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Here it is! Version 5 of my hombrewed Warlord class!
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<blockquote data-quote="Undrave" data-source="post: 8294664" data-attributes="member: 7015698"><p>Hm... I hadn't taken into account the bump to Sneak Attack and I did recalibrate the Insight dice progression. I do like your suggestion but I think what I could do is split Master's Insight into two and have the bonus reaction at level 11, move a modified Veteran's Poise to 14, but also keep the 3d6 on attack improvement at level 14. Do you think that would be big enough of a bonus at 11?</p><p></p><p>That's the plan yes. It's why I went and made Presences buff a second Shout that's not normally based off their secondary stat, so that you can basically have 2 'good' Shout and 1 regular shout. The Presence orients your build (but it is not, actually, impossible to pick a sub-optimal presence that doesn't use the same ability as your sub class). Currently, INT/CHA/WIS modifiers only come into play, in the base class, in the Shouts and the Presence... I could remove them from Shouts entirely so that Presence is what gives your character its direction (but the idea was that you would favor the shout(s) that better match your stats, giving rise to a different play style depending on which secondary you favor). </p><p></p><p>As a side note, the Ballistarius is fairly neutral, the Borderlands Marshal only has 1 feature that uses WIS mod, and the Chosen One is leaning to Charisma but doesn't actually use your mod for anything beyond Cure Wounds and gets a free bump to it. I don't think I quite made INT/CHA/WIS as crucial to the Warlord as a Spellcasting ability is to a Paladin or a Ranger.</p><p></p><p></p><p></p><p>I actually took the lack of CON into account when I gave the Warlord d10 hit dice. I expected the class wouldn't be able to invest in CON as much so, event with a hit die comparable to a Fighter, they would have lower HP more in line with a d8 class. I also gave them shield to help with AC. I didn't want them to be too frail, but also not as tough as a Fighter without cost.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8294664, member: 7015698"] Hm... I hadn't taken into account the bump to Sneak Attack and I did recalibrate the Insight dice progression. I do like your suggestion but I think what I could do is split Master's Insight into two and have the bonus reaction at level 11, move a modified Veteran's Poise to 14, but also keep the 3d6 on attack improvement at level 14. Do you think that would be big enough of a bonus at 11? That's the plan yes. It's why I went and made Presences buff a second Shout that's not normally based off their secondary stat, so that you can basically have 2 'good' Shout and 1 regular shout. The Presence orients your build (but it is not, actually, impossible to pick a sub-optimal presence that doesn't use the same ability as your sub class). Currently, INT/CHA/WIS modifiers only come into play, in the base class, in the Shouts and the Presence... I could remove them from Shouts entirely so that Presence is what gives your character its direction (but the idea was that you would favor the shout(s) that better match your stats, giving rise to a different play style depending on which secondary you favor). As a side note, the Ballistarius is fairly neutral, the Borderlands Marshal only has 1 feature that uses WIS mod, and the Chosen One is leaning to Charisma but doesn't actually use your mod for anything beyond Cure Wounds and gets a free bump to it. I don't think I quite made INT/CHA/WIS as crucial to the Warlord as a Spellcasting ability is to a Paladin or a Ranger. I actually took the lack of CON into account when I gave the Warlord d10 hit dice. I expected the class wouldn't be able to invest in CON as much so, event with a hit die comparable to a Fighter, they would have lower HP more in line with a d8 class. I also gave them shield to help with AC. I didn't want them to be too frail, but also not as tough as a Fighter without cost. [/QUOTE]
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Here it is! Version 5 of my hombrewed Warlord class!
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