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*Pathfinder & Starfinder
Best of the Best - Tactical Warlord.
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<blockquote data-quote="FireLance" data-source="post: 4900718" data-attributes="member: 3424"><p>Reasons why eladrin make great tactical warlords:</p><p></p><p>1. Fey Tactics* (16th level Spiral Tactician paragon path ability) - lets your allies add your entire Intelligence bonus (instead of half your Intelligence bonus) to attack rolls when they spend an action point.</p><p></p><p>2. Fey Tactics* (Paragon feat) and Second Step* (11th level Spiral Tactician paragon path ability) - lets you teleport a nearby ally when you use <em>fey step</em>. Really good for setting up flanks or just moving an ally out of a sticky situation. Spend an action point and your <em>fey step</em> recharges so you can do it again.</p><p></p><p>3. Fey Command* (Heroic feat) - lets your allies teleport 1 square when they spend an action point to attack, either before or after the attack. Effectively combines a free shift with the attack.</p><p></p><p>4. Tactical Assault* (Heroic feat) - lets your allies add your Intelligence modifier to damage rolls when they spend an action point.</p><p></p><p>5. Combat Commander* (Paragon feat) and Spiral Timing* (11th level Spiral Tactician paragon path ability) - give your allies your Intelligence bonus to initiative instead of the normal +2 from Combat Leader, and allow one ally to reroll initiative at a further bonus equal to your Intelligence modifier. </p><p></p><p>6. Tactical Inspiration* (Heroic feat) - add your Intelligence modifier to the hit points restored by your <em>inspiring word</em>.</p><p></p><p>* No attack roll required! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Reasons why your eladrin warlord/spiral tactician should multiclass swordmage:</p><p></p><p>1. Eladrin Swordmage Advance (Heroic feat) - when you use <em>fey step</em> to teleport to a square adjacent to an enemy, you can make a melee basic attack against that enemy as a free action. And, remember Second Step?</p><p></p><p>2. Weapon/Implement synergy, as long as you use a heavy blade or a light blade.</p><p></p><p>3. <em>Borrowed confidence</em> (Swordmage 16th level utility power) - allows you to roll two dice and use either result when you make an attack roll or a saving throw until the start of your next turn. When you really, really want to hit with a power. Spend an action point to attack again, and <em>fey step</em> adjacent to the enemy again for good measure (see Eladrin Swordmage Advance).</p><p></p><p>4. <em>Waves of languor</em> (Swordmage 25th level daily attack power) and <em>warlord's doom</em> (Warlord 27th level encounter attack power) - One causes every enemy in a close burst 2 to be slowed and weakened (save ends both) and unconscious (save ends) after the first failed saving throw. The other causes the target to fail its next saving throw against an effect currently on it. You really, really want to hit with these two powers (see <em>borrowed confidence</em>).</p></blockquote><p></p>
[QUOTE="FireLance, post: 4900718, member: 3424"] Reasons why eladrin make great tactical warlords: 1. Fey Tactics* (16th level Spiral Tactician paragon path ability) - lets your allies add your entire Intelligence bonus (instead of half your Intelligence bonus) to attack rolls when they spend an action point. 2. Fey Tactics* (Paragon feat) and Second Step* (11th level Spiral Tactician paragon path ability) - lets you teleport a nearby ally when you use [I]fey step[/I]. Really good for setting up flanks or just moving an ally out of a sticky situation. Spend an action point and your [I]fey step[/I] recharges so you can do it again. 3. Fey Command* (Heroic feat) - lets your allies teleport 1 square when they spend an action point to attack, either before or after the attack. Effectively combines a free shift with the attack. 4. Tactical Assault* (Heroic feat) - lets your allies add your Intelligence modifier to damage rolls when they spend an action point. 5. Combat Commander* (Paragon feat) and Spiral Timing* (11th level Spiral Tactician paragon path ability) - give your allies your Intelligence bonus to initiative instead of the normal +2 from Combat Leader, and allow one ally to reroll initiative at a further bonus equal to your Intelligence modifier. 6. Tactical Inspiration* (Heroic feat) - add your Intelligence modifier to the hit points restored by your [I]inspiring word[/I]. * No attack roll required! ;) Reasons why your eladrin warlord/spiral tactician should multiclass swordmage: 1. Eladrin Swordmage Advance (Heroic feat) - when you use [I]fey step[/I] to teleport to a square adjacent to an enemy, you can make a melee basic attack against that enemy as a free action. And, remember Second Step? 2. Weapon/Implement synergy, as long as you use a heavy blade or a light blade. 3. [I]Borrowed confidence[/I] (Swordmage 16th level utility power) - allows you to roll two dice and use either result when you make an attack roll or a saving throw until the start of your next turn. When you really, really want to hit with a power. Spend an action point to attack again, and [I]fey step[/I] adjacent to the enemy again for good measure (see Eladrin Swordmage Advance). 4. [I]Waves of languor[/I] (Swordmage 25th level daily attack power) and [I]warlord's doom[/I] (Warlord 27th level encounter attack power) - One causes every enemy in a close burst 2 to be slowed and weakened (save ends both) and unconscious (save ends) after the first failed saving throw. The other causes the target to fail its next saving throw against an effect currently on it. You really, really want to hit with these two powers (see [I]borrowed confidence[/I]). [/QUOTE]
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