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The Warlord, Or How to Wield A Barbarian One-Handed (by zelink551)
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<blockquote data-quote="Nibelung" data-source="post: 6709500" data-attributes="member: 74499"><p><strong>Originally posted by zelink551:</strong></p><p></p><p>Themes: Heroic Tier Paragon Paths</p><p>A currently incomplete list. Due to there being over 100 themes, only those black+ or of serious note are included</p><p><strong>Themes</strong></p><p>[sblock] </p><p><strong><span style="color: #0000ff">Chaosmade</span> (HotEC) - </strong>A rather cool path all in all. Obviously not meant for all breeds of Warlords, and suffers from timing issues, but I can definately see some taking a look at this.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Devil's Pawn</span> (NWCS) - </strong>A healthy amount of resistance to a common element, and a nice encounter debuff and damage. Very Solid.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Elemental Initiate</span> (HotEC) - </strong>A solid collection of little benefits that adds up to a very nice package. One of the best.<strong></strong></p><p><strong></strong></p><p><strong>Guardian (D 399) - </strong>A classic in the land of strikers, I can only suggest this if you want to do a little more damage and have exhausted in class IAs.</p><p></p><p><strong>Fey Beast Tamer (HotF) </strong>- A solid choice, nice for perma-CA and an extra sack of HP. Can easily bog down combat however.</p><p></p><p><strong>Iliyanbruen Guardian (NWCS)</strong> - Eladrin only. Somewhat redundant with some Warlord feats, but Fey Step as a minor is solid enough.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: #00ccff">Infernal</span></strong></p><p><strong><span style="color: #ff0000">Prince</span> (D406/BoVD) - </strong>Take this if you specialize in fire (read: are a Tiefling). That is all...Except this is BoVD related material and thus <strong><span style="color: #ff0000">is illegal in LFR and many other places.</span></strong></p><p><strong><span style="color: #ff0000"></span></strong></p><p><strong><span style="color: #ff0000"></span>Infernal <span style="color: #ff0000">Slave</span> (BoVD) - </strong>A nice encounter power, and some decent benefits make this an alright theme, except this is BoVD related material and thus <span style="color: #ff0000"><strong>is illegal in LFR and many other places</strong></span>.<strong></strong></p><p><strong></strong><strong><span style="color: #00ccff"></span></strong></p><p><strong><span style="color: #00ccff">Ironwrought</span> (HotEC)</strong> - Cream of the crop for Melee Warlords. An encounter double roll (with some extra damage attached), resist all while bloodied, and even a buff for a turn after you use that roll. Fantastic. This is treading on gold for a lot of builds.</p><p></p><p><strong><span style="color: #0000ff">Noble</span> (D 399)</strong> - A nice collection of benefits, especially the level 1 power. The u2 and u10 are also quite nice, though perhaps redundant for some of you.</p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Sarifal Feywarden</span> (D 405) </strong>- Requires Fey Origin. An easy way for a Warlord to improve his damage.</p><p></p><p><strong>Sohei (D 404) </strong>- A pretty stock way to give you some off-action powers for strikerdom, but I cannot suggest this with the plethora of great minor actions you have. Decent skill boosts and the save boost certainly isn't bad either.</p><p></p><p><strong><span style="color: #0000ff">Spellscarred Harbinger</span> (NWCS)</strong> - A teleport or the ability to turn invisible 1/enc? Sure I'd love that!</p><p></p><p><strong>Yakuza (D 404) </strong>- A decent array of features and skill bumps (especially at level 1, where you can potentially toss -2 to hit you for a while). However the real reason you're here is the u2. For those of you that have Charisma, this is <strong><span style="color: #00ccff">really freaking good</span>.</strong></p><p></p><p>[/sblock] </p><p>Paragon Paths: Exemplars of Glory</p><p></p><p>Warlords were gifted with a selection of some very strong Paragon Paths for their line of work, so you'll find you probably won't have to look outside this list to do what you do and do it well. That being said, check out the Multiclass section if you can't find anything on this list that makes you happy.</p><p></p><p><strong>Warlord Paragon Paths</strong></p><p>[sblock]</p><p><span style="color: #800080">Arcane Battlemaster</span> (MP 2) - Despite having the blurb on Arcane fluff and having a picture with a Melee Warlord, this path only requires training in Arcana to enter, and it's actually for Ranged Warlords (go figure). It centers on resistances and elemental damage, which is an underwhelming theme. It does attach a small buff to Inspiring Word and some nice AoE power, which salvages it, but not by much</p><p></p><p><span style="color: #800080">Arena Champion</span> (D 368) - A nice revival feature and a decent AP benefit, but that's where the fun ends for this Path. The attack powers suck (basically augments to your Melee Basic Attack), and the attack buff feature is not worth burning a Standard Action for it (who uses total defense with any kind of regularity?). Leave this to the strikers who can use it effective.</p><p></p><p>Arkhosian Blademaster (MP 2) - This Paragon Path focuses on power recovery. While normally I prize this sort of ability, the fact of the matter is that outside a <span style="color: #00ccff">fantastic</span> Daily power and a solid feature at L16, there's little that impresses about this Path. Still an OK path though.</p><p></p><p><span style="color: #800080">Arrowhead Commander</span> (MP 2) - This Paragon Path actually has a Controller feel to it, due to the emphasis on shooting into cover to hit multiple targets and pushing your opponents about the battlefield. The buffs and enabling it grants is rather minor, and shooting into cover generally is bad idea. Not a great path.</p><p></p><p><span style="color: #00ccff">Battle Captain</span> (PHB) - The premier Paragon Path for a Tactical Warlord. All three features hand out attack bonuses to your allies, including a potentially colossal one in the case of Battle Inspiration, which also buffs speed. The powers are nothing special (Reserve Manuever is your friend here), but the features are enough to carry the path.</p><p></p><p><span style="color: #00ccff">Battlelord of Kord</span> (MP) - Charisma-based Warlords everywhere love this Paragon Path. It has a sizable buff in the form of Tempestuous Inspiration, and an absolutely brutal Daily Attack Power in the form of Path of the Storm. You also get a solid power recovery ability in Blood-Tested Inspiration.</p><p></p><p><span style="color: #0000ff">Captain of Fortune</span> (MP 2) - It grants your damage rolls some reliability, has a <span style="color: #00ccff">great</span> Encounter power for nova setup, and the ability to burn 2 AP's in an Encounter. This is actually a pretty good Path.</p><p></p><p><span style="color: #800080">Chainbinder</span> (MP 2) - This Paragon Path uses a weapon group you're actually partial to (Flails), and it makes the combat style features more appealing to you, including having them not require any Wisdom. A decent Path overall if you're looking to explore some different things on a warlord, but features and powers really don't offer anything good.</p><p></p><p><span style="color: #800080">Combat Veteran</span> (PHB) - A decent set of features to make you tougher, and a nice action advantage AP benefit. While this is likely not the first choice for the majority of Warlords, it's higher on the list for Bravelords who have chosen to ignore their secondary stat, since they'll likely go for Constitution. Still, not a frontrunner in most cases.</p><p></p><p><span style="color: #800080">Commando Captain</span> (MP) - A Paragon Path that encourages your allies moving about. I don't feel that the features and powers are significant enough to make this a higher-tier Paragon Path, though.</p><p></p><p><span style="color: #800080">Dujun of Erathis</span> (MP) - This Paragon Path is very vanilla: it provides a bunch of generic benefits, but none of them strong enough to make you want to select it. The Daily power is probably the only thing worth noting about the Path, and it's a Striker-oriented one.</p><p></p><p>Earthfast Brigadier (MP) - A strong buffing Paragon Path for a Warlord that likes to get in close and draw attacks, it seems a natural fit for Bravelords who are willing to forsake their riders for some straight-up toughness. Just remember your Plate and Shield if you go for this Path; you'll need them.</p><p></p><p><span style="color: #800080">Flamebrow Commander</span> (MP) - While the powers and features are solid, the problem is that the entire Paragon Path hinges on having a sky-high Charisma score and on hovering about the Bloodied state on a constant basis. The average party does NOT want the Leader to be Bloodied all the time.</p><p></p><p><span style="color: #ff9900">Infernal Strategist</span> (MP) - Oh, yeah. I went there: I rated a Paragon Path as absolutely mandatory. And the fact of the matter is that it is for <em><u>Resourceful Warlords</u></em>; there is absolutely no benefit that can trump an additional Commanding Presence. To boot, it provides a nice damage bonus and some rock-solid powers.</p><p></p><p>Knight Commander (PHB) - A decent support-based Paragon Path, the main draw is the Honor and Glory feature for a sizable bonus to attack rolls for all allies. A solid bonus to OA's and some decent powers round out the Path.</p><p></p><p>Longarm Marshal (MP) - A rather Defender-oriented Paragon Path that centers on Spear-wielding, it could be quite solid for an Intelligence-based Warlord who likes Spears. The main perks are the sweet accuracy bonus and the absolutely brutal (if risky) Daily power.</p><p></p><p><strong><span style="color: #0000ff">Pack Master</span> (D 364)</strong> - I'm not a fan of alignment restrictions at all, and the L11 feature is marginal on a good day, but those are basically the only gripes I have with this Path. The AP benefits are rock-solid, and the powers are not bad at all either (If you don't find the fluff and mechanics of the encounter power amusing something is wrong with you). A pretty good Path.</p><p></p><p><span style="color: #800080">Platinum Warlord</span> (MP) - A Paragon Path with rather underwhelming features (can you say proficiency with scale armor?), and though it has solid powers, I'm not solid on that they're good enough to .</p><p></p><p><span style="color: #800080">Prince of Knaves </span>(MP 2) - While I can certainly appreciate the "aid the stealty characters" outlook of this Path, I don't see anything apart from Distracting Action that can promote taking this Path over another. Overall, not what you're looking for.</p><p></p><p>Purple Dragon Knight (FRPG) - Another Path that consists of a decent collection of abilities and powers, but with nothing that's truly outstanding. A serviceable choice, but I'd be looking elsewhere if I were you.</p><p></p><p>Shadow Captain (MOTP) - The features are kind of underwhelming, but the powers are strong and pretty applicable to most Warlords. A strong choice, especially for Charisma-based Warlords (for some reason, the Utility power requires Intelligence as well, though).</p><p></p><p><span style="color: #ff0000">Sword Marsha</span><span style="color: #ff0000">l</span> (PHB) - No. This is one of the worst Paragon Paths in the game, so believe me when I say you want no part of this. If you like the flavor, multiclass Fighter and play a Kensei instead.</p><p></p><p><span style="color: #0000ff">Twiceborn Leader</span> (MP) - A sweet Paragon Path for any Warlord, especially Intelligence-based ones, as this is the only way you'll get to apply Inspiring Word to 2 targets without butchering your secondary stat.</p><p></p><p>White Raven (MP 2) - A nice Path for those with a decent-sized party that likes to cluster, as the benefits require allies to be close by. The problem with that outlook is that clustering entails the risk of getting the entire party hammered by small-range AoE's unnecessarily. That tempers the benefits of the Path somewhat. If you play with a Sigil Carver or the like, this is certainly <strong><span style="color: #0000ff">better</span></strong>.</p><p></p><p><span style="color: #993366">Zephyr Warchief</span> (MP 2) - I'm not the biggest fan of this path. The AP feature is fantastic, but everything else buffs movement a bit. But you already have a fair number of abilities and powers that do that, so this seems rather redundant.</p><p>[/sblock]</p><p></p><p><strong>Racial Paragon Paths</strong></p><p>[sblock]</p><p>Here, I'll be marking the race that corresponds to the Path along with the source. We'll only be concerning ourselves with the recommended Paragon Paths here, that is to say, those rated Black or higher. If it's not on the list and it's in my sources, it's not a good idea.</p><p></p><p><span style="color: #00ccff">Adroit Explorer</span> (Human - PHB 2) - The power recovery benefits are awesome, especially using them as an immediate reaction. This can be a very strong Path indeed, though it does require some thought as to which powers are your bread-and-butter moves. Once you have that covered, though, this Path shines and shines brightly.</p><p></p><p>Beastblooded Minotaur (Minotaur - D 369) - It has some decent benefits for Polearm Warlords, including a bonus in reach and speed. Everything else is pretty average, though.</p><p></p><p>Concordant Leader (Genasi - MP) - A Paragon Path with an emphasis on resistances and manifestations. The only real feature you can really look forward to is grabbing resistances for yourself, which is kind of underwhelming given what's out there. Extra Manifestation for free is nice come epic though.</p><p></p><p><strong><span style="color: #00ccff">Mithral Arm</span> (Dragonborn - D 385)</strong> - Essentially the Dragonborn's version of Adroit Explorer, it has excellent features, and power recovery on a Warlord is certainly a good idea. A prime pick.</p><p></p><p>Spiral Tactician (Eladrin - MP) - So the bit here is that on an AP, you should (If you're an eldarin warlord looking at this path you're a Taclord) already be handing out about +4 or +5 to hit (Tactician's Armor people). I can't see how adding a bit more on an AP will help all that much unless you have really inaccurate allies. Besides, everyone should be using APs on the first round anways, so Battle Captain's +2 or +3 make it about equal when allies spend an AP, and better overall. And that's ignoring BC's amazing f16. This path has decent powers but they aren't anything special, and thus, I can't suggest this over Battle Captain. Niche uses.</p><p></p><p>Turathi Highborn (Tiefling - PHB 2) - You won't hit with the powers as much as you'd like, but they do have some nice control effects to slap on your opponent, and some nice features for you.</p><p></p><p>Wildfire Genasi (Genasi - FRPG) - While the progression will ensure your Path powers won't hit as often as you'd like them to, there's no denying this Paragon Path increases the options available to you.</p><p>[/sblock]</p><p></p><p><strong>Dragonmarked Paragon Paths (EPG)</strong></p><p>[sblock]</p><p>Again, we will only concern ourselves with Paths that would make you a better Warlord. I also note the expected (note: not required) race for the Path, as well as the Dragonmark Feat you have to take to gain access.</p><p></p><p>None of the Paths here are very appealing for a Warlord.</p><p>[/sblock]</p><p></p><p>Epic Destinies: Avatars of Glory</p><p></p><p><strong>Warlord Epic Destinies</strong></p><p>[sblock]</p><p>Business as usual here: Black or higher ones get a write-up, the rest don't.</p><p></p><p>Adamantine Soldier (MP) - A very solid Epic Destiny for Bravelords who favor Constitution, but no one else can really make full use of it.</p><p></p><p>Champion of Prophecy (EPG) - Pretty similar to Demigod, but with an emphasis on milestones. Not quite as good IMHO, but that's a high standard to meet.</p><p></p><p>Chosen (FRPG) - Pretty similar to Demigod overall, and can be even better if you find a Utility power you like more than Divine Regeneration.</p><p></p><p>Darklord (D 372) - So... you wanna be the Grim Reaper? All things aside, this is a pretty strong ED. I don't like the lack of ability score boosts, and rituals will likely be covered by another party member, but reviving people you drop has some potential.</p><p></p><p>Deadly Trickster (PHB) - This is a nice choice for the Charisma-based Warlords in the audience, especially because of the rerolls. Not burning a power when you roll 18+ is sweet, too.</p><p></p><p>Demigod (PHB) - Still arguably the best Epic Destiny for any character, and you are no exception, especially if you're a Melee guy. </p><p></p><p><strong><span style="color: #00ccff">Destined Scion</span> (HotFK)</strong> - Another off-shoot from the Demigod tree, a straight-up attack and save bonus along with the two ability score bonuses make it a strong choice.</p><p></p><p>Dispossessed Champion (EPG) - It has a very powerful Utility power, but nothing else about the Epic Destiny stands out.</p><p></p><p><span style="color: #0000ff">Eternal Seeker</span> (PHB) - The mix-and-matching part is very appealing, and it only gets better as more material is released. Right now, it's looking impressive, though you've probably got a lot of powers you want to hang on to. </p><p></p><p>Free Soul (D 376) - Why you would want to play a Revenant Warlord is beyond me, but this is a pretty decent ED for that purpose.</p><p></p><p>Harbinger of Doom (PHB 2) - Another solid, but not spectacular ED. Nothing really jumps out at you from this one.</p><p></p><p>Harper of Legend (D 367) - Not a bad choice for an ED, but there are better candidates, though having an extra Encounter is <span style="color: #00ccff">very nice.</span></p><p></p><p><strong>Heir of Siberys (D 388)</strong> - A branch off the Demigod ED tree, this one offers a variety of effects to choose from as a Utility power. A Warlord will likely be most attracted to Healing, Passage, or Scribing.</p><p></p><p><strong><span style="color: #0000ff">Hordemaster </span>(DSCS)</strong> - An interesting spin on the classic Demigod Epic Destiny, this one has some nice Leader-y flavor and powers you could use to good effect.</p><p></p><p><strong><span style="color: #00ccff">Indomitable Champion </span>(HotFL)</strong> - Essentially an expansion of the Demigod chassis, this ED offers some hefty extra HP and a bonus to NAD's, in addition to some neat defensive abilities and the traditional double stat boost.</p><p></p><p>Invincible Vanguard (MP 2) - This is an ED revolving around charging. There's a niche build among you that likes to charge, but the vast majority of Warlords won't be able to take advantage of all the features.</p><p></p><p><strong>Keeper of the Everflow (HoS)</strong> - A quality ED, it gives an ability score bump along with a variety of effects you can mix-and-match to fit the situation (and there's a good straight standby effect you can rock, too).</p><p></p><p><span style="color: #0000ff">Legendary General</span> (MP) - While it doesn't provide an ability score boost, that's about the only thing wrong with the Path. Allies don't drop until you do, you can funnel AP's to whoever is in best position to use them, and you have a Daily that provides mass power recovery. A strong choice.</p><p></p><p>Legendary Sovereign (MP 2) - This is an ED best suited for the Charisma-based folks, but the features are reasonably strong: a one-time, per-encounter version of Relentless Assault, a prime revival feature and Reliability on your favorite Encounter power are nice to have, and Sword of the Sovereign puts a cap on what's a very strong Epic Destiny.</p><p></p><p>Martial Archetype (MP) - Really conditional entry pre-requisites, but you get some nice stuff out of it if you're looking to diversify what you can accomplish with the Martial power source. The thing is, IMHO there's not all that much you'd want to grab to justify Paragon Multiclassing.</p><p></p><p>Mourning Savior (EPG) - It has the Leader outlook down pat, but it is a bit too conditional to make the higher echelon of Epic Destinies, though it can be quite solid if you frequent a place like the Mournland in your games.</p><p></p><p><span style="color: #0000ff">Planeshaper </span>(D 372) - This is a Control-oriented path through and through, which is a nice expansion upon your abilities. The features also provide a touch of synergy, especially for Intelligence-based Warlords.</p><p></p><p>Prince of Hell (D 372) - Decent offensive and movement powers (teleportation with free damage? Tasty...). The Charisma bonus and the summons are just icing.</p><p></p><p><span style="color: #800080">Punisher of the Gods</span> (D 372) - While powerful, this Epic Destiny is a consistent headache for the designers, receiving multiple versions of errata. I can't give it a top ranking in its current incarnation, especially because I don't think it will remain constant either. This is compounded by the fact that few Warlords take a Weapon Mastery.</p><p></p><p>Reborn Champion (D 365) - If it weren't for the fact that this doesn't provide you with the increased competence ability score buffs bring, it would be very competitive with Demigod, Chosen, and the rest of the big boys. As it is, it's good, but just a step behind.</p><p></p><p>Redeemed Drow (D 367) - Though it is essentially a racial ED, it's a pretty solid one, with power recovery (though giving up the racial kind of stings), and some nice toughness-oriented features.</p><p></p><p>Star-Favored Champion (MP 2) - The features are pretty solid, especially the automatic 20 on any save, and the "basic attack as a minor if you miss" one. Sign of Hope is very underwhelming, though.</p><p></p><p>Storm Sovereign (D 372) - Decent enough, but a Constitution bonus and the features aren't really your focus at all (more along the lines of a Defender, honestly).</p><p></p><p><span style="color: #00ccff">Warmaster</span> (MP) - Not even the lack of ability scores can keep this ED down. You can potentially nuke encounters into oblivion before they begin using its features and Utility power, which makes it a premium choice. However keep in mind this ED shines at 24-26. If you don't think your epic campaign will get to 24 <span style="color: #800080">I really can't suggest this</span>.</p><p></p><p>Winter Sovereign (D 372) - If you're a Fey character that likes Permafrost (think Eladrin Taclord or the like), this is likely a cool ED for you. If you like (save ends) effects, it gets a little better. Solid overall.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709500, member: 74499"] [b]Originally posted by zelink551:[/b] Themes: Heroic Tier Paragon Paths A currently incomplete list. Due to there being over 100 themes, only those black+ or of serious note are included [b]Themes[/b] [sblock] [b][COLOR=#0000ff]Chaosmade[/COLOR] (HotEC) - [/b]A rather cool path all in all. Obviously not meant for all breeds of Warlords, and suffers from timing issues, but I can definately see some taking a look at this.[b] [COLOR=#0000ff]Devil's Pawn[/COLOR] (NWCS) - [/b]A healthy amount of resistance to a common element, and a nice encounter debuff and damage. Very Solid.[b] [COLOR=#00ccff]Elemental Initiate[/COLOR] (HotEC) - [/b]A solid collection of little benefits that adds up to a very nice package. One of the best.[b] Guardian (D 399) - [/b]A classic in the land of strikers, I can only suggest this if you want to do a little more damage and have exhausted in class IAs. [b]Fey Beast Tamer (HotF) [/b]- A solid choice, nice for perma-CA and an extra sack of HP. Can easily bog down combat however. [b]Iliyanbruen Guardian (NWCS)[/b] - Eladrin only. Somewhat redundant with some Warlord feats, but Fey Step as a minor is solid enough.[b] [COLOR=#00ccff]Infernal[/COLOR] [COLOR=#ff0000]Prince[/COLOR] (D406/BoVD) - [/b]Take this if you specialize in fire (read: are a Tiefling). That is all...Except this is BoVD related material and thus [b][COLOR=#ff0000]is illegal in LFR and many other places. [/COLOR]Infernal [COLOR=#ff0000]Slave[/COLOR] (BoVD) - [/b]A nice encounter power, and some decent benefits make this an alright theme, except this is BoVD related material and thus [COLOR=#ff0000][b]is illegal in LFR and many other places[/b][/COLOR].[b] [/b][b][COLOR=#00ccff] Ironwrought[/COLOR] (HotEC)[/b] - Cream of the crop for Melee Warlords. An encounter double roll (with some extra damage attached), resist all while bloodied, and even a buff for a turn after you use that roll. Fantastic. This is treading on gold for a lot of builds. [b][COLOR=#0000ff]Noble[/COLOR] (D 399)[/b] - A nice collection of benefits, especially the level 1 power. The u2 and u10 are also quite nice, though perhaps redundant for some of you. [b][COLOR=#0000ff] Sarifal Feywarden[/COLOR] (D 405) [/b]- Requires Fey Origin. An easy way for a Warlord to improve his damage. [b]Sohei (D 404) [/b]- A pretty stock way to give you some off-action powers for strikerdom, but I cannot suggest this with the plethora of great minor actions you have. Decent skill boosts and the save boost certainly isn't bad either. [b][COLOR=#0000ff]Spellscarred Harbinger[/COLOR] (NWCS)[/b] - A teleport or the ability to turn invisible 1/enc? Sure I'd love that! [b]Yakuza (D 404) [/b]- A decent array of features and skill bumps (especially at level 1, where you can potentially toss -2 to hit you for a while). However the real reason you're here is the u2. For those of you that have Charisma, this is [b][COLOR=#00ccff]really freaking good[/COLOR].[/b] [/sblock] Paragon Paths: Exemplars of Glory Warlords were gifted with a selection of some very strong Paragon Paths for their line of work, so you'll find you probably won't have to look outside this list to do what you do and do it well. That being said, check out the Multiclass section if you can't find anything on this list that makes you happy. [b]Warlord Paragon Paths[/b] [sblock] [COLOR=#800080]Arcane Battlemaster[/COLOR] (MP 2) - Despite having the blurb on Arcane fluff and having a picture with a Melee Warlord, this path only requires training in Arcana to enter, and it's actually for Ranged Warlords (go figure). It centers on resistances and elemental damage, which is an underwhelming theme. It does attach a small buff to Inspiring Word and some nice AoE power, which salvages it, but not by much [COLOR=#800080]Arena Champion[/COLOR] (D 368) - A nice revival feature and a decent AP benefit, but that's where the fun ends for this Path. The attack powers suck (basically augments to your Melee Basic Attack), and the attack buff feature is not worth burning a Standard Action for it (who uses total defense with any kind of regularity?). Leave this to the strikers who can use it effective. Arkhosian Blademaster (MP 2) - This Paragon Path focuses on power recovery. While normally I prize this sort of ability, the fact of the matter is that outside a [COLOR=#00ccff]fantastic[/COLOR] Daily power and a solid feature at L16, there's little that impresses about this Path. Still an OK path though. [COLOR=#800080]Arrowhead Commander[/COLOR] (MP 2) - This Paragon Path actually has a Controller feel to it, due to the emphasis on shooting into cover to hit multiple targets and pushing your opponents about the battlefield. The buffs and enabling it grants is rather minor, and shooting into cover generally is bad idea. Not a great path. [COLOR=#00ccff]Battle Captain[/COLOR] (PHB) - The premier Paragon Path for a Tactical Warlord. All three features hand out attack bonuses to your allies, including a potentially colossal one in the case of Battle Inspiration, which also buffs speed. The powers are nothing special (Reserve Manuever is your friend here), but the features are enough to carry the path. [COLOR=#00ccff]Battlelord of Kord[/COLOR] (MP) - Charisma-based Warlords everywhere love this Paragon Path. It has a sizable buff in the form of Tempestuous Inspiration, and an absolutely brutal Daily Attack Power in the form of Path of the Storm. You also get a solid power recovery ability in Blood-Tested Inspiration. [COLOR=#0000ff]Captain of Fortune[/COLOR] (MP 2) - It grants your damage rolls some reliability, has a [COLOR=#00ccff]great[/COLOR] Encounter power for nova setup, and the ability to burn 2 AP's in an Encounter. This is actually a pretty good Path. [COLOR=#800080]Chainbinder[/COLOR] (MP 2) - This Paragon Path uses a weapon group you're actually partial to (Flails), and it makes the combat style features more appealing to you, including having them not require any Wisdom. A decent Path overall if you're looking to explore some different things on a warlord, but features and powers really don't offer anything good. [COLOR=#800080]Combat Veteran[/COLOR] (PHB) - A decent set of features to make you tougher, and a nice action advantage AP benefit. While this is likely not the first choice for the majority of Warlords, it's higher on the list for Bravelords who have chosen to ignore their secondary stat, since they'll likely go for Constitution. Still, not a frontrunner in most cases. [COLOR=#800080]Commando Captain[/COLOR] (MP) - A Paragon Path that encourages your allies moving about. I don't feel that the features and powers are significant enough to make this a higher-tier Paragon Path, though. [COLOR=#800080]Dujun of Erathis[/COLOR] (MP) - This Paragon Path is very vanilla: it provides a bunch of generic benefits, but none of them strong enough to make you want to select it. The Daily power is probably the only thing worth noting about the Path, and it's a Striker-oriented one. Earthfast Brigadier (MP) - A strong buffing Paragon Path for a Warlord that likes to get in close and draw attacks, it seems a natural fit for Bravelords who are willing to forsake their riders for some straight-up toughness. Just remember your Plate and Shield if you go for this Path; you'll need them. [COLOR=#800080]Flamebrow Commander[/COLOR] (MP) - While the powers and features are solid, the problem is that the entire Paragon Path hinges on having a sky-high Charisma score and on hovering about the Bloodied state on a constant basis. The average party does NOT want the Leader to be Bloodied all the time. [COLOR=#ff9900]Infernal Strategist[/COLOR] (MP) - Oh, yeah. I went there: I rated a Paragon Path as absolutely mandatory. And the fact of the matter is that it is for [i][u]Resourceful Warlords[/u][/i]; there is absolutely no benefit that can trump an additional Commanding Presence. To boot, it provides a nice damage bonus and some rock-solid powers. Knight Commander (PHB) - A decent support-based Paragon Path, the main draw is the Honor and Glory feature for a sizable bonus to attack rolls for all allies. A solid bonus to OA's and some decent powers round out the Path. Longarm Marshal (MP) - A rather Defender-oriented Paragon Path that centers on Spear-wielding, it could be quite solid for an Intelligence-based Warlord who likes Spears. The main perks are the sweet accuracy bonus and the absolutely brutal (if risky) Daily power. [b][COLOR=#0000ff]Pack Master[/COLOR] (D 364)[/b] - I'm not a fan of alignment restrictions at all, and the L11 feature is marginal on a good day, but those are basically the only gripes I have with this Path. The AP benefits are rock-solid, and the powers are not bad at all either (If you don't find the fluff and mechanics of the encounter power amusing something is wrong with you). A pretty good Path. [COLOR=#800080]Platinum Warlord[/COLOR] (MP) - A Paragon Path with rather underwhelming features (can you say proficiency with scale armor?), and though it has solid powers, I'm not solid on that they're good enough to . [COLOR=#800080]Prince of Knaves [/COLOR](MP 2) - While I can certainly appreciate the "aid the stealty characters" outlook of this Path, I don't see anything apart from Distracting Action that can promote taking this Path over another. Overall, not what you're looking for. Purple Dragon Knight (FRPG) - Another Path that consists of a decent collection of abilities and powers, but with nothing that's truly outstanding. A serviceable choice, but I'd be looking elsewhere if I were you. Shadow Captain (MOTP) - The features are kind of underwhelming, but the powers are strong and pretty applicable to most Warlords. A strong choice, especially for Charisma-based Warlords (for some reason, the Utility power requires Intelligence as well, though). [COLOR=#ff0000]Sword Marsha[/COLOR][COLOR=#ff0000]l[/COLOR] (PHB) - No. This is one of the worst Paragon Paths in the game, so believe me when I say you want no part of this. If you like the flavor, multiclass Fighter and play a Kensei instead. [COLOR=#0000ff]Twiceborn Leader[/COLOR] (MP) - A sweet Paragon Path for any Warlord, especially Intelligence-based ones, as this is the only way you'll get to apply Inspiring Word to 2 targets without butchering your secondary stat. White Raven (MP 2) - A nice Path for those with a decent-sized party that likes to cluster, as the benefits require allies to be close by. The problem with that outlook is that clustering entails the risk of getting the entire party hammered by small-range AoE's unnecessarily. That tempers the benefits of the Path somewhat. If you play with a Sigil Carver or the like, this is certainly [b][COLOR=#0000ff]better[/COLOR][/b]. [COLOR=#993366]Zephyr Warchief[/COLOR] (MP 2) - I'm not the biggest fan of this path. The AP feature is fantastic, but everything else buffs movement a bit. But you already have a fair number of abilities and powers that do that, so this seems rather redundant. [/sblock] [b]Racial Paragon Paths[/b] [sblock] Here, I'll be marking the race that corresponds to the Path along with the source. We'll only be concerning ourselves with the recommended Paragon Paths here, that is to say, those rated Black or higher. If it's not on the list and it's in my sources, it's not a good idea. [COLOR=#00ccff]Adroit Explorer[/COLOR] (Human - PHB 2) - The power recovery benefits are awesome, especially using them as an immediate reaction. This can be a very strong Path indeed, though it does require some thought as to which powers are your bread-and-butter moves. Once you have that covered, though, this Path shines and shines brightly. Beastblooded Minotaur (Minotaur - D 369) - It has some decent benefits for Polearm Warlords, including a bonus in reach and speed. Everything else is pretty average, though. Concordant Leader (Genasi - MP) - A Paragon Path with an emphasis on resistances and manifestations. The only real feature you can really look forward to is grabbing resistances for yourself, which is kind of underwhelming given what's out there. Extra Manifestation for free is nice come epic though. [b][COLOR=#00ccff]Mithral Arm[/COLOR] (Dragonborn - D 385)[/b] - Essentially the Dragonborn's version of Adroit Explorer, it has excellent features, and power recovery on a Warlord is certainly a good idea. A prime pick. Spiral Tactician (Eladrin - MP) - So the bit here is that on an AP, you should (If you're an eldarin warlord looking at this path you're a Taclord) already be handing out about +4 or +5 to hit (Tactician's Armor people). I can't see how adding a bit more on an AP will help all that much unless you have really inaccurate allies. Besides, everyone should be using APs on the first round anways, so Battle Captain's +2 or +3 make it about equal when allies spend an AP, and better overall. And that's ignoring BC's amazing f16. This path has decent powers but they aren't anything special, and thus, I can't suggest this over Battle Captain. Niche uses. Turathi Highborn (Tiefling - PHB 2) - You won't hit with the powers as much as you'd like, but they do have some nice control effects to slap on your opponent, and some nice features for you. Wildfire Genasi (Genasi - FRPG) - While the progression will ensure your Path powers won't hit as often as you'd like them to, there's no denying this Paragon Path increases the options available to you. [/sblock] [b]Dragonmarked Paragon Paths (EPG)[/b] [sblock] Again, we will only concern ourselves with Paths that would make you a better Warlord. I also note the expected (note: not required) race for the Path, as well as the Dragonmark Feat you have to take to gain access. None of the Paths here are very appealing for a Warlord. [/sblock] Epic Destinies: Avatars of Glory [b]Warlord Epic Destinies[/b] [sblock] Business as usual here: Black or higher ones get a write-up, the rest don't. Adamantine Soldier (MP) - A very solid Epic Destiny for Bravelords who favor Constitution, but no one else can really make full use of it. Champion of Prophecy (EPG) - Pretty similar to Demigod, but with an emphasis on milestones. Not quite as good IMHO, but that's a high standard to meet. Chosen (FRPG) - Pretty similar to Demigod overall, and can be even better if you find a Utility power you like more than Divine Regeneration. Darklord (D 372) - So... you wanna be the Grim Reaper? All things aside, this is a pretty strong ED. I don't like the lack of ability score boosts, and rituals will likely be covered by another party member, but reviving people you drop has some potential. Deadly Trickster (PHB) - This is a nice choice for the Charisma-based Warlords in the audience, especially because of the rerolls. Not burning a power when you roll 18+ is sweet, too. Demigod (PHB) - Still arguably the best Epic Destiny for any character, and you are no exception, especially if you're a Melee guy. [b][COLOR=#00ccff]Destined Scion[/COLOR] (HotFK)[/b] - Another off-shoot from the Demigod tree, a straight-up attack and save bonus along with the two ability score bonuses make it a strong choice. Dispossessed Champion (EPG) - It has a very powerful Utility power, but nothing else about the Epic Destiny stands out. [COLOR=#0000ff]Eternal Seeker[/COLOR] (PHB) - The mix-and-matching part is very appealing, and it only gets better as more material is released. Right now, it's looking impressive, though you've probably got a lot of powers you want to hang on to. Free Soul (D 376) - Why you would want to play a Revenant Warlord is beyond me, but this is a pretty decent ED for that purpose. Harbinger of Doom (PHB 2) - Another solid, but not spectacular ED. Nothing really jumps out at you from this one. Harper of Legend (D 367) - Not a bad choice for an ED, but there are better candidates, though having an extra Encounter is [COLOR=#00ccff]very nice.[/COLOR] [b]Heir of Siberys (D 388)[/b] - A branch off the Demigod ED tree, this one offers a variety of effects to choose from as a Utility power. A Warlord will likely be most attracted to Healing, Passage, or Scribing. [b][COLOR=#0000ff]Hordemaster [/COLOR](DSCS)[/b] - An interesting spin on the classic Demigod Epic Destiny, this one has some nice Leader-y flavor and powers you could use to good effect. [b][COLOR=#00ccff]Indomitable Champion [/COLOR](HotFL)[/b] - Essentially an expansion of the Demigod chassis, this ED offers some hefty extra HP and a bonus to NAD's, in addition to some neat defensive abilities and the traditional double stat boost. Invincible Vanguard (MP 2) - This is an ED revolving around charging. There's a niche build among you that likes to charge, but the vast majority of Warlords won't be able to take advantage of all the features. [b]Keeper of the Everflow (HoS)[/b] - A quality ED, it gives an ability score bump along with a variety of effects you can mix-and-match to fit the situation (and there's a good straight standby effect you can rock, too). [COLOR=#0000ff]Legendary General[/COLOR] (MP) - While it doesn't provide an ability score boost, that's about the only thing wrong with the Path. Allies don't drop until you do, you can funnel AP's to whoever is in best position to use them, and you have a Daily that provides mass power recovery. A strong choice. Legendary Sovereign (MP 2) - This is an ED best suited for the Charisma-based folks, but the features are reasonably strong: a one-time, per-encounter version of Relentless Assault, a prime revival feature and Reliability on your favorite Encounter power are nice to have, and Sword of the Sovereign puts a cap on what's a very strong Epic Destiny. Martial Archetype (MP) - Really conditional entry pre-requisites, but you get some nice stuff out of it if you're looking to diversify what you can accomplish with the Martial power source. The thing is, IMHO there's not all that much you'd want to grab to justify Paragon Multiclassing. Mourning Savior (EPG) - It has the Leader outlook down pat, but it is a bit too conditional to make the higher echelon of Epic Destinies, though it can be quite solid if you frequent a place like the Mournland in your games. [COLOR=#0000ff]Planeshaper [/COLOR](D 372) - This is a Control-oriented path through and through, which is a nice expansion upon your abilities. The features also provide a touch of synergy, especially for Intelligence-based Warlords. Prince of Hell (D 372) - Decent offensive and movement powers (teleportation with free damage? Tasty...). The Charisma bonus and the summons are just icing. [COLOR=#800080]Punisher of the Gods[/COLOR] (D 372) - While powerful, this Epic Destiny is a consistent headache for the designers, receiving multiple versions of errata. I can't give it a top ranking in its current incarnation, especially because I don't think it will remain constant either. This is compounded by the fact that few Warlords take a Weapon Mastery. Reborn Champion (D 365) - If it weren't for the fact that this doesn't provide you with the increased competence ability score buffs bring, it would be very competitive with Demigod, Chosen, and the rest of the big boys. As it is, it's good, but just a step behind. Redeemed Drow (D 367) - Though it is essentially a racial ED, it's a pretty solid one, with power recovery (though giving up the racial kind of stings), and some nice toughness-oriented features. Star-Favored Champion (MP 2) - The features are pretty solid, especially the automatic 20 on any save, and the "basic attack as a minor if you miss" one. Sign of Hope is very underwhelming, though. Storm Sovereign (D 372) - Decent enough, but a Constitution bonus and the features aren't really your focus at all (more along the lines of a Defender, honestly). [COLOR=#00ccff]Warmaster[/COLOR] (MP) - Not even the lack of ability scores can keep this ED down. You can potentially nuke encounters into oblivion before they begin using its features and Utility power, which makes it a premium choice. However keep in mind this ED shines at 24-26. If you don't think your epic campaign will get to 24 [COLOR=#800080]I really can't suggest this[/COLOR]. Winter Sovereign (D 372) - If you're a Fey character that likes Permafrost (think Eladrin Taclord or the like), this is likely a cool ED for you. If you like (save ends) effects, it gets a little better. Solid overall. [/sblock] [/QUOTE]
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The Warlord, Or How to Wield A Barbarian One-Handed (by zelink551)
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