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|6th||class="left" | +6/+1 || +5 || +2 || +5
| class="left" | [[#Evade CriticalBattle Ardor|Evade CriticalBattle Ardor]]
|-
|7th||class="left" | +7/+2 || +5 || +2 || +5
|-
|9th||class="left" | +9/+4 || +6 || +3 || +6
| class="left" | [[#Battle ArdorEvade Critical|Battle ArdorEvade Critical]], Shield Block +3
|-
|10th||class="left" | +10/+5 || +7 || +3 || +7
'''{{Anchor|Improved Uncanny Dodge}} {{Ex}}:''' At 5th level and higher, a Warlord can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Warlord by flanking him, unless the attacker has 4 more rogue levels than the target has Warlord levels. If a character already has Uncanny Dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from classes that grant uncanny dodge stack to determine the minumum level a rogue must be to get sneak attack by flanking the character.
'''{{Anchor|Battle Ardor}} {{Ex}}:''' The Warlord's sheer love of battle lends uncanny strength to his blows. Starting at 6th level, he gains an competence bonus equal to his Constitution bonus on all rolls made to confirm critical hits.
'''{{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|Skillful RecoveryEvade 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 9th level a Warlord becomes able to turn even the luckiest blow into a grazing strike. A number of times per day equal to his Constitution 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 9th level or higher may reroll any failed the attack roll, skill checkand not flat-footed, ability check or saving throw. He and he must take declare his attempt to reduce the results effect of the reroll, even if its worse than critical hit '''before''' the damage from the originalhit is rolled.
'''{{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.