My Warlord Build.

Family

First Post
Name: Captain Francis Umbrage
Race: Dragonborn
Class: Warlord
Role: Leader
Source: Martial
Build: Inspiring

Level: 1
Exp: 0
Action Points: 1
Heals: 8
HP: 28

Str: 18 (+4)
Con: 12 (+1)
Dex: 10 (0)
Int: 10 (0)
Wis: 10 (0)
Cha: 18 (+4)

Fort: 15
Ref: 11 (includes L Shield)
Will: 15

AC: 17= +10 +6(AR) +1(L Shield)

Armor: upto chainmail, light shield
Weapon: military melee, simple ranged

RACIAL: If he’s bloodied he gets +1 to hit

Longsword: (versatile) (+2 accuracy)
To Hit: +6 = +4 Str, +2 accuracy
Damage: 1D8+4 Str

Bow: (+2 accuracy)
To Hit: +2 = +0 Dex, +2 accuracy
Damage: 1D8

Movement: 5 (in heavy armor)
Languages: Common, Draconic
Sight: ?

SKILLS (History, Intimidate, +2)
AR Check: -1

C Athletics (Str) 9
C Diplomacy (Cha) 9
C History (Int) 7
C Intimidate (Cha) 11
U Acrobatics (Dex) 0
U Athletics (Str) 4
U Insight (Wis) 0 (10)
U Perception (Wis) 0 (10)
U Stealth (Dex) 0

CLASS FEATURES
-Inspiring Presence
When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Cha modifier.

-Inspiring Word
Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.

FEATS (1)
-Toughness (Heroic)
Benefit: When you take this feat, you gain additional hit points equal to your level +3. You also gain 1 additional hit point every time you gain a level.

UTILITY (0)

AT WILL (?)
-1 Breakthrough TLW (Class)
Standard Action, Martial, Melee Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 1[W] +Str modifier and you may target a willing ally within 5 squares and pull him 1 square.

ENCOUNTER (1)
-Dragon Breath (Racial)
Minor action, Close blast 3
Target: All creatures in blast
Damage: 1D8+Str (Fire)

-1 Hammer and Anvil TLW (Class)
Standard Action, Martial, Melee Weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] +Str modifier damage and an adjacent ally may make a basic melee attack.
Inspiring Word: Your ally may add your Cha modifier as a bonus to the basic attack.

DAILY (1)
-1 Bastion of Defense (Class)
Standard Action, Martial, Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] +Str modifier damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.
Effect: Allies within 5 squares of you gain temporary hit points equal to 5+ your Cha modifier.
 
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[/quote]
Heals: 7
HP: 16
[/quote]
According to the excerpt data
Healing Surges should be 8 (7 + con mod)
HP should be 28 (12 + Con Score + toughness feat)
Amount per surge is 7
 
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With no INT bonus you are making about half the warlord powers useless.

It's nice to have a focus (cha) but you probably leave some door opened. I bet a handful of the tactical powers are nice even for an inspirational type warlord.

As a rule of thumb I'm not a big fan of the 'Two 18 and everything else crap' approach. It smacks of CRPG and isn't really that good even from a min-max POV. It gives you fewer overall points of attribute.

Personnally I'd lower one of the two 18 to 16 in order to free 4 points and raise some of the other stats, like INT to 14 for example. It would increase AC, Reflex, some skills and make many powers of the warlord viable choices.
 
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Mal Malenkirk said:
Personnally I'd lower one of the two 18 to 16 in order to free 4 points and raise some of the other stats, like INT.

In 4e, you aren't going to want to find points by sacrificing your key stats. If you must have higher INT, your best bet is to sacrifice Dex (no penalty to AC for doing so) and Wis (no penalty to Will save with a strong charisma). So if you really need to free up 4 points, you are better off putting 8's in Dex and Wis for which you'll take only a minor penalty.
 

Celebrim said:
In 4e, you aren't going to want to find points by sacrificing your key stats. If you must have higher INT, your best bet is to sacrifice Dex (no penalty to AC for doing so) and Wis (no penalty to Will save with a strong charisma). So if you really need to free up 4 points, you are better off putting 8's in Dex and Wis for which you'll take only a minor penalty.
I think it's a little premature to be too certain about what you're giving up by tanking Dexterity and Wisdom. We've already seen at least one very useful wizard feat hinge on Wisdom, and with the absence of stat-boost equipment, if you start your PC as a clumsy fool, he's going to stay a clumsy fool.
 

I'd be very wary of taking two -1 instead of 1 until we've seen the full rule.

As of now we can aleady say that you'd lose -1 to many skills including the seemingly important passive perception and a -1 to initiative (I expect a few Warlord powers are more useful when you act early in the round). I suspect tanking too many stats severely restric your choice of feats too.
 

Who's my minion? Who's my minion? YOU are!

I love that cartoon. :)

With a name like that, I have GOT to know this character's backstory...
 

Not sure that I'd take -2 from strength, but taking -2 from charisma seems like a very valid strategy. It's not quite a primary stat, so reducing it to 16 won't have that dramatic of an effect.
 

Ozdec said:
According to the excerpt data
Healing Surges should be 8 (7 + con mod)
HP should be 28 (12 + Con Score + toughness feat)
Amount per surge is 7

Thanks.

And because I'm going with an "Insprational" build rather than a "Tactician" one so Int is of little use to me. At least I went with a 16 16 12 10 10 10. My wife's Tiefling Warlock has a 20 in her Cha...she likes the boom ;)
 

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