[sblock=Group roles and thoughts on Quagmire's level]So, I was trying to level Quagmire up and make decisions about what powers to pick and feats to retrain and so forth, and I got to thinking that having a bard around will change Quagmire's role a bit. Specifically, he'll be a bit less focused on healing, since there's someone else around to do that.
So here's what a fully healing-focused Quagmire would look like. Changes: pay 25g for a transfer enchantment to make the magic rapier a magic longsword, retrain rapier proficiency for improved inspiring word, retrain MC rogue (sneak attack 1/enc) for MC bard (majestic word 1/day) (Can do both because bards weren't approved at the time Quagmire was level 1), retrain Viper's Strike in favor of Commander's strike, and pick up Inspiring War Cry at level 3 (encounter, 2W+str damage and grant a saving throw).
[sblock=Healing Quagmire]
Quagmire Weaselcrust, level 3
Hobgoblin, Warlord
Commanding Presence: Inspiring Presence
FINAL ABILITY SCORES
Str 16, Con 14, Dex 14, Int 12, Wis 10, Cha 16.
STARTING ABILITY SCORES
Str 16, Con 12, Dex 14, Int 12, Wis 10, Cha 14.
AC: 19 Fort: 15 Reflex: 14 Will: 15
HP: 36 Surges: 9 Surge Value: 9
TRAINED SKILLS
Endurance +7, Intimidate +9, Athletics +10, Diplomacy +9, Streetwise +9
UNTRAINED SKILLS
Acrobatics +2, Arcana +2, Bluff +4, Dungeoneering +1, Heal +1, History +4, Insight +1, Nature +1, Perception +1, Religion +2, Stealth +2, Thievery +2
FEATS
Level 1: Bardic Dilettante
Level 2: Improved Inspiring Word
POWERS
Warlord at-will 1: Commander's Strike
Warlord at-will 1: Wolf Pack Tactics
Warlord daily 1: Bastion of Defense
Warlord encounter 1: Hammer and Anvil
Warlord encounter 3: Inspiring War Cry
Warlord utility 2: Knight's Move
ITEMS
Chainmail of Sacrifice +1, Vanguard Longsword +1, Light Shield
[/sblock]
Certainly viable. But having another healer around opens opportunities for Quagmire to focus on other things, such as possibly keeping his rogue MC and rapier, for an extra 2d6 damage per encounter. Or, I could blow the doors off of it and overhaul him as, say, a bravura warlord built to charge a lot. (I probably wouldn't do this; a charging build is mostly wasted on a warlord. About all they get is Flattening Charge. A barbarian, now... When are we talking about 3rd characters, again?)
My point is, there's an opportunity here for Q to focus on one of his other roles, like tactical movement, rather than going all-out for healing. But I'm not sure there's a lot of improvement to be made there. Quagmire doesn't make a very good tactical warlord; Hobgoblins just aren't suited to it. Without going full tactlord, I'm not sure what else I can really do to beef up the tactical buffing side of his game.
I'm open to suggestions. I'll probably go with the healing build unless someone has a better idea soon.
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