Dragonborn Warlord custom premade

Seems reasonable to me too. Inspiring words is better then healing words, but you can only use it once per encoutner so that seems fair. The at will powers seem a little weaker then those of the cleric, because they can't be used at range and target AC, but the encounter power seems better then the cleric's so it kind of balances out.

Most likely the warlord has some other bonus too which we don't know about, kind of like how the cleric has his turn ability and his other ability that can be used in place of turn. But kind of hard to model that.
 

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FadedC said:
Seems reasonable to me too. Inspiring words is better then healing words, but you can only use it once per encoutner so that seems fair. The at will powers seem a little weaker then those of the cleric, because they can't be used at range and target AC, but the encounter power seems better then the cleric's so it kind of balances out.

Most likely the warlord has some other bonus too which we don't know about, kind of like how the cleric has his turn ability and his other ability that can be used in place of turn. But kind of hard to model that.

Maybe Inspiring Words should be made a per encounter Warlord Class Feature, instead of a utility, since I think utility powers don't start showing up until 2nd level. Also, I think all Warlords will be able to do this - it isn't likely something a player would have to choose?
 

Verys Arkon said:
Ah, excellent - I'm working on adding Dragonborn and Warlords to the next PrRC, and I'm looking for more 'consensus' before I put it in. I know we don't have a lot of information so I'll be using an appendix to put in some Warlord powers to flesh it out a bit - do you mind if I use yours?
Of course not! I'd be honored :)

Verys Arkon said:
Ability Scores
Using either the 32 point-buy from PrRC or the point-buy from the 3.5 DMG, they seem to come up a little high?
True, I just eyeballed the scores. I'll adjust a bit based on a more standardized method.

Verys Arkon said:
Healing Surges: I think it might be either 6 + Con bonus = 8 or 9+ Con bonus = 11, to keep it in line with the other classes. Since you’ve gone with 12 HP + Con score for calculating HP (the same as the cleric/leader), I’d be inclined to go with 8 HS. Since the Warlord uses the Martial source, he doesn't get the +1 HS that Paladins and Clerics do, as far as I know?
Power source is an interesting way to look at it. I was simply looking at there being a variability between fighter and paladin and assumed that cleric would be less "resilient" than the warlord. I'm inclined to agree with 6+con=8 by your reasoning.

Verys Arkon said:
Is the +5 poison resist from Draconic Heritage?
Yes. I know there will be some additional fluff from this. While most of it will probably revolve around which breath weapon and stat-base is used, I figured that this was reasonable filler.


Thank you so much for the insights here. I'll make a few adjustments.
 

Chibbot said:
Do we have a ruling (or more likely, consensus) about whether or not I count as my own ally? I don't think that I do, but I know there are arguments to the contrary. Either way, is it your intention that the Inspiring Words heal both me and all my allies within x, or do you mean for it to not include me?
I don't recall the article, so sorry no link, but I'm certain I saw something on wizards.com (probably a Dragon article) that specifically identified you as an ally. Now that I think about it I'm pretty sure it was in the paladin smites article.
 

Brent_Nall said:
I don't recall the article, so sorry no link, but I'm certain I saw something on wizards.com (probably a Dragon article) that specifically identified you as an ally. Now that I think about it I'm pretty sure it was in the paladin smites article.

Yes, of nothing changed:

Safeguard Smite
Paladin 1
Encounter • Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2x[W] + Cha.
Hit or Miss: An ally within 5 squares gains a bonus to AC equal to your Wisdom modifier until the end of your next turn.

This basic, entry-level smite has all the things a growing paladin needs to fulfill its role and lay down some hurt. A Charisma attack against the target's Armor Class, safeguard smite deals double her base weapon's damage plus her Charisma modifier in damage (paladins are a force of personality, after all), and grants a quick boost to an ally in trouble (including, in a pinch, the paladin herself). And there you have it. Your first smite -- simple, serviceable, and fun.
 


I would clean up some of the terminology used to fit the standards:

Dragon Breath:
Unless you are intentionally wanting this to provoke an OA, it should be Close Blast 3. Also since Area Blast 3 needs a range that the area *starts*, it's not complete. But Close Blast 3 would mean place a 3x3 effect adjacent to the dragonborn, and not provoke an OA. (Close Blast would also mimic a dragon's breath more closely.)

Inspiring Words:
Should have a range of Close Burst 5, and Target would be all allies within range. Same result as the original, and indicates there is no OA for this action.
 


I think inspiring words seems a bit powerful, but otherwise I like it! Maybe it should be limited in range, like Close Burst 3. This way you have to "stick with" the Warlord if you want to hear his motivating words.

I agree that the point-buy seems a bit high.

I think the wording of a power must state "You or an ally" to count you. Perhaps they changed the wording of the Paladin's smite to include this because the question of "are you your ally" came up too often.

Nice job! I made a Dragonborn Cleric last night myself...

Fitz
 

Thanks for all the input guys. I made a few adjustments (edited above).

I had the opportunity to run Raiders of Oakhurst with a player using this guy (+ fighter, ranger, warlock, rogue) this weekend. The Inspiring Words ability, while strong, worked nicely in the group dynamic without seeming to imbalance play. In general, it would be very valuable to 2 or 3 pc's per encounter which sits nicely with the cleric equivalent. It was a bit more useful when used out of combat to grant others more efficient use of their healing surges between encounters.

In general, the only difficulty had by this version of the character was maintaining melee opportunities in the quickly moving tactical combat style of 4e. I think the guy playing the fighter (only defender in the group) could have made better use of his stickiness and marking abilities. Not doing so, made things tough on both the rogue and the warlord.

In all, the warlord (and everyone really) had alot of fun. New to 4e rules but an experienced player, he commented upon how much he enjoyed the feel of influencing the combat from a tactical perspective. He's really looking forward to some of the "slide opponent" options and I regret not giving some taste of that power to this pregen.
 

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