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Quintis the Warlord, what can he do and when can he do it?
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<blockquote data-quote="Tales and Chronicles" data-source="post: 7044073" data-attributes="member: 6871653"><p>I'll take a shot at it.</p><p></p><p>Warmaster (ok, not that different from warlord, but a master is less ''party leader'' than a lord, right?)</p><p>1d8 HD</p><p>Prof: martial weapons, light/medium/shield armor, Tools: Navigator or Vehicule</p><p>Skills: two from Persuasion, Intimidate, Deception, Insight, Investigation or Perception.</p><p>Saves: Constitution, Intelligence</p><p></p><p>Lvl 1: Help as bonus action 15', Defend the Fallen: can move as a reaction after an ally is hit if the move gets you closer to that ally.</p><p>lvl 2: Secured Encampment: 1 extra level of exhaustion cured on long rest, cant be surprised while resting, Fighting Style</p><p>Lvl 3: Archetype (Warpath of Vanguard, Aggravator or Pathfinder)</p><p>Lvl 4: ASI</p><p>Lvl 5: Extra Attack</p><p>Lvl 6: Coordonated Attack: Instead of taking a second attack with Extra attack, can let an ally make a weapon attack as a reaction.</p><p>Lvl 7: Gain Expertise in a social skill</p><p>Lvl 8: ASI</p><p>Lvl 9: Warpath Feature</p><p>Lvl 10: ASI</p><p>lvl 11: Hammer and Anvil: Add Prof. to damage against enemy adjacent to another ally.</p><p>Lvl 12: ASI</p><p>Lvl 13: Warpath Feature</p><p>Lvl 14: Inspired attack: As a bonus action, grant 1d4 to an ally save, skill check or attack roll. 1/ally/short rest.</p><p>Lvl 15: Instill Fear: On a kill, enemies within 15' save against Fear or get frightened for 1 round. 1/short rest.</p><p>Lvl 16: ASI</p><p>Lvl 17: Warpath Feature</p><p>Lvl 18: Impending Victory: Ally within 5' gain 1d4 damage against enemy under maximum hp.</p><p>Lvl 19: Awakened Strenght: As an action, one ally can make an weapon attack against all adjacent enemies as a reaction.</p><p>Lvl 20: The legend lives on: You do not fall unconscious at 0 until you fail 3 DST. When at 0, your allies within 30' gain Warlord lvl THP, Advantage to Attack and Immunity to Fear. This last until you die or heal over 0 Hp. 1/long rest.</p><p></p><p>Vanguard:</p><p>lvl 3: Champion's Armament: chosen weapon gain special features . Victorious shout: after a kill, one ally can spend a HD to recover healt.</p><p>Lvl 9: Bravura: On your turn, you can choose to grant advantage to all enemy until start of your next turn. If you choose so, one ally can spend his reaction to attack the first enemy that attacks you.</p><p>Lvl 13: Extra feature for your champion's armament.</p><p>Lvl 17: Exhortation: If an ally within 30' woud lose his turn due to a condition, you can spend your reaction to allow him a save at the start of his turn. 2/Short rest.</p><p></p><p>Aggravator:</p><p>lvl 3: Taunting barb: As the Swashbuckler Panache first effect. Aggravating Dodge: If you take the dodge action on your turn, you can make a single melee attack against any enemy that misses you in melee as a free action.</p><p>lvl 9: Dash action as Bonus action</p><p>lvl 13: Provoke mistep: You can use you reaction to knock down an enemy that misses you in melee.</p><p>Lvl 17: Unerving steps: If a creature misses you with an AoO, you can make a single free attack against it.</p><p></p><p>Pathfinder (War Scout?)</p><p>Lvl 3: Hawk friend: gain a hawk companion that can perform non-battle actions.</p><p>Herb lore: choose specific poultices like warlock's invocations.</p><p>Lvl 9: Bowmaster: add half strength mod (rounded down) to attacks with bows. Gain a new herb lore.</p><p>lvl 13: Spot weakness: spend an action to spot a weakspot in a traget, you gain a single weakness die that may be applied to an attack. This dice is a d10 at 13th, and a d12 at 20th level. </p><p>lvl 17: Ambush master a per the ranger/rogue UA</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7044073, member: 6871653"] I'll take a shot at it. Warmaster (ok, not that different from warlord, but a master is less ''party leader'' than a lord, right?) 1d8 HD Prof: martial weapons, light/medium/shield armor, Tools: Navigator or Vehicule Skills: two from Persuasion, Intimidate, Deception, Insight, Investigation or Perception. Saves: Constitution, Intelligence Lvl 1: Help as bonus action 15', Defend the Fallen: can move as a reaction after an ally is hit if the move gets you closer to that ally. lvl 2: Secured Encampment: 1 extra level of exhaustion cured on long rest, cant be surprised while resting, Fighting Style Lvl 3: Archetype (Warpath of Vanguard, Aggravator or Pathfinder) Lvl 4: ASI Lvl 5: Extra Attack Lvl 6: Coordonated Attack: Instead of taking a second attack with Extra attack, can let an ally make a weapon attack as a reaction. Lvl 7: Gain Expertise in a social skill Lvl 8: ASI Lvl 9: Warpath Feature Lvl 10: ASI lvl 11: Hammer and Anvil: Add Prof. to damage against enemy adjacent to another ally. Lvl 12: ASI Lvl 13: Warpath Feature Lvl 14: Inspired attack: As a bonus action, grant 1d4 to an ally save, skill check or attack roll. 1/ally/short rest. Lvl 15: Instill Fear: On a kill, enemies within 15' save against Fear or get frightened for 1 round. 1/short rest. Lvl 16: ASI Lvl 17: Warpath Feature Lvl 18: Impending Victory: Ally within 5' gain 1d4 damage against enemy under maximum hp. Lvl 19: Awakened Strenght: As an action, one ally can make an weapon attack against all adjacent enemies as a reaction. Lvl 20: The legend lives on: You do not fall unconscious at 0 until you fail 3 DST. When at 0, your allies within 30' gain Warlord lvl THP, Advantage to Attack and Immunity to Fear. This last until you die or heal over 0 Hp. 1/long rest. Vanguard: lvl 3: Champion's Armament: chosen weapon gain special features . Victorious shout: after a kill, one ally can spend a HD to recover healt. Lvl 9: Bravura: On your turn, you can choose to grant advantage to all enemy until start of your next turn. If you choose so, one ally can spend his reaction to attack the first enemy that attacks you. Lvl 13: Extra feature for your champion's armament. Lvl 17: Exhortation: If an ally within 30' woud lose his turn due to a condition, you can spend your reaction to allow him a save at the start of his turn. 2/Short rest. Aggravator: lvl 3: Taunting barb: As the Swashbuckler Panache first effect. Aggravating Dodge: If you take the dodge action on your turn, you can make a single melee attack against any enemy that misses you in melee as a free action. lvl 9: Dash action as Bonus action lvl 13: Provoke mistep: You can use you reaction to knock down an enemy that misses you in melee. Lvl 17: Unerving steps: If a creature misses you with an AoO, you can make a single free attack against it. Pathfinder (War Scout?) Lvl 3: Hawk friend: gain a hawk companion that can perform non-battle actions. Herb lore: choose specific poultices like warlock's invocations. Lvl 9: Bowmaster: add half strength mod (rounded down) to attacks with bows. Gain a new herb lore. lvl 13: Spot weakness: spend an action to spot a weakspot in a traget, you gain a single weakness die that may be applied to an attack. This dice is a d10 at 13th, and a d12 at 20th level. lvl 17: Ambush master a per the ranger/rogue UA [/QUOTE]
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