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'''{{Anchor|Evade Critical}} {{Ex}}:''' Although often more skilled than his opponents, a Warlord has seen too many battles won by one lucky blow from a falchion. At 6th level a Warlord becomes able to turn even the luckiest blow into a grazing strike. A number of times per day equal to his Dexterity modifier (minimum of 1/day) a Warlord can make a Reflex saving throw (DC = 20 + the enhancement bonus if any possessed by the weapon) to turn a critical hit dealt upon him into a normal hit. The Warlord must be aware of the attack and not flat-footed, and he must declare his attempt to reduce the effect of the critical hit '''before''' the damage from the hit is rolled.
'''{{Anchor|Damage Reduction}} {{Ex}}:''' At 7th level, a Warlord gains [[SRD:Damage Reduction|Damage Reduction]]. Subtract 1 from the damage a Warlord takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three Warlord levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
'''{{Anchor|Improved Flanking}} {{Ex}}:''' A Warlord of 7th level or higher becomes an expert of taking advantage of a distracted opponent. Any time the Warlord is flanking an opponent he gains a +4 bonus on all attack rolls against his target instead of the normal +2 on attacks. (Other characters flanking with the Warlord do not gain this bonus). This ability also allows for the Warlord to use other abilities that require a distracted target such as sneak attack or similar abilities on targets with Improved Uncanny Dodge as well, although he still gains no flanking bonus on his attack rolls.
'''{{Anchor|Weakening Critical}} {{Ex}}:''' A Warlord of 11th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.
'''{{Anchor|Defensive Roll}} {{Ex}}:''' The A Warlord can roll with a potentially lethal blow to take less damage from it than she he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Warlord can attempt to roll with the damage. To use this ability, the Warlord must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, if the Warlord’s has the evasion ability from another source, it does not apply to the defensive roll.
'''{{Anchor|Wounding Critical}} {{Ex}}:''' A Warlord of 14th level or higher who scores a critical hit against a creature also deals 2 points of constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the Warlords weakening critical class feature). Creatures immune to critical hits are immune to this effect.