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Character sheet concept for Dragonborn Warlord
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<blockquote data-quote="ltbaxter" data-source="post: 4094297" data-attributes="member: 60472"><p>The pregenerated character set from DDXP has been an excellent resource to play around with sample combats, along with a lot of nice monster crunch recently. Alas, the set of six just seems incomplete without a Dragonborn and/or Warlord. So just to expand the options for playtesting, I put together such a character using the same format as the pregen sheets. Of course, it's pure speculation due to the paucity of real information available for them. The powers are based on: Dwarven Warlord monster entry, what a leader is supposed to do, and what seems balanced with the rest of the classes. Again - there's no new 'real' info in this character, I'm just sharing something I put together to have a full complement of characters for playing around. I've attached it as a PDF -- the text is given below. If there's something way off or you have other ideas, let me know (though I"m not looking so much to start a big debate as it's all speculation anyway). Enjoy! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>Stats / Abilities:</p><p>Used +2 STR, +2 CHA, and about a 30pt buy</p><p>Gave a +1 Fort bonus (probably should be +2)</p><p>Based on concept art, had him wield axe and shield</p><p>Dragonborn Weapon Training (similar effectiveness as Dwarf)</p><p>Dragonborn Courage (+5 on saving throws vs. fear)</p><p>Warlord Decisiveness (+2 on initiative rolls)</p><p>Probably has one too many encounter powers, but I wanted to include</p><p> something for healing and speculation on 'Hammer and Anvil'</p><p></p><p></p><p>Powers:</p><p></p><p>At-Will Powers</p><p></p><p>Leading the Attack Warlord Attack 1</p><p>You attack one enemy, and allow allies to attack better.</p><p></p><p>At Will * Martial, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One creature</p><p>Attack: +5 vs. AC</p><p>Hit: 1d8+6 damage and allies gain +4 bonus on melee </p><p>attacks against the foe you strike.</p><p></p><p>Leading the Charge Warlord Attack 1</p><p>You charge one enemy with a brave shout, making your</p><p>charge and that of your allies more effective.</p><p></p><p>At Will * Martial, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One creature</p><p>Attack: +7 vs. AC</p><p>Hit: 1d8+7 damage and allies gain +1 bonus on charge</p><p>attacks and damage against the foe you strike.</p><p></p><p>Encounter Powers</p><p></p><p>Rally the Troops Warlord Feature</p><p>You inspire a nearby ally who receives a second wind.</p><p></p><p>Encounter * Martial</p><p>Minor Action Range 5</p><p>Target: You or one ally</p><p>Effect: Ally can use a healing surge and gain an additional</p><p>1d6 hit points. Regardless, any fear effects on the target </p><p>are removed.</p><p></p><p>Hold the Line Warlord Feature</p><p>Your presence allows allies to better defend and stay</p><p>in formation.</p><p></p><p>Encounter * Martial</p><p>Standard Action Close Burst 5</p><p>Target: Each creature in burst</p><p>Effect: Each ally in burst gets +4 AC until end of your</p><p>next turn, and any shift/pull/push against them is</p><p>reduced by one square.</p><p></p><p>Hammer and Anvil Warlord Attack 1</p><p>Like the clanging of a mighty hammer and anvil, you and</p><p>an ally rain blows down upon a foe.</p><p></p><p>Encounter * Martial</p><p>Standard Action Melee Weapon</p><p>Target: One creature</p><p>Attack: +5 vs. AC</p><p>Hit: 1d8+6 damage and an ally of your choice who</p><p>threatens the creature struck is granted an immediate</p><p>attack against that creature.</p><p></p><p>Daily Power</p><p></p><p>Tactical Strike Warlord Attack 1</p><p>You attack one enemy fiercely and allow an ally to shift.</p><p></p><p>Daily * Martial, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One creature</p><p>Attack: +7 vs. AC</p><p>Hit: 2d8+6 damage and adjacent allies may shift 1 square. </p><p>On a critical hit, target becomes subject to combat advantage</p><p>from any attacks (save ends).</p><p>Miss: Half damage, one ally may shift 1 square.</p></blockquote><p></p>
[QUOTE="ltbaxter, post: 4094297, member: 60472"] The pregenerated character set from DDXP has been an excellent resource to play around with sample combats, along with a lot of nice monster crunch recently. Alas, the set of six just seems incomplete without a Dragonborn and/or Warlord. So just to expand the options for playtesting, I put together such a character using the same format as the pregen sheets. Of course, it's pure speculation due to the paucity of real information available for them. The powers are based on: Dwarven Warlord monster entry, what a leader is supposed to do, and what seems balanced with the rest of the classes. Again - there's no new 'real' info in this character, I'm just sharing something I put together to have a full complement of characters for playing around. I've attached it as a PDF -- the text is given below. If there's something way off or you have other ideas, let me know (though I"m not looking so much to start a big debate as it's all speculation anyway). Enjoy! :cool: Stats / Abilities: Used +2 STR, +2 CHA, and about a 30pt buy Gave a +1 Fort bonus (probably should be +2) Based on concept art, had him wield axe and shield Dragonborn Weapon Training (similar effectiveness as Dwarf) Dragonborn Courage (+5 on saving throws vs. fear) Warlord Decisiveness (+2 on initiative rolls) Probably has one too many encounter powers, but I wanted to include something for healing and speculation on 'Hammer and Anvil' Powers: At-Will Powers Leading the Attack Warlord Attack 1 You attack one enemy, and allow allies to attack better. At Will * Martial, Weapon Standard Action Melee Weapon Target: One creature Attack: +5 vs. AC Hit: 1d8+6 damage and allies gain +4 bonus on melee attacks against the foe you strike. Leading the 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 Target: One creature Attack: +7 vs. AC Hit: 1d8+7 damage and allies gain +1 bonus on charge attacks and damage against the foe you strike. Encounter Powers Rally the Troops Warlord Feature You inspire a nearby ally who receives a second wind. Encounter * Martial Minor Action Range 5 Target: You or one ally Effect: Ally can use a healing surge and gain an additional 1d6 hit points. Regardless, any fear effects on the target are removed. Hold the Line Warlord Feature Your presence allows allies to better defend and stay in formation. Encounter * Martial Standard Action Close Burst 5 Target: Each creature in burst Effect: Each ally in burst gets +4 AC until end of your next turn, and any shift/pull/push against them is reduced by one square. Hammer and Anvil Warlord Attack 1 Like the clanging of a mighty hammer and anvil, you and an ally rain blows down upon a foe. Encounter * Martial Standard Action Melee Weapon Target: One creature Attack: +5 vs. AC Hit: 1d8+6 damage and an ally of your choice who threatens the creature struck is granted an immediate attack against that creature. Daily Power Tactical Strike Warlord Attack 1 You attack one enemy fiercely and allow an ally to shift. Daily * Martial, Weapon Standard Action Melee Weapon Target: One creature Attack: +7 vs. AC Hit: 2d8+6 damage and adjacent allies may shift 1 square. On a critical hit, target becomes subject to combat advantage from any attacks (save ends). Miss: Half damage, one ally may shift 1 square. [/QUOTE]
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