Editing
Warlord
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==How's that work?== All Leaders are designed with the intent of supporting the party as a whole, but each Leader has its own way of doing so. Being a Martial class, the Warlord is a subpar healer, because it relies heavily on the tradition of hit points "abstractly" representing the health of a character. A Warlord's healing is not so much "magic somebody's arm back on" as "shout at somebody to stop being such a wuss and get back in there, Drill Sergeant style". Healing is left to its traditional master, the [[Cleric]]. Where the Warlord excels as a Leader is in its tactical boosting. The Warlord specializes in handing out initiative bonuses, extra moves and extra attacks to the rest of the party like candy. A popular theoretical build, affectionately nicknamed "the Lazylord", actually has no direct attacking powers whatsoever; all of its powers revolve around maneuvering the rest of the party to counter threats. Hence the saying "'''A [[barbarian]] hits you with his axe; a warlord hits you with his [[barbarian]].''''" Although this is directly handled by the various Warlord exploits (special attacks), it's also influenced by the class features. Keymost to these is the Commanding Presence feature, which gives a different bonus to allies who spend an action point within its area of effect: a Bravura Presence gives them increased attack options with penalties for failure, an Insightful Presence grants a defense boost, an Inspiring Presence grants free healing, a Resourceful Presence grants either a damage buff or free healing depending on the situation, a Skirmishing Presence lets them take a free move, and a Tactical Presence grants increased attack. The other feature, Combat Leader, gives your party a much-needed bonus to Initiative, which can help a striker or controller throw out their best stuff first, while its alternatives give either bonuses to scouting (Canny Leader) or give proficiency with shields and the ability to move one ally quickly before the fight even begins (Battlefront Leader). The Warlord isn't good for players who want to be "The Hero", but then, the Leader role as a whole doesn't fit that goal very well. No, the Warlord is for players who want to be useful to the team as the whole. The player who has the most fun with the Warlord is generally somebody who likes the idea of not only getting to play a flavorful character, but also to help the team as a whole succeed. And make no mistake, the Warlord can be pretty fun. Want to get your Drill Sergeant on? Warlord works wonders for that. Want to be a grizzled dwarf longbeard grumbling about how kids today don't realize how good they got it and generously sharing your wisdom so they don't screw up quite as often? Warlord can do that. Haughty nobleman or knight? Warlord. Napoleon? William Wallace? Both Warlords. Hey, in playtesting, they had a power that let the rest of your party get a free shooting attack against a designated target called "Feather Me Yon Oaf". That's got to count for something! ===Class Features=== <tabs> <tab name="Warlord Leadership"><center> {|class="wikitable sortable" cellpadding="5" cellspacing="0" align="center" border="1" width="100%" |+ Choose 1 of the following |- align=center align=center ! Feature ! Effect ! Source |- |Battlefront Leader |Gain training in Heavy Armor as well as the Battlefield Shift Encounter Power |<ref group="Features" name="MP2-83>[[Martial Power]] 2 p.83</ref> |- |Canny Leader |You and all allies within 10 spaces gain +2 to Insight and Perception checks. |<ref group="Features" name="MP2-82>[[Martial Power]] 2 p.82</ref> |- |Combat Leader |You and all allies within 10 spaces gain +2 to Initiative. |<ref group="Features" name="PH-114">[[Dungeons & Dragons 4th Edition]] [[Player's Handbook]] p. 144</ref> |}</center></tab> <tab name="Commanding Presence"><center> {|class="wikitable sortable" cellpadding="5" cellspacing="0" align="center" border="1" width="100%" |+ Choose 1 of the following |- align=center align=center ! Feature ! Effect ! Source |- |Bravura Presence |When an ally you can see spends an Action Point to make an extra attack, they can run a risk. If they hit with their attack, they can make an extra move or basic attack. If they miss, they give Combat Advantage to all enemies until the end of their next turn. |<ref group="Features" name="MP-103">[[Martial Power]] p.103</ref> |- |Insightful Presence |When an ally you can see spends an Action Point for another action, they gain a bonus to their defenses equal to half of either your Wisdom or Charisma modifier until the start of their next turn. |<ref group="Features" name="MP2-82 /> |- |Inspiring Presence |When an ally you can see spends an Action Point for another action, they restore an amount of HP equal to half of your level + Intelligence modifier. |<ref group="Features" name="PH-114" /> |- |Resourceful Presence |When an ally you can see spends an Action Point to make an attack, the attack gains extra damage equal to half your level + Intelligence modifier. If the attack misses, you gain THP equal to half your level + Charisma modifier. |<ref group="Features" name="MP-103" /> |- |Skirmishing Presence |When an ally you can see spends an Action Point to make an attack, they can immediately shift a number of spaces equal to either your Intelligence or Wisdom modifier. |<ref group="Features" name="MP2-82 /> |- |Tactical Presence |When an ally you can see spends an Action Point to make an attack, their first attack roll gains a bonus equal to half your Intelligence modifier. |<ref group="Features" name="PH-114" /> |- |}</center></tab> <tab name="Inspiring Word"><center> Inspiring Word<ref group="Features" name="PH-114" /> Your mandatory healing power as a Leader that's usable multiple times per encounter (two at the start, but ups to three at level 16). One ally within Burst 5/10/15 can spend a healing surge and heal an extra amount of HP that scales based on level. </center></tab> <tab name="Archer Warlord"><center> Archer Warlord<ref group="Features" name="MP2-82 /> A radically different way to build a Warlord, you lose proficiency in chainmail and light shields but become proficient in military ranged weapons. Thankfully, you can still use Strength for your ranged attacks. </center></tab> </tabs> <div class="toccolours mw-collapsible mw-collapsed" data-expandtext="Show References" data-collapsetext="Hide References"> ===References=== <references group="Features" /> </div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information