as a swift action, but doing so increases the DC to Hard.
Chirurgeon is a non-magical ability, and typically involves the use of hot coals and lancing needles. And leeches. Definitely leeches. The use of chirurgeon is a painful and thoroughly unpleasant experience, with the warlord muttering about their flensing spoons, the draining of humours, and similar unsettling things.
Chirurgeon can be used once per day + one additional time per two Warlord class levels after 3rd (rounding down; e.g. a second time per day at Warlord level 5, a third at Warlord level 7, to a maximum of 17 uses per day at Warlord level 35).
Chirurgeon I Benefits
The warlord can expend one or more uses of chirurgeon to grant one of the following effects, assuming the Heal check is successful:
- Grant an immediate, bonus saving throw against an ongoing effect, other than a poison or a disease. If this saving throw is failed, it does not count toward the progression of the ailment. (cost: 1 use of chirurgeon)
- Restore all points of Ability Dilution to a single ability score, restore 1d4 points of Ability Damage to a single ability score, or restore 1 point of Ability Drain to a single ability score. (cost: 1 use of chirurgeon)
- Remove any one weak status condition except Ability Dilution, Essence Suppression, Tainted, or Infected. (cost: 1 use of chirurgeon)
Exhortation I (Ex)
At 4th level, as a full-round action, the warlord may sit quietly by a wounded ally (or just by themselves), and speak in an uplifting and motivational manner. Once begun, the warlord may sustain this exhortation for up to 10 rounds (1 minute), requiring a full-round action each round. While doing so, they grant the target ally (or themselves) Fast Healing equal to their Warlord class level each round it is sustained. If either the warlord or the target ally take any actions (other than the action to sustain the exhortation), or suffer any damage, the exhortation immediately ends.
The warlord may use exhortation a number of times per day equal to their CHA mod (minimum 0), + one additional time per three Warlord class levels above 4th (e.g. two additional uses at Warlord level 7, three additional uses at Warlord level 10, etc.).
A single use of exhortation can only be sustained for a maximum of 10 rounds (1 minute). If the warlord wishes to continue healing their ally after this time, they must expend an additional use of exhortation for each additional minute. A use of exhortation is expended regardless of whether it is performed for a single round or the full minute. (Plan carefully!)
Controlled Onrush I (Ex)
At level 5, the warlord begins to master manipulating the flow of combat, and to excel at determining the most appropriate moment to attack. Once per encounter, before the GM begins to count down the initiative order for the first time in the encounter, the warlord may exchange their initiative number with any one ally who is receiving the warlord's Battle Standard bonus.
Intrepid Warlord (Levels 6 - 10)
Level | Full Attack BAB | Saving Throws | Base AC | Class Features | |||||
---|---|---|---|---|---|---|---|---|---|
1st Atk | 2nd Atk | 3rd Atk | 4th Atk | Fort | Refl | Will | |||
6th | +6 (+1) | +1 (+1) | -4 (+1) | -9 (+1) | +5 (+1) | +2 (+1) | +5 (+1) | 10 | Inspiration, Formation, Encouraging Word, Battle Standard II, Retribution Order I |
7th | +7 (+1) | +2 (+1) | -3 (+1) | -8 (+1) | +5 | +2 | +5 | 10 | Force Majeure |
8th | +8 (+1) | +3 (+1) | -2 (+1) | -7 (+1) | +6 (+1) | +2 | +6 (+1) | 10 | Marching Orders II, Chirurgeon II |
9th | +9 (+1) | +4 (+1) | -1 (+1) | -6 (+1) | +6 | +3 (+1) | +6 | 10 | Exhortation II |
10th | +10 (+1) | +5 (+1) | +0 (+1) | -5 (+1) | +7 (+1) | +3 | +7 (+1) | 10 | Onward to Victory I |
Weapon and Armor Proficiency
A warlord is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.
Inspiration (Intrepid Tier)
If you do not already have the Inspiration class feature, you gain it at 6th level. See Inspiration for details on how this works.
Formation (Intrepid Tier)
If you do not already have the Formation class feature, you gain it at 6th level. See Formation for details on how this works.
Encouraging Word (Intrepid Tier)
If you do not already have the Encouraging Word I class feature, you gain it at 6th level. See Encouraging Word I for details on how this works.
Battle Standard II (Ex)
If you do not already have the Battle Standard I class feature, you gain it at 6th level. See Battle Standard I for details on how this works.
If you already have the Battle Standard I class feature from a previous tier of the Warlord class, it improves at 6th level, instead.
Battle Standard II Effects
At 6th level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):
- a +2 martial bonus to all initiative rolls
- a +1 martial bonus to-hit with all attacks (melee, ranged, or spell-based)
- +3 points of bonus damage with all successful weapon-based attacks (including rays)
These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the Battle Standard class feature (assuming you qualify for them).
Retribution Order I (Ex)
At 6th level, once per encounter, when an ally who has at least 1 remaining temporary hit point granted to them by this warlord suffers damage from an enemy attack, the warlord can spend an immediate action to invoke a Retribution Order on that ally. The ally so affected only suffers half damage from the attack that triggered the warlord's Order, and the ally may make a free bonus attack against the enemy that just hit them, using any attack ability they could normally perform with a standard action.
The halving of the damage of the attack against the ally occurs before the ally applies any mitigating effects (like DR or ER) to the remaining damage. If the attack includes any secondary effects (like status conditions), Retribution Order does not prevent these effects from being resolved normally.
Any attack the ally performs must include the enemy that just hit them in the attack, though it can include other targets as well, if the attack used is capable of affecting more than one creature. Only actions which are offensive in nature, and that target the enemy in question, may be used with this bonus attack. The GM is the final arbiter of what constitutes an "attack", if there is any question. Attack abilities that can only be used once per round (such as a Brawler's Haymaker attack) may be used with a Retribution Order, even if the character already used that ability this round. Doing so does not prevent the ally from using the ability again during their upcoming turn.
Force Majeure (Ex)
Beginning at 7th level, the Warlord adds their CHA modifier to their melee and ranged damage rolls. This damage is multiplied on a critical hit, and is always of the same damage type as the base weapon that inflicted it.
Marching Orders II (Ex)
At 8th level, during combat, the warlord may activate their marching orders class feature as a swift action. When activated, until the end of the encounter, the warlord gains a bonus to their melee to-hit rolls, Maneuver Offense, and Maneuver Defense (see below for details).
The marching orders ability also establishes a radius of dominion, centered on the warlord. If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of marching orders (see below for a list of what orders are available). Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from marching orders per round.
Marching orders requires a swift action to activate, but is sustained each round as a free action. If the warlord is knocked prone, or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as Rattled), the ability is disrupted and ends until the warlord can re-activate it (with another swift action). If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The warlord may also end the ability at any time as a free action. The ability automatically ends when combat ends. While marching orders behaves like a stance, it is not one; the warlord may enter a stance while using marching orders.
Marching Orders II Benefits
While Marching Orders is active, it provides the following benefits:
- The warlord gains a +3 martial bonus to their melee attack rolls, and a +1 martial bonus to their Armor Class and Maneuver Defense.
- Marching orders establishes a 15-foot radius of dominion, centered on the warlord.
- Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of marching orders one of the following benefits:
- Slide the ally up to 15 feet. An affected ally may end this slide outside of the marching orders radius. This is forced movement and does not provoke attacks of opportunity; or:
- Reduce a status condition on an ally within the marching orders radius by one step (i.e. from strong to moderate, or from moderate to weak, or from weak to removed).
Chirurgeon II (Ex)
If you do not already have the Chirurgeon I class feature, you gain it at 8th level. See Chirurgeon I for details on how this works.
If you do already have the Chirurgeon I class feature from a previous tier of the Warlord class, it improves at 8th level, instead, as described below:
Chirurgeon II Benefits
The warlord can expend one or more uses of chirurgeon to grant one of the following effects, assuming the Heal check is successful:
- Grant a saving throw against an ongoing effect, other than a poison or a disease, with a +2 martial bonus. If this saving throw is failed, it does not count toward the progression of the ailment. (cost: 1 use of chirurgeon)
- Grant the effects of a Neutralize Poison (Cleric Spell) or a Remove Disease (Cleric Spell) to a single ally. (cost: 1 use of chirurgeon)
- Restore all points of Ability Dilution to a single ability score, restore 1d4 points of Ability Damage to a single ability score, or restore 1 point of Ability Drain to a single ability score. (cost: 1 use of chirurgeon)
- Remove any one weak or moderate Status Condition except ability damage (dilution, damage), essence damage (suppression, omission), poison (Tainted, Poisoned), or disease (Infected, Diseased). (cost: 1 use of chirurgeon)
- Restore one lost class feature, feat, spell level, or racial trait, caused by Essence Suppression, Essence Omission, or Essence Destruction. (cost: 1 use of chirurgeon)
- Bring an ally back to life, if they were slain no more than 1 minute prior to using this ability (as Raise Dead (Cleric Spell)). (cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)
Exhortation II (Ex)
If you do not already have the Exhortation I class feature, you gain it at 9th level. See Exhortation I for details on how this works.
If you do already have the Exhortation I class feature, it improves at 9th level, instead. The warlord may now affect up one additional ally (one of which may be themselves) when they use Exhortation. This is cumulative with all other iterations of the Exhortation class feature. All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the Exhortation is ongoing, or it is interrupted for all those affected.
Onward to Victory I (Ex)
Warlords command their forces within a battle, urging their allies to superior positions. They do this with a surprising ease, turning even the most mired battlefield against their enemies with unexpected maneuvers.
At 10th level, as a swift action, the warlord may slide themselves and each of their allies within 30 feet of the warlord a number of squares equal to the warlord's CHA modifier. This movement is resolved immediately, in initiative order. This is considered forced movement, so it does not provoke attacks of opportunity. Ongoing effects, such as bleed damage or fast healing, do not 'tick' on this granted action.
This ability is usable once per day.
Heroic Warlord (Levels 11 - 15)
Level | Full Attack BAB | Saving Throws | Base AC | Class Features | |||||
---|---|---|---|---|---|---|---|---|---|
1st Atk | 2nd Atk | 3rd Atk | 4th Atk | Fort | Refl | Will | |||
11th | +11 (+1) | +6 (+1) | +1 (+1) | -4 (+1) | +7 | +3 | +7 | 10 | Inspiration, Formation, Force Majeure, Battle Standard III, Encouraging Word II |
12th | +12 (+1) | +7 (+1) | +2 (+1) | -3 (+1) | +8 (+1) | +4 (+1) | +8 (+1) | 10 | Cry Havoc |
13th | +13 (+1) | +8 (+1) | +3 (+1) | -2 (+1) | +8 | +4 | +8 | 10 | Marching Orders III, Chirurgeon III |
14th | +14 (+1) | +9 (+1) | +4 (+1) | -1 (+1) | +9 (+1) | +4 | +9 (+1) | 10 | Exhortation III |
15th | +15 (+1) | +10 (+1) | +5 (+1) | +0 (+1) | +9 | +5 (+1) | +9 | 10 | Controlled Onrush II |
Weapon and Armor Proficiency
A warlord is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.
Inspiration (Heroic Tier)
If you do not already have the Inspiration class feature, you gain it at 11th level. See Inspiration for details on how this works.
Formation (Heroic Tier)
If you do not already have the Formation class feature, you gain it at 11th level. See Formation for details on how this works.
Force Majeure (Heroic Tier)
If you do not already have the Force Majeure class feature, you gain it at 11th level. See Force Majeure for details on how this works.
Battle Standard III (Ex)
If you do not already have the Battle Standard I class feature, you gain it at 11th level. See Battle Standard I for details on how this works.
If you already have the Battle Standard I class feature, but you do not already have the Battle Standard II class feature, you gain it at 11th level, instead. See Battle Standard II for details on how this works.
If you already have the Battle Standard I and Battle Standard II class features from a previous tier of the Warlord class, they improve at 11th level, instead.
Battle Standard III Effects
At 11th level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):
- a +3 martial bonus to all initiative rolls
- a +1 martial bonus to-hit with all attacks (melee, ranged, or spell-based)
- +4 points of bonus damage with all successful weapon-based attacks (including rays)
- a +1 martial bonus to all saving throws
These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the Battle Standard class feature (assuming you qualify for them).
Encouraging Word II (Ex)
If you do not already have the Encouraging Word I class feature, you gain it at 11th level. See Encouraging Word I for details on how this works.
If you do already have Encouraging Word I from a previous tier of the Warlord class, it improves at 11th level, instead. Each time you use encouraging word to heal yourself or an ally, you may expend one or more of your unused Formation dice to augment the amount of healing provided. You roll the Formation die (or dice, if you are using more than one), and add the rolled value to the amount you heal. Formation dice used in this fashion are expended for the round and may not be used for any other purpose (i.e., they do not provide temporary hit points or bonus damage to the target ally when used in this manner).
Cry Havoc (Ex)
At 12th level, once per encounter, after the warlord successfully strikes a target with a melee attack, they may cry havoc upon that creature as a free action. The warlord roll a number of d12's equal to the number of Formation dice they get each round, and apply the summed result of those dice as bonus damage to the attack they just made. The warlord then records the amount of bonus damage they just dealt.
Any allies who have temporary hit points bestowed by the Warlord may also add bonus damage equal to the recorded amount to their first successful attack made against the creature the warlord has invoked havoc upon, as long as they make the attack before the start of the warlord's next turn.
Neither the warlord nor their qualifying allies may gain the bonus damage from cry havoc more than once per encounter, even if they attack the invoked creature multiple times during the round cry havoc is active.
Cry Havoc does not actually use any of the warlord's formation dice for the round, but it also does not bestow any temporary hit points (the way actual Formation dice would). Cry Havoc inflicts bonus damage, which is not multiplied on a critical hit, and is of the same damage type as the weapon which inflicts it.
Marching Orders III (Ex)
At 13th level, during combat, the warlord may activate their marching orders class feature as a swift action. When activated, until the end of the encounter, the warlord gains a bonus to their melee to-hit rolls, Maneuver Offense, and Maneuver Defense (see below for details).
The marching orders ability also establishes a radius of dominion, centered on the warlord. If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of marching orders (see below for a list of what orders are available). Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from marching orders per round.
Marching orders requires a swift action to activate, but is sustained each round as a free action. If the warlord is knocked prone, or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as Rattled), the ability is disrupted and ends until the warlord can re-activate it (with another swift action). If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The warlord may also end the ability at any time as a free action. The ability automatically ends when combat ends. While marching orders behaves like a stance, it is not one; the warlord may enter a stance while using marching orders.
Marching Orders III Benefits
While Marching Orders is active, it provides the following benefits:
- The warlord gains a +4 martial bonus to their melee attack rolls, and a +1 martial bonus to their Armor Class and Maneuver Defense.
- Marching orders establishes a 20-foot radius of dominion, centered on the warlord.
- Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of marching orders one of the following benefits:
- Slide the ally up to 20 feet. An affected ally may end this slide outside of the marching orders radius. This is forced movement and does not provoke attacks of opportunity; or:
- Reduce a status condition by one step (i.e. from strong to moderate, or from moderate to weak, or from weak to removed); or:
- Grant the ally an action point. This action point must be used before the start of the warlord's next turn, or it is lost. Character cannot use more than one action point per round. The effects of the action point follow the normal rules for action points, based on the round of combat in which it is used.
Chirurgeon III (Ex)
If you do not already have the Chirurgeon I class feature, you gain it at 13th level. See Chirurgeon I for details on how this works.
If you do already have the Chirurgeon I class feature, but you do not have the Chirurgeon II class feature, you gain it at 13th level, instead. See Chirurgeon II for details on how this works.
If you already have both the Chirurgeon I and Chirurgeon II class features from previous tiers of the Warlord class, they improve at 13th level, instead, as described below:
Chirurgeon III Benefits
The warlord can expend one or more uses of chirurgeon to grant one of the following effects, assuming the Heal check is successful:
- Grant a saving throw against an ongoing effect, other than a poison or a disease, with a +4 martial bonus. If this saving throw is failed, it does not count toward the progression of the ailment. (cost: 1 use of chirurgeon)
- Grant the effects of a Neutralize Poison (Cleric Spell) or a Remove Disease (Cleric Spell) to a single ally. (cost: 1 use of chirurgeon)
- Restore all points of Ability Dilution to a single ability score, restore 2d4 points of Ability Damage to a single ability score, or restore 1d4 points of Ability Drain to a single ability score. (cost: 1 use of chirurgeon)
- Completely restore all lost class features, feats, spell levels, or racial traits caused by Essence Suppression, up to 3 such features, feats, spell levels, or racial traits caused by Essence Omission, or one lost class feature, feat, spell level, or racial trait, caused by Essence Destruction. (cost: 1 use of chirurgeon)
- Remove a curse (as Remove Curse (Cleric Spell)). (cost: 1 use of chirurgeon)
- Remove any one Status Condition (weak, moderate, or strong) except ability damage (dilution, damage, drain), essence damage (suppression, omission, destruction), poison (Tainted, Poisoned, Blighted), or disease (Infected, Diseased, Plagued). (cost: 1 use of chirurgeon)
- Bring an ally back to life, if they were slain no more than 1 hour prior to using this ability (as Raise Dead (Cleric Spell)). (cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)
Exhortation III (Ex)
If you do not already have the Exhortation I class feature, you gain it at 14th level. See Exhortation I for details on how this works.
If you do already have the Exhortation I class feature, it improves at 14th level, instead. The warlord may now affect up one additional ally (one of which may be themselves) when they use Exhortation. This is cumulative with all other iterations of the Exhortation class feature. All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the Exhortation is ongoing, or it is interrupted for all those affected.
Controlled Onrush II (Ex)
At 15th level, the warlord continues to improve their acumen at predicting when violence will break out. They gain the Improved Initiative feat as a bonus feat.
Undaunted Warlord (Levels 16 - 20)
Level | Full Attack BAB | Saving Throws | Base AC | Class Features | |||||
---|---|---|---|---|---|---|---|---|---|
1st Atk | 2nd Atk | 3rd Atk | 4th Atk | Fort | Refl | Will | |||
16th | +16 (+1) | +11 (+1) | +6 (+1) | +1 (+1) | +10 (+1) | +5 | +10 (+1) | 10 | Inspiration, Formation, Encouraging Word, Force Majeure, Battle Standard IV, Retribution Order II |
17th | +17 (+1) | +12 (+1) | +7 (+1) | +2 (+1) | +10 | +5 | +10 | 10 | Tactician I |
18th | +18 (+1) | +13 (+1) | +8 (+1) | +3 (+1) | +11 (+1) | +6 (+1) | +11 (+1) | 10 | Marching Orders IV, Chirurgeon IV |
19th | +19 (+1) | +14 (+1) | +9 (+1) | +4 (+1) | +11 | +6 | +11 | 10 | Exhortation IV |
20th | +20 (+1) | +15 (+1) | +10 (+1) | +5 (+1) | +12 (+1) | +6 | +12 (+1) | 10 | Onward to Victory II |
Weapon and Armor Proficiency
A warlord is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.
Inspiration (Undaunted Tier)
If you do not already have the Inspiration class feature, you gain it at 16th level. See Inspiration for details on how this works.
Formation (Undaunted Tier)
If you do not already have the Formation class feature, you gain it at 16th level. See Formation for details on how this works.
Encouraging Word (Undaunted Tier)
If you do not already have the Encouraging Word I class feature, you gain it at 16th level. See Encouraging Word I for details on how this works.
If you already have the Encouraging Word I class feature, but you do not yet possess the Encouraging Word II class feature, you gain it at 16th level, instead. See Encouraging Word II for details on how this works.
Force Majeure (Undaunted Tier)
If you do not already have the Force Majeure class feature, you gain it at 16th level. See Force Majeure for details on how this works.
Battle Standard IV (Ex)
If you do not already have the Battle Standard I class feature, you gain it at 16th level. See Battle Standard I for details on how this works.
If you already have the Battle Standard I class feature, but you do not already have the Battle Standard II class feature, you gain it at 16th level, instead. See Battle Standard II for details on how this works.
If you already have both the Battle Standard I and Battle Standard II class features, but you do not already have the Battle Standard III class feature, you gain it at 16th level, instead. See Battle Standard III for details on how this works.
If you already have the Battle Standard I, Battle Standard II, and Battle Standard III class features from previous tiers of the Warlord class, they improve at 16th level, instead.
Battle Standard IV Effects
At 16th level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):
- a +3 martial bonus to all initiative rolls
- a +2 martial bonus to-hit with all attacks (melee, ranged, or spell-based)
- +5 points of bonus damage with all successful weapon-based attacks (including rays)
- a +1 martial bonus to all saving throws
These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the Battle Standard class feature (assuming you qualify for them).
Retribution Order II (Ex)
If you do not already have the Retribution Order I class feature, you gain it at 16th level. See Retribution Order I for details on how this works.
If you already have the Retribution Order I class feature from a previous tier of the Warlord class, it improves at 16th level, instead. The enemy attack against your ally now deals no damage to that ally (instead of half damage), and any secondary effects (such as status conditions) are also negated by the Retribution Order, even if the attack would normally inflict damage or an effect on a miss. The attack does nothing to the ally.
Tactician I (Ex)
At 17th level, the warlord gains one Teamwork Feat of their choice as a bonus feat. They must meet any prerequisites for the feat in order to select it.
In addition, once per encounter as a move action, the warlord can grant temporary use of one teamwork feat they know to one ally who is within the radius of their Marching Orders radius of dominion. The ally retains the use of this bonus feat until the end of the encounter, even if they leave the radius of Marching Orders. The ally does not need to meet the prerequisites of the granted teamwork feat. This ability may be used with any teamwork feat the warlord knows, though not with a teamwork feat they have gained through a temporary effect (such as a Ranger's Wolf Pack Tactics class feature).
Marching Orders IV (Ex)
At 18th level, during combat, the warlord may activate their marching orders class feature as a swift action. When activated, until the end of the encounter, the warlord gains a bonus to their melee to-hit rolls, Maneuver Offense, and Maneuver Defense (see below for details).
The marching orders ability also establishes a radius of dominion, centered on the warlord. If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of marching orders (see below for a list of what orders are available). Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from marching orders per round.
Marching orders requires a swift action to activate, but is sustained each round as a free action. If the warlord is knocked prone, or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as Rattled), the ability is disrupted and ends until the warlord can re-activate it (with another swift action). If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The warlord may also end the ability at any time as a free action. The ability automatically ends when combat ends. While marching orders behaves like a stance, it is not one; the warlord may enter a stance while using marching orders.
Marching Orders IV Benefits
While Marching Orders is active, it provides the following benefits:
- The warlord gains a +5 martial bonus to their melee attack rolls, and a +2 martial bonus to their Armor Class and Maneuver Defense.
- Marching orders establishes a 25-foot radius of dominion, centered on the warlord.
- Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of marching orders one of the following benefits:
- Slide the ally up to 25 feet. An affected ally may end this slide outside of the marching orders radius. This is forced movement and does not provoke attacks of opportunity; or:
- Reduce a status condition by one step (i.e. from strong to moderate, or from moderate to weak, or from weak to removed); or:
- Grant the ally an action point. This action point must be used before the start of the warlord's next turn, or it is lost. Character cannot use more than one action point per round. The effects of the action point follow the normal rules for action points, based on the round of combat in which it is used; or:
- Grant Fast Healing to the ally equal to half the warlord's level (round down). This fast healing 'ticks' immediately, and then ends. Fast healing is persistent healing, not instantaneous healing.
Chirurgeon IV (Ex)
If you do not already have the Chirurgeon I class feature, you gain it at 18th level. See Chirurgeon I for details on how this works.
If you do already have the Chirurgeon I class feature, but you do not have the Chirurgeon II class feature, you gain it at 18th level, instead. See Chirurgeon II for details on how this works.
If you already have both the Chirurgeon I and Chirurgeon II class features, but you do not have the Chirurgeon III class feature, you gain it at 18th level, instead. See Chirurgeon III for details on how this works.
If you already have the Chirurgeon I through Chirurgeon III class features from previous tiers of the Warlord class, they improve at 18th level, instead, as described below:
Chirurgeon IV Benefits
The warlord can expend one or more uses of chirurgeon to grant one of the following effects, assuming the Heal check is successful:
- Grant a saving throw against an ongoing effect, other than a poison or a disease, with a +6 martial bonus. If this saving throw is failed, it does not count toward the progression of the ailment. (cost: 1 use of chirurgeon)
- Grant the effects of a Neutralize Poison (Cleric Spell) or a Remove Disease (Cleric Spell) to a single ally. (cost: 1 use of chirurgeon)
- Restore all points of Ability Dilution to a single ability score, restore 2d4 points of Ability Damage to a single ability score, or restore 1d4 points of Ability Drain to a single ability score. (cost: 1 use of chirurgeon)
- Completely restore all lost class features, feats, spell levels, or racial traits caused by Essence Suppression or Essence Omission, or restore up to 1d4 lost class features, feats, spell levels, or racial traits caused by Essence Destruction. (cost: 1 use of chirurgeon)
- Remove a curse (as Remove Curse (Cleric Spell)). (cost: 1 use of chirurgeon)
- Remove all Status Conditions (weak, moderate, or strong) from target ally, except ability damage (dilution, damage, drain), essence damage (suppression, omission, destruction), poison (Tainted, Poisoned, Blighted), or disease (Infected, Diseased, Plagued). (cost: 1 use of chirurgeon)
- Bring an ally back to life, if they were slain no more than 1 minute prior to using this ability (as Raise Dead (Cleric Spell)). (cost: 2 uses of chirurgeon, and 5,000 gp worth of treated bandages, rare unguents, and drill bits)
- Bring an ally back to life, if they were slain no more than 1 day per warlord level prior to using this ability (as Resurrection (Cleric Spell)). (cost: 3 uses of chirurgeon, and 10,000 gp worth of rare waxes, imported maggots, and specially-crafted spinal abraders)
Exhortation IV (Ex)
If you do not already have the Exhortation I class feature, you gain it at 19th level. See Exhortation I for details on how this works.
If you do already have the Exhortation I class feature, it improves at 19th level, instead. The warlord may now affect up one additional ally (one of which may be themselves) when they use Exhortation. This is cumulative with all other iterations of the Exhortation class feature. All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the Exhortation is ongoing, or it is interrupted for all those affected.
Onward to Victory II (Ex)
If you do not already have the Onward to Victory I class feature, you gain it at 20th level. See Onward to Victory I for details on how this works.
If you already have the Onward to Victory I class feature, it improves at 20th level, instead. The warlord may now use Onward to Victory up to twice per day (instead of once), and they can activate it as an immediate action (instead of a swift action). The warlord may even use Onward to Victory before they have acted for the first time in an encounter, though they are still considered Flat-Footed until they are able to perform their actual first action.
Valorous Warlord (Levels 21 - 25)
Level | Full Attack BAB | Saving Throws | Base AC | Class Features | |||||
---|---|---|---|---|---|---|---|---|---|
1st Atk | 2nd Atk | 3rd Atk | 4th Atk | Fort | Refl | Will | |||
21st | +21 (+1) | +16 (+1) | +11 (+1) | +6 (+1) | +13 (+1) | +7 (+1) | +13 (+1) | 10 | Inspiration, Formation, Force Majeure, Battle Standard V, Encouraging Word III |
22nd | +21 | +16 | +11 | +6 | +13 | +7 | +13 | 10 | Tactician II |
23rd | +22 (+1) | +17 (+1) | +12 (+1) | +7 (+1) | +14 (+1) | +8 (+1) | +14 (+1) | 10 | Marching Orders V, Chirurgeon V |
24th | +22 | +17 | +12 | +7 | +14 | +8 | +14 | 10 | Exhortation V |
25th | +23 (+1) | +18 (+1) | +13 (+1) | +8 (+1) | +15 (+1) | +9 (+1) | +15 (+1) | 10 | Controlled Onrush III |
Weapon and Armor Proficiency
A warlord is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.
Inspiration (Valorous Tier)
If you do not already have the Inspiration class feature, you gain it at 21st level. See Inspiration for details on how this works.
Formation (Valorous Tier)
If you do not already have the Formation class feature, you gain it at 21st level. See Formation for details on how this works.
Force Majeure (Valorous Tier)
If you do not already have the Force Majeure class feature, you gain it at 21st level. See Force Majeure for details on how this works.
Battle Standard V (Ex)
If you do not already have the Battle Standard I class feature, you gain it at 21st level. See Battle Standard I for details on how this works.
If you already have the Battle Standard I class feature, but you do not already have the Battle Standard II class feature, you gain it at 21st level, instead. See Battle Standard II for details on how this works.
If you already have both the Battle Standard I and Battle Standard II class features, but you do not already have the Battle Standard III class feature, you gain it at 21st level, instead. See Battle Standard III for details on how this works.
If you already have the Battle Standard I through Battle Standard III class features, but you do not already have the Battle Standard IV class feature, you gain it at 21st level, instead. See Battle Standard IV for details on how this works.
If you already have the Battle Standard I through Battle Standard IV class features from previous tiers of the Warlord class, they improve at 21st level, instead.
Battle Standard V Effects
At 21st level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):
- a +4 martial bonus to all initiative rolls
- a +2 martial bonus to-hit with all attacks (melee, ranged, or spell-based)
- +6 points of bonus damage with all successful weapon-based attacks (including rays)
- a +1 martial bonus to all saving throws
These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the Battle Standard class feature (assuming you qualify for them).
Encouraging Word III (Ex)
If you do not already have the Encouraging Word I class feature, you gain it at 21st level. See Encouraging Word I for details on how this works.
If you already have the Encouraging Word I class feature, but you do not yet possess the Encouraging Word II class feature, you gain it at 21st level, instead. See Encouraging Word II for details on how this works.
If you already have both the Encouraging Word I and Encouraging Word II class features from previous tiers of the Warlord class, they improve at 21st level, instead. Any time you expend one or more Formation dice to augment the healing provided by Encouraging Word, if you roll less than an '7' on any of the Formation dice rolled, they grant 7 points of healing instead (i.e. the minimum healing each die provides is now 7 points).
Tactician II (Ex)
If you do not already have the Tactician I class feature, you gain it at 22nd level. See Tactician I for details on how this works.
If you already have the Tactician I class feature from a previous tier of the Warlord class, it improves at 22nd level, instead. The warlord gains another Teamwork Feat of their choice as a bonus feat. They must meet any prerequisites of the feat in order to select it.
In addition, the warlord can grant temporary use of one teamwork feat they know to one ally who is within the radius of their Marching Orders radius of dominion as a swift action (instead of a move action). The ally retains the use of this bonus feat until the end of the encounter, even if they leave the radius of Marching Orders. The ally does not need to meet the prerequisites of the granted teamwork feat. This ability may be used with any teamwork feat the warlord knows, though not with a teamwork feat they have gained through a temporary effect (such as a Ranger's Wolf Pack Tactics class feature). The warlord can use this aspect of Tactician a number of times per day equal to their CHA modifier (instead of just once per encounter).
Marching Orders V (Ex)
At 23rd level, during combat, the warlord may activate their marching orders class feature as a swift action. When activated, until the end of the encounter, the warlord gains a bonus to their melee to-hit rolls, Maneuver Offense, and Maneuver Defense (see below for details).
The marching orders ability also establishes a radius of dominion, centered on the warlord. If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of marching orders (see below for a list of what orders are available). Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from marching orders per round.
Marching orders requires a swift action to activate, but is sustained each round as a free action. If the warlord is knocked prone, or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as Rattled), the ability is disrupted and ends until the warlord can re-activate it (with another swift action). If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The warlord may also end the ability at any time as a free action. The ability automatically ends when combat ends. While marching orders behaves like a stance, it is not one; the warlord may enter a stance while using marching orders.
Marching Orders V Benefits
While Marching Orders is active, it provides the following benefits:
- The warlord gains a +6 martial bonus to their melee attack rolls, and a +2 martial bonus to their Armor Class and Maneuver Defense.
- Marching orders establishes a 30-foot radius of dominion, centered on the warlord.
- Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of marching orders one of the following benefits:
- Slide the ally up to 30 feet. An affected ally may end this slide outside of the marching orders radius. This is forced movement and does not provoke attacks of opportunity. The warlord may then slide themselves to any unoccupied, unblocked space adjacent to the ally they just slid; or:
- Reduce a status condition by one step (i.e. from strong to moderate, or from moderate to weak, or from weak to removed); or:
- Grant the ally an action point. This action point must be used before the start of the warlord's next turn, or it is lost. Character cannot use more than one action point per round. The effects of the action point follow the normal rules for action points, based on the round of combat in which it is used; or:
- Grant Fast Healing to the ally equal to half the warlord's level (round down). This fast healing 'ticks' immediately, and then ends. Fast healing is persistent healing, not instantaneous healing.
Chirurgeon V (Ex)
If you do not already have the Chirurgeon I class feature, you gain it at 23rd level. See Chirurgeon I for details on how this works.
If you do already have the Chirurgeon I class feature, but you do not have the Chirurgeon II class feature, you gain it at 23rd level, instead. See Chirurgeon II for details on how this works.
If you already have both the Chirurgeon I and Chirurgeon II class features, but you do not have the Chirurgeon III class feature, you gain it at 23rd level, instead. See Chirurgeon III for details on how this works.
If you already have the Chirurgeon I through Chirurgeon III class features, but you do not have the Chirurgeon IV class feature, you gain it at 23rd level, instead. See Chirurgeon IV for details on how this works.
If you already have the Chirurgeon I through Chirurgeon IV class features from previous tiers of the Warlord class, they improve at 23rd level, instead, as described below:
Chirurgeon V Benefits
The warlord can expend one or more uses of chirurgeon to grant one of the following effects, assuming the Heal check is successful:
- Grant a saving throw against an ongoing effect, other than a poison or a disease, with a +7 martial bonus. If this saving throw is failed, it does not count toward the progression of the ailment. (cost: 1 use of chirurgeon)
- Grant the effects of a Neutralize Poison (Cleric Spell) or a Remove Disease (Cleric Spell) to a single ally. (cost: 1 use of chirurgeon)
- Restore all points of Ability Dilution to a single ability score, restore 2d4 points of Ability Damage to a single ability score, or restore 1d4 points of Ability Drain to a single ability score. (cost: 1 use of chirurgeon)
- Fully restores all lost class features, spell levels, feats, or racial traits caused by Essence Suppression, Essence Omission, or Essence Destruction. (cost: 1 use of chirurgeon)
- Remove a curse (as Remove Curse (Cleric Spell)). (cost: 1 use of chirurgeon)
- Remove all Status Conditions (weak, moderate, or strong) from target ally, except ability damage (dilution, damage, drain), essence damage (suppression, omission, destruction), poison (Tainted, Poisoned, Blighted), or disease (Infected, Diseased, Plagued). (cost: 1 use of chirurgeon)
- Bring an ally back to life, if they were slain no more than 1 minute prior to using this ability (as Raise Dead (Cleric Spell)). (cost: 1 use of chirurgeon, and no longer has any material cost)
- Bring an ally back to life, if they were slain no more than 1 day per warlord level prior to using this ability (as Resurrection (Cleric Spell)). (cost: 3 uses of chirurgeon, and 10,000 gp worth of rare waxes, imported maggots, and specially-crafted spinal abraders)
Exhortation V (Ex)
If you do not already have the Exhortation I class feature, you gain it at 24th level. See Exhortation I for details on how this works.
If you do already have the Exhortation I class feature, it improves at 24th level, instead. The warlord may now affect up one additional ally (one of which may be themselves) when they use Exhortation. This is cumulative with all other iterations of the Exhortation class feature. All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the Exhortation is ongoing, or it is interrupted for all those affected.
Controlled Onrush III (Ex)
At 25th level, the warlord continues to improve their acumen at predicting when violence will break out. The warlord may now use their CHA modifier in place of their DEX modifier when calculating their Initiative bonus. This does not apply to any other uses of the Movement skill, just initiative.
Mythic Warlord (Levels 26 - 30)
Level | Full Attack BAB | Saving Throws | Base AC | Class Features | |||||
---|---|---|---|---|---|---|---|---|---|
1st Atk | 2nd Atk | 3rd Atk | 4th Atk | Fort | Refl | Will | |||
26th | +23 | +18 | +13 | +8 | +15 | +9 | +15 | 10 | Inspiration, Formation, Encouraging Word, Force Majeure, Battle Standard VI, Retribution Order III |
27th | +24 (+1) | +19 (+1) | +14 (+1) | +9 (+1) | +16 (+1) | +10 (+1) | +16 (+1) | 10 | Tactician III |
28th | +24 | +19 | +14 | +9 | +16 | +10 | +16 | 10 | Marching Orders VI, Chirurgeon VI |
29th | +25 (+1) | +20 (+1) | +15 (+1) | +10 (+1) | +17 (+1) | +11 (+1) | +17 (+1) | 10 | Exhortation VI |
30th | +25 | +20 | +15 | +10 | +17 | +11 | +17 | 10 | Onward to Victory III |
Weapon and Armor Proficiency
A warlord is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.
Inspiration (Mythic Tier)
If you do not already have the Inspiration class feature, you gain it at 26th level. See Inspiration for details on how this works.
Formation (Mythic Tier)
If you do not already have the Formation class feature, you gain it at 26th level. See Formation for details on how this works.
Encouraging Word (Mythic Tier)
If you do not already have the Encouraging Word I class feature, you gain it at 26th level. See Encouraging Word I for details on how this works.
If you already have the Encouraging Word I class feature, but you do not yet possess the Encouraging Word II class feature, you gain it at 26th level, instead. See Encouraging Word II for details on how this works.
If you already have both the Encouraging Word I and Encouraging Word II class features, but do not yet possess the Encouraging Word III class feature, you gain it at 26th level, instead. See Encouraging Word III for details on how this works.
Force Majeure (Mythic Tier)
If you do not already have the Force Majeure class feature, you gain it at 26th level. See Force Majeure for details on how this works.
Battle Standard VI (Ex)
If you do not already have the Battle Standard I class feature, you gain it at 26th level. See Battle Standard I for details on how this works.
If you already have the Battle Standard I class feature, but you do not already have the Battle Standard II class feature, you gain it at 26th level, instead. See Battle Standard II for details on how this works.
If you already have both the Battle Standard I and Battle Standard II class features, but you do not already have the Battle Standard III class feature, you gain it at 26th level, instead. See Battle Standard III for details on how this works.
If you already have the Battle Standard I through Battle Standard III class features, but you do not already have the Battle Standard IV class feature, you gain it at 26th level, instead. See Battle Standard IV for details on how this works.
If you already have the Battle Standard I through Battle Standard IV class features, but you do not already have the Battle Standard V class feature, you gain it at 26th level, instead. See Battle Standard V for details on how this works.
If you already have the Battle Standard I through Battle Standard V class features from previous tiers of the Warlord class, they improve at 26th level, instead.
Battle Standard VI Effects
At 26th level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):
- a +4 martial bonus to all initiative rolls
- a +3 martial bonus to-hit with all attacks (melee, ranged, or spell-based)
- +7 points of bonus damage with all successful weapon-based attacks (including rays)
- a +2 martial bonus to all saving throws
These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the Battle Standard class feature (assuming you qualify for them).
Retribution Order III (Ex)
If you do not already have the Retribution Order I class feature, you gain it at 26th level. See Retribution Order I for details on how this works.
If you already have the Retribution Order I class feature from a previous tier of the Warlord class, it improves at 26th level, instead. If the bonus attack performed by the affected ally successfully hits the enemy against whom the warlord declared Retribution, the ally may inflict the Weakened condition, in addition to whatever damage they inflict with the attack. Remember that monsters can only ever have a single condition on them at any given time, so if the ally's attack already includes a condition, they must choose whether to lay the condition from their own attack, or lay the Weakened condition (they can't lay both). Monsters with roles, such as Threats and Heavies, treat this as a condition, to which they have partial immunity, as defined in their role description.
Tactician III (Ex)
If you do not already have the Tactician I class feature, you gain it at 27th level. See Tactician I for details on how this works.
If you already have the Tactician I class feature, but you do not already have the Tactician II class feature, you gain it at 27th level, instead. See Tactician II for details on how this works.
If you already have both the Tactician I and Tactician II class features from previous tiers of the Warlord class, they improve at 27th level, instead. The warlord gains another Teamwork Feat of their choice as a bonus feat. They must meet any prerequisites of the feat in order to select it.
In addition, the warlord can grant temporary use of one teamwork feat they know to up to three allies who are within the radius of their Marching Orders radius of dominion as a swift action (instead of just one ally at a time). The allies retain the use of this bonus feat until the end of the encounter, even if they leave the radius of Marching Orders. The allies do not need to meet the prerequisites of the granted teamwork feat. This ability may be used with any teamwork feat the warlord knows, though not with a teamwork feat they have gained through a temporary effect (such as a Ranger's Wolf Pack Tactics class feature). The warlord can use this aspect of Tactician a number of times per day equal to their CHA modifier.
Marching Orders VI (Ex)
At 28th level, during combat, the warlord may activate their marching orders class feature as a swift action. When activated, until the end of the encounter, the warlord gains a bonus to their melee to-hit rolls, Maneuver Offense, and Maneuver Defense (see below for details).
The marching orders ability also establishes a radius of dominion, centered on the warlord. If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of marching orders (see below for a list of what orders are available). Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from marching orders per round.
Marching orders requires a swift action to activate, but is sustained each round as a free action. If the warlord is knocked prone, or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as Rattled), the ability is disrupted and ends until the warlord can re-activate it (with another swift action). If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The warlord may also end the ability at any time as a free action. The ability automatically ends when combat ends. While marching orders behaves like a stance, it is not one; the warlord may enter a stance while using marching orders.
Marching Orders VI Benefits
While Marching Orders is active, it provides the following benefits:
- The warlord gains a +7 martial bonus to their melee attack rolls, and a +2 martial bonus to their Armor Class and Maneuver Defense.
- Marching orders establishes a 35-foot radius of dominion, centered on the warlord.
- Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of marching orders one of the following benefits:
- Slide the ally up to 35 feet. An affected ally may end this slide outside of the marching orders radius. This is forced movement and does not provoke attacks of opportunity. The warlord may then slide themselves to any unoccupied, unblocked space adjacent to the ally they just slid; or:
- Reduce a status condition by two steps (i.e. from strong to weak, or from moderate or weak to removed); or:
- Grant the ally an action point. This action point must be used before the start of the warlord's next turn, or it is lost. Character cannot use more than one action point per round. The effects of the action point follow the normal rules for action points, based on the round of combat in which it is used; or:
- Grant Fast Healing to the ally equal to half the warlord's level (round down). This fast healing 'ticks' immediately, and then ends. Fast healing is persistent healing, not instantaneous healing.
Chirurgeon VI (Ex)
If you do not already have the Chirurgeon I class feature, you gain it at 28th level. See Chirurgeon I for details on how this works.
If you do already have the Chirurgeon I class feature, but you do not have the Chirurgeon II class feature, you gain it at 28th level, instead. See Chirurgeon II for details on how this works.
If you already have both the Chirurgeon I and Chirurgeon II class features, but you do not have the Chirurgeon III class feature, you gain it at 28th level, instead. See Chirurgeon III for details on how this works.
If you already have the Chirurgeon I through Chirurgeon III class features, but you do not have the Chirurgeon IV class feature, you gain it at 28th level, instead. See Chirurgeon IV for details on how this works.
If you already have the Chirurgeon I through Chirurgeon IV class features, but you do not have the Chirurgeon V class feature, you gain it at 28th level, instead. See Chirurgeon V for details on how this works.
If you already have the Chirurgeon I through Chirurgeon V class features from previous tiers of the Warlord class, they improve at 28th level, instead, as described below:
Chirurgeon VI Benefits
The warlord can expend one or more uses of chirurgeon to grant one of the following effects, assuming the Heal check is successful:
- Grant a saving throw against an ongoing effect, other than a poison or a disease, with a +8 martial bonus. If this saving throw is failed, it does not count toward the progression of the ailment. (cost: 1 use of chirurgeon)
- Grant the effects of a Neutralize Poison (Cleric Spell) or a Remove Disease (Cleric Spell) to a single ally. (cost: 1 use of chirurgeon)
- Restore all points of Ability Dilution to a single ability score, restore 2d4 points of Ability Damage to a single ability score, or restore 1d4 points of Ability Drain to a single ability score. (cost: 1 use of chirurgeon)
- Fully restores all lost class features, spell levels, feats, or racial traits caused by Essence Suppression, Essence Omission, or Essence Destruction. (cost: 1 use of chirurgeon)
- Remove a curse (as Remove Curse (Cleric Spell)). (cost: 1 use of chirurgeon)
- Remove all Status Conditions (weak, moderate, or strong) from target ally, except ability damage (dilution, damage, drain), essence damage (suppression, omission, destruction), poison (Tainted, Poisoned, Blighted), or disease (Infected, Diseased, Plagued). (cost: 1 use of chirurgeon)
- Bring an ally back to life, if they were slain no more than 1 minute prior to using this ability (as Raise Dead (Cleric Spell)). (cost: 1 use of chirurgeon, and no longer has any material cost)
- Bring an ally back to life, if they were slain no more than 1 day per warlord level prior to using this ability (as Resurrection (Cleric Spell)). (cost: 2 uses of chirurgeon, and 3,000 gp worth of rare waxes, imported maggots, and specially-crafted spinal abraders)
Exhortation VI (Ex)
If you do not already have the Exhortation I class feature, you gain it at 29th level. See Exhortation I for details on how this works.
If you do already have the Exhortation I class feature, it improves at 29th level, instead. The warlord may now affect up one additional ally (one of which may be themselves) when they use Exhortation. This is cumulative with all other iterations of the Exhortation class feature. All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the Exhortation is ongoing, or it is interrupted for all those affected.
Onward to Victory III (Ex)
If you do not already have the Onward to Victory I class feature, you gain it at 30th level. See Onward to Victory I for details on how this works.
If you already have the Onward to Victory I class feature, but you do not already have the Onward to Victory II class feature, you gain it at 30th level, instead. See Onward to Victory II for details on how this works.
If you already have both the Onward to Victory I and Onward to Victory II class features, they improve at 30th level, instead. The warlord can now use Onward to Victory up to three times per day. In addition, as part of the same action, the warlord may expend one use of their Inspiration class feature to apply temporary hit points to all affected allies (and themselves).
Legendary Warlord (Levels 31 - 35)
Level | Full Attack BAB | Saving Throws | Base AC | Class Features | |||||
---|---|---|---|---|---|---|---|---|---|
1st Atk | 2nd Atk | 3rd Atk | 4th Atk | Fort | Refl | Will | |||
31st | +26 (+1) | +21 (+1) | +16 (+1) | +11 (+1) | +18 (+1) | +12 (+1) | +18 (+1) | 10 | Inspiration, Formation, Force Majeure, Battle Standard VII, Encouraging Word IV |
32nd | +26 | +21 | +16 | +11 | +18 | +12 | +18 | 10 | Turning Point |
33rd | +27 (+1) | +22 (+1) | +17 (+1) | +12 (+1) | +19 (+1) | +13 (+1) | +19 (+1) | 10 | Marching Orders VII, Chirurgeon VII |
34th | +27 | +22 | +17 | +12 | +19 | +13 | +19 | 10 | Exhortation VII |
35th | +28 (+1) | +23 (+1) | +18 (+1) | +13 (+1) | +20 (+1) | +14 (+1) | +20 (+1) | 10 | Controlled Onrush IV |
Weapon and Armor Proficiency
A warlord is proficient with all simple weapons, martial weapons, light armor, medium armor, and heavy armor, light shields, and heavy shields.
Inspiration (Legendary Tier)
If you do not already have the Inspiration class feature, you gain it at 31st level. See Inspiration for details on how this works.
Formation (Legendary Tier)
If you do not already have the Formation class feature, you gain it at 31st level. See Formation for details on how this works.
Force Majeure (Legendary Tier)
If you do not already have the Force Majeure class feature, you gain it at 31st level. See Force Majeure for details on how this works.
Battle Standard VII (Ex)
If you do not already have the Battle Standard I class feature, you gain it at 31st level. See Battle Standard I for details on how this works.
If you already have the Battle Standard I class feature, but you do not already have the Battle Standard II class feature, you gain it at 31st level, instead. See Battle Standard II for details on how this works.
If you already have both the Battle Standard I and Battle Standard II class features, but you do not already have the Battle Standard III class feature, you gain it at 31st level, instead. See Battle Standard III for details on how this works.
If you already have the Battle Standard I through Battle Standard III class features, but you do not already have the Battle Standard IV class feature, you gain it at 31st level, instead. See Battle Standard IV for details on how this works.
If you already have the Battle Standard I through Battle Standard IV class features, but you do not already have the Battle Standard V class feature, you gain it at 31st level, instead. See Battle Standard V for details on how this works.
If you already have the Battle Standard I through Battle Standard V class features, but you do not already have the Battle Standard VI class feature, you gain it at 31st level, instead. See Battle Standard VI for details on how this works.
If you already have the Battle Standard I through Battle Standard VI class features from previous tiers of the Warlord class, they improve at 31st level, instead.
Battle Standard VII Effects
At 31st level, as long as the warlord is wielding a banner (including a banner that is wielded on their back via a banner harness), they grant the following benefits to themselves and all allies who can perceive their banner (i.e. allies must have line of sight, but not necessarily line of effect to the warlord's banner to gain these benefits):
- a +5 martial bonus to all initiative rolls
- a +3 martial bonus to-hit with all attacks (melee, ranged, or spell-based)
- +8 points of bonus damage with all successful weapon-based attacks (including rays)
- a +2 martial bonus to all saving throws
These benefits replace (i.e. they are not added to) the benefits listed for previous iterations of the Battle Standard class feature (assuming you qualify for them).
Encouraging Word IV (Ex)
If you do not already have the Encouraging Word I class feature, you gain it at 31st level. See Encouraging Word I for details on how this works.
If you already have the Encouraging Word I class feature, but you do not yet possess the Encouraging Word II class feature, you gain it at 31st level, instead. See Encouraging Word II for details on how this works.
If you already have both the Encouraging Word I and Encouraging Word II class features, but do not yet possess the Encouraging Word III class feature, you gain it at 31st level, instead. See Encouraging Word III for details on how this works.
If you already have the Encouraging Word I, Encouraging Word II, and Encouraging Word III class features from previous tiers of the Warlord class, they improve at 31st level, instead. Any time you add one or more Formation dice to the healing provided by Encouraging Word, the healing provided by each Formation die is always maximized (i.e. each die provides 12 points of healing, instead of whatever result is rolled).
Turning Point (Ex)
At 32nd level, once per round after successfully hitting an enemy, the warlord inflicts a -2 penalty on all saving throws that enemy makes until the start of the warlord's next turn. This is not a condition to which creatures with roles (such as heavies and threats) are partially or fully immune — it affects them normally. Turning point can only be applied once per round, and to only one creature, regardless of how many attacks the warlord makes.
Marching Orders VII (Ex)
At 33rd level, during combat, the warlord may activate their marching orders class feature as a swift action. When activated, until the end of the encounter, the warlord gains a bonus to their melee to-hit rolls, Maneuver Offense, and Maneuver Defense (see below for details).
The marching orders ability also establishes a radius of dominion, centered on the warlord. If the warlord successfully hits an enemy during their turn, they may issue an order to one ally (but not themselves) who is within the radius of marching orders (see below for a list of what orders are available). Even if the warlord successfully hits one or more enemies multiple times during their turn, they may never issue more than one order from marching orders per round.
Marching orders requires a swift action to activate, but is sustained each round as a free action. If the warlord is knocked prone, or suffers a condition that prevents them from taking actions (even a condition which only reduces their number of available actions, such as Rattled), the ability is disrupted and ends until the warlord can re-activate it (with another swift action). If the Warlord attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The warlord may also end the ability at any time as a free action. The ability automatically ends when combat ends. While marching orders behaves like a stance, it is not one; the warlord may enter a stance while using marching orders.
Marching Orders VII Benefits
While Marching Orders is active, it provides the following benefits:
- The warlord gains a +8 martial bonus to their melee attack rolls, and a +3 martial bonus to their Armor Class and Maneuver Defense.
- Marching orders establishes a 40-foot radius of dominion, centered on the warlord.
- Once per round, if the warlord successfully strikes an enemy, the warlord may grant one ally within the radius of marching orders one of the following benefits:
- Slide the ally up to 40 feet. An affected ally may end this slide outside of the marching orders radius. This is forced movement and does not provoke attacks of opportunity. The warlord may then slide themselves to any unoccupied, unblocked space adjacent to the ally they just slid; or:
- Reduce a status condition by two steps (i.e. from strong to weak, or from moderate or weak to removed); or:
- Grant the ally an action point. This action point must be used before the start of the warlord's next turn, or it is lost. Character cannot use more than one action point per round. The effects of the action point follow the normal rules for action points, based on the round of combat in which it is used; or:
- Grant Fast Healing to all allies within the radius of marching orders, including the warlord, equal to half the warlord's level (round down). This fast healing 'ticks' immediately, and then ends. Fast healing is persistent healing, not instantaneous healing.
Chirurgeon VII (Ex)
If you do not already have the Chirurgeon I class feature, you gain it at 33rd level. See Chirurgeon I for details on how this works.
If you do already have the Chirurgeon I class feature, but you do not have the Chirurgeon II class feature, you gain it at 33rd level, instead. See Chirurgeon II for details on how this works.
If you already have both the Chirurgeon I and Chirurgeon II class features, but you do not have the Chirurgeon III class feature, you gain it at 33rd level, instead. See Chirurgeon III for details on how this works.
If you already have the Chirurgeon I through Chirurgeon III class features, but you do not have the Chirurgeon IV class feature, you gain it at 33rd level, instead. See Chirurgeon IV for details on how this works.
If you already have the Chirurgeon I through Chirurgeon IV class features, but you do not have the Chirurgeon V class feature, you gain it at 33rd level, instead. See Chirurgeon V for details on how this works.
If you already have the Chirurgeon I through Chirurgeon V class features, but you do not have the Chirurgeon VI class feature, you gain it at 33rd level, instead. See Chirurgeon VI for details on how this works.
If you already have the Chirurgeon I through Chirurgeon VI class features from previous tiers of the Warlord class, they improve at 33rd level, instead, as described below:
Chirurgeon VII Benefits
The warlord can expend one or more uses of chirurgeon to grant one of the following effects, assuming the Heal check is successful:
- Grant a saving throw against an ongoing effect, other than a poison or a disease, with a +8 martial bonus. If this saving throw is failed, it does not count toward the progression of the ailment. (cost: 1 use of chirurgeon)
- Grant the effects of a Neutralize Poison (Cleric Spell) or a Remove Disease (Cleric Spell) to a single ally. (cost: 1 use of chirurgeon)
- Restore all points of Ability Dilution to a single ability score, restore 2d4 points of Ability Damage to a single ability score, or restore 1d4 points of Ability Drain to a single ability score. (cost: 1 use of chirurgeon)
- Fully restores all lost class features, spell levels, feats, or racial traits caused by Essence Suppression, Essence Omission, or Essence Destruction. (cost: 1 use of chirurgeon)
- Remove a curse (as Remove Curse (Cleric Spell)). (cost: 1 use of chirurgeon)
- Remove any one status condition (weak, moderate, or strong) from target ally, except ability damage (dilution, damage, drain), essence damage (suppression, omission, destruction), poison (Tainted, Poisoned, Blighted), or disease (Infected, Diseased, Plagued). (cost: 1 use of chirurgeon)
- Bring an ally back to life, if they were slain no more than 1 day per warlord level prior to using this ability (as Resurrection (Cleric Spell)). (cost: 1 uses of chirurgeon, and no longer has any material cost)
Exhortation VII (Ex)
If you do not already have the Exhortation I class feature, you gain it at 34th level. See Exhortation I for details on how this works.
If you do already have the Exhortation I class feature, it improves at 34th level, instead. The warlord may now affect up one additional ally (one of which may be themselves) when they use Exhortation. This is cumulative with all other iterations of the Exhortation class feature. All allies the warlord wishes to affect must be adjacent to the warlord, and neither the warlord nor any of the affected allies can perform any actions while the Exhortation is ongoing, or it is interrupted for all those affected.
Controlled Onrush IV (Ex)
At 35th level, the warlord masters their acumen at predicting when violence will break out. They gain the Superior Initiative feat as a bonus feat.
In addition, if they possess the Controlled Onrush I class feature, and they elect to swap initiatives with an ally, they may add the +4 from this feat to their new initiative (the one they got from their ally) as they swap. This bonus always stacks with the new initiative value, even if other adders are present that might normally conflict with a training bonus.
Apotheotic Warlord (Levels 36+)
Level | Class Features | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
36+ | Apotheosis! |
Apotheosis!
Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.
Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).
GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.