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*Pathfinder & Starfinder
Class Compendium: The Warlord (Marshal)
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<blockquote data-quote="I'm A Banana" data-source="post: 5512802" data-attributes="member: 2067"><p>Actually, I'd like to replace Inspiring Word. It's basically copypasta from <em>Healing Word</em>, and part of the point is that this class should play differently from the Cleric and other leaders. Making the healing power unique would be <strong>the</strong> major change.</p><p></p><p>Alternate healing ability might be something like <em>Inspiring Presence</em>, an Aura 5/10/15 that lets allied characters spend a surge on their own turns as a free action and gain +1d6 hp, 2x or 3x per encounter. The Warlord is a reservoir your allies tap, and all you need to do is show up to the game. <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>We replace daily nova capacity with a potpourri of encounter-level immediate actions. An ally hits? You add damage. An ally attacks? You add attack bonus. An ally moves? You move them farther. An ally makes a save? You help them save harder. An ally is attacked? You give them a defensive boost. The Warlord becomes the class that gets to act on everyone else's turn. <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=";)" /> Imagine splitting something like <em>Bastion of Defense</em> into three encounter powers (either of which you can choose at first level), each of which contains a (slightly watered down) version of that power's main effects (more damage, +1 to nearby ally's defenses, some temp hp). Our warlord is handing out <em>candy</em> each turn.</p><p></p><p>On their own turn, our warlords are simple: move into position near an ally (within range of your immediate "commands" and your aura) and attack. </p><p></p><p>When other people go, our Warlord shines brightest. It's in line with the "easier, more streamlined" Essentials idea, since the warlord rarely has to choose <em>how</em> to boost an ally, they just need to do what a given ally needs at a given moment. The thief gets extra damage. The knight gets extra defenses. The mage gets extra accuracy. And if no one needs much of anything, the warlord can always buff themselves, using those interrupts on their own actions. </p><p></p><p>That's the tentative idea, anyway. The big thing is changing <em>Inspiring Word</em>. It is exactly the same as the cleric ability, and the Warlord deserves their own (equally as potent) way to help allies.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5512802, member: 2067"] Actually, I'd like to replace Inspiring Word. It's basically copypasta from [I]Healing Word[/I], and part of the point is that this class should play differently from the Cleric and other leaders. Making the healing power unique would be [B]the[/B] major change. Alternate healing ability might be something like [I]Inspiring Presence[/I], an Aura 5/10/15 that lets allied characters spend a surge on their own turns as a free action and gain +1d6 hp, 2x or 3x per encounter. The Warlord is a reservoir your allies tap, and all you need to do is show up to the game. ;) We replace daily nova capacity with a potpourri of encounter-level immediate actions. An ally hits? You add damage. An ally attacks? You add attack bonus. An ally moves? You move them farther. An ally makes a save? You help them save harder. An ally is attacked? You give them a defensive boost. The Warlord becomes the class that gets to act on everyone else's turn. ;) Imagine splitting something like [I]Bastion of Defense[/I] into three encounter powers (either of which you can choose at first level), each of which contains a (slightly watered down) version of that power's main effects (more damage, +1 to nearby ally's defenses, some temp hp). Our warlord is handing out [I]candy[/I] each turn. On their own turn, our warlords are simple: move into position near an ally (within range of your immediate "commands" and your aura) and attack. When other people go, our Warlord shines brightest. It's in line with the "easier, more streamlined" Essentials idea, since the warlord rarely has to choose [I]how[/I] to boost an ally, they just need to do what a given ally needs at a given moment. The thief gets extra damage. The knight gets extra defenses. The mage gets extra accuracy. And if no one needs much of anything, the warlord can always buff themselves, using those interrupts on their own actions. That's the tentative idea, anyway. The big thing is changing [I]Inspiring Word[/I]. It is exactly the same as the cleric ability, and the Warlord deserves their own (equally as potent) way to help allies. [/QUOTE]
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Class Compendium: The Warlord (Marshal)
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