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Character sheet concept for Dragonborn Warlord

Sadrik said:
Can you update this guy?

Will do - I just now saw the Warlord article, very interesting!
Looks like I guessed right on the concept of using White Raven
like maneuvers from TOB for leading the attack and leading
the charge, but the implementation discussed in the article
is quite different. I must say, more interesting. As someone
said, more emphasis in helping party via tactical/action/movement
support instead of numerical/buff support from cleric.
I really wish they had given an at-will power or two in the article,
in addition to two daily lvl 1 attacks and one lvl 9.
 

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Sadrik said:
Can you update this guy?

Incorporating new information from the new Warlords Dragon preview
and some helpful feedback from posters above, I've updated the
Character Sheet concept for a Dragonborn Warlord. Here are the changes:

- Specified 24 hp 12 bloodied
- Leading the Attack: +2 bonus for one ally (not all)
- Leading the Charge: clarified that only charge damage is increased
- Rally the Troops: (still 'Encounter' to match cleric) - new save, doesn't end fear
- Hold the Line: too powerful for first level. This one should probably be dropped
from the sheet and be more like a lvl 5 or 9 power, but instead, I've just toned
it down to a single ally in the burst, and renamed 'Toe the Line' as it no longer
matches the power of the Dwarven Warlord monster.
- Daily Power - both powers from the new article are very cool. The second
is more 'distinct' than the fighter's daily power, so I went with the White Raven Onslaught.

White Raven Onslaught Warlord Attack 1
You lead the way with a powerful attack, using your success to create an opportunity for one of your allies. Each of your comrades in turn seizes on your example and begins to display true teamwork.
Daily
Martial, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you slide an adjacent ally 1 square. Until the end of the encounter, whenever you or an ally within 10 squares of you makes a successful attack, the attacker slides an adjacent ally 1 square.
Miss: Choose one ally within 10 squares. Until the end of the encounter, the ally slides an adjacent ally 1 square after making a successful attack.
 

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Excellent, thank you. By chance where are you getting the template for the character sheet, and what programs are you using to do it?
 

Sadrik said:
Excellent, thank you. By chance where are you getting the template for the character sheet, and what programs are you using to do it?

I made up the sheet, no template. I'm just using MS Word. The 'Graphics' were pasted in via screen capture from the pregenerated character PDF's. The font I used is 'Maiandra GD' which is a rather close fit. It comes with Office Professional 2003 (or Premium 2000), or Publisher 98/2000. It would be nice if they released a template in Word, or a PDF with editable fields, but I suspect they have other higher priorities at this point.
 

Dragonborn Courage (+5 on saving throws vs. fear)

my only real beef with your concept so far is the above. its a racial version of what appeares to be a Paladin ability (see Pregen). Imagine a DB Pal would gain a +10 vs fear? they'd only have to roll a 1 to succeed.

I'd try something like:

Dragonborn Pride (+2 Racial bonus to Will Defense)

or

Dragonborn Pride ([1+Cha Mod (min. +1)] Racial bonus to saving throws from attacks that target this creatures Will Defense and require a saving throw against a secondary effect)

Your pride in your heritage bolsters you even in the most dour of moments.

also, Leading the Charge is a neet ability, but it does bring up a tatical issue in that commonly, the group is approacing the foe from the same direction, often the same 2 rows of squares (read: marching order). After the 1st person charges the foe, there isn't often a good charge path for follow up charges. Granted, 4E facilitates this in making charge a standard action now, but in scenerios where there is only 1 action, like a suprise round, or narrow mobility, such as tunnels, the bonus can be rendered moot. But I think I have a solution:

Inspiring Charge Warlord Attack 1
You charge one enemy with a brave shout, making your charge and that of your allies more effective.
At Will * Martial, Weapon
Standard Action Melee Weapon
Special:
You must charge as part of this power.
Target: One creature
Attack: +7 vs. AC
Hit: 1d8+7 damage and you may shift 1 square. Allies gain +1 bonus to attack and damage on any charge against the foe you strike until the start of your next round.
Miss: You may shift 1.

Lastly, since Warlords seem all about setting up their allies for success, I submit a 3rd At Will:

Courageous Distraction Warlord Attack 1
With a flourish of your weapon and a mighty swing you draw the eyes of your foe just long enough to your allies find the sweet spot.
At Will * Martial, Weapon
Standard Action Melee Weapon

Target: One creature
Attack: [BAB+Cha Mod] vs. Will
Hit: 1[w]+[Cha Mod] damage and the target grants Combat Advantage to one ally of your choice untill the start of your next turn (save ends).
Critical: Combat Advantage is granted to all your allies instead.
 
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