Talk:Warlord

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replacements for marching orders / hold the line

  • Barrier of Steel: enemies in aura of stance take damage (scaling, similar blade barrier). Damage occurs once per enemy creature, if that creature is in the aura at any point during the warlord's turn. (Does not deal damage outside of warlord's turn)
  • DR or ER for allies in aura
  • fast healing for allies within aura
  • reduce a condition on one ally within the aura per round
  • damage bonus to allies within aura
  • grant one d20 reroll per round for anyone in aura


notes

battle standard

  • bonus to init (+2, +4, +6, +8)
  • bonus to hit (+1, +2, +3)
  • bonus to damage (+2, +4, +6)
  • bonus vs. fear (+2, +4, +6, immune)
  • bonus to all saves (+1, +2)


inspiration

  • 1d6 per 2 levels, + CHA mod
  • 3 + CHA mod times per day


formation dice

  • unchanged


exhortation

  • out of combat heal
  • starts as 1 ally per charge, but grows (max 8 allies)
  • heals 1 hp per round (improves to 8 per round?)
  • CHA mod times per day, +1 per 3 levels? (does this need to scale if it affects more allies?)


encouraging word

  • in combat heal
  • unchanged, except include the 'add formation dice to healing' option in the power, much earlier. added formation dice aren't usable elsewhere. At higher levels, added formation dice are rolled, but grant a minimum amount, up to maximized.


marching orders

  • stance
  • grants one ally a benefit if warlord hits an enemy during their turn
  • one effect only, even if warlord hits multiple times
  • target ally must be within radius to gain benefit.
  1. slide an ally (distance scales, max 6 squares)
  2. grant an AOO to an ally as an immediate action
  3. reduce a status effect on an ally by 1 step
  4. grant action point (must use this round)


chirurgeon

  • grant new save with +4 bonus to remove poison, disease, curse
  • 2 uses to raise dead (resurrect at higher levels)
  • remove 1d4 ability damage/drain
  • usable 1 times per day, +1 per 2 levels?


force majeure

  • add CHA to warlord's own damage
  • always on


Lead from the front

  • swap inits between yourself and an ally
  • once per encounter


cry havoc

  • add formation dice to each ally who attacks target (first attack only)
  • once per encounter (lasts 1 round)


tactician

  • grant teamwork feat to one ally in radius of stance - lasts until end of encounter!
  • gain bonus teamwork feat
  • higher levels give additional bonus feats (2 more)
  • higher levels - affects more allies, eventually all
  • higher levels - usable cha times per day (instead of 1/enc)
  • once per encounter


Onward to Victory

  • grant all allies (including self) a free move action, resolved immediately
  • swift action
  • higher levels - or charge action
  • higher levels - also grants inspiration temp hps, without using an inspiration.
  • once per day, +1 per 9? levels (max 3 times per day)


Warlord Example Build

(Probably not actually a legal build; needs reviewed; keeping it here in case we get around to building a viable sample build later, so we can steal ideas from this one)


Human, base stats: Str 14, Dex 12, Con 14, int 14, Wis 8, Chr 18.

Example Feats

1st Level: Exotic Weapon Proficiency: Heavy Whip, Combat Expertise. Get a solid weapon, open up some good feats.

3rd Level: Improved Trip. You have a reach tripping weapon. Guess what you should be trying to do.

5th Level: Improved Disarm. Your weapon gives bonuses to disarm, too!

7th Level: Greater Trip. Trip them and hit them, at a distance. So hard not to love this.

9th Level: Improved Reposition. Bad guys in a bad place? Move them!

11th Level: Greater Reposition. Move the baddies and hit them while you're doing it. So awesome.

13th Level: Power Attack. Hit them HARD, man!

15th Level: Fury's fall. Build up some Dex, trip them even better!

17th Level: Fury's snare. Trip them and tie them up, all in one convenient attack. Very nice, this.

19th Level: Furious Focus. Power attack making it hard to trip? Not any more!