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Character sheet concept for Dragonborn Warlord
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<blockquote data-quote="Thattanguy" data-source="post: 4112617" data-attributes="member: 49301"><p>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.</p><p></p><p>I'd try something like:</p><p></p><p><strong> Dragonborn Pride</strong> (+2 Racial bonus to Will Defense)</p><p></p><p>or</p><p></p><p><strong> Dragonborn Pride</strong> ([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)</p><p></p><p><em> Your pride in your heritage bolsters you even in the most dour of moments.</em></p><p></p><p>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:</p><p></p><p><strong>Inspiring Charge Warlord Attack 1</strong></p><p><em>You charge one enemy with a brave shout, making your charge and that of your allies more effective.</em></p><p><strong>At Will * Martial, Weapon</strong></p><p><strong>Standard Action Melee Weapon</strong></p><p><strong>Special:</strong> You must charge as part of this power.</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> +7 vs. AC</p><p><strong>Hit:</strong> 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.</p><p><strong>Miss:</strong> You may shift 1.</p><p></p><p>Lastly, since Warlords seem all about setting up their allies for success, I submit a 3rd At Will:</p><p></p><p><strong>Courageous Distraction Warlord Attack 1</strong></p><p><em>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.</em></p><p><strong>At Will * Martial, Weapon</strong></p><p><strong>Standard Action Melee Weapon</strong></p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> [BAB+Cha Mod] vs. Will</p><p><strong>Hit:</strong> 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).</p><p><strong>Critical:</strong> Combat Advantage is granted to all your allies instead.</p></blockquote><p></p>
[QUOTE="Thattanguy, post: 4112617, member: 49301"] 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: [B] Dragonborn Pride[/B] (+2 Racial bonus to Will Defense) or [B] Dragonborn Pride[/B] ([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) [I] Your pride in your heritage bolsters you even in the most dour of moments.[/I] 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: [b]Inspiring Charge Warlord Attack 1[/b] [i]You charge one enemy with a brave shout, making your charge and that of your allies more effective.[/i] [b]At Will * Martial, Weapon Standard Action Melee Weapon Special:[/b] You must charge as part of this power. [b]Target:[/b] One creature [b]Attack:[/b] +7 vs. AC [b]Hit:[/b] 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. [b]Miss:[/b] You may shift 1. Lastly, since Warlords seem all about setting up their allies for success, I submit a 3rd At Will: [b]Courageous Distraction Warlord Attack 1[/b] [i]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.[/i] [b]At Will * Martial, Weapon Standard Action Melee Weapon[/b] [b]Target:[/b] One creature [b]Attack:[/b] [BAB+Cha Mod] vs. Will [b]Hit:[/b] 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). [b]Critical:[/b] Combat Advantage is granted to all your allies instead. [/QUOTE]
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