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The Marshal: an Essentialized Warlord
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<blockquote data-quote="Mentat55" data-source="post: 5462835" data-attributes="member: 14840"><p>Let me post a couple examples of auras I am trying to craft. One seems to function a lot like standard warlord at-will attack powers or the at-will stances we see for the knight and slayer, the other does not.</p><p></p><p><strong>Stirring Words</strong></p><p><strong>At-Will * Aura, Martial</strong></p><p><strong>Minor Action Personal</strong></p><p><strong>Effect:</strong> You activate an aura 1 that lasts until you end it as a minor action, you activate another <em>marshal's aura</em>, or until you fall unconscious. When you hit with a melee basic attack, one ally in the aura that can see and hear you can immediately attempt a saving throw against one effect that a save can end.</p><p></p><p><strong>Bloody Vengeance</strong></p><p><strong>At-Will * Aura, Martial</strong></p><p><strong>Minor Action Personal</strong></p><p><strong>Effect:</strong> You activate an aura 1 that lasts until you end it as a minor action, you activate another <em>marshal's aura</em>, or until you fall unconscious. Bloodied allies that can see and hear you in the aura gain a +3 power bonus to damage rolls.</p><p> <em>Level 11:</em> +4 power bonus.</p><p> <em>Level 21:</em> +5 power bonus.</p><p></p><p>My concern with <em>stirring words</em> is that it doesn't need to be an aura -- in fact, it seems somewhat artificial to force it into that particular design space. My concern with <em>bloody vengeance</em> is more generally a concern with any aura that offers a continuous bonus (i.e., not conditional on an action performed by the warlord) -- how to balance such a bonus. The bloodied condition seemed like an obvious one, but it may be too situation-specific.</p><p></p><p>I'd love to get some feedback on these ideas. In general, I think the auras should augment attack rolls and damage rolls, grant saving throws, grant shifts, provide defense bonuses, give temporary hit points, or provide some resistance against a particular type of attack (e.g., ignore 1 square of forced movement). In that vein, I just remembered another aura idea:</p><p></p><p><strong>Stand Fast</strong></p><p><strong>At-Will * Aura, Martial</strong></p><p><strong>Minor Action Personal</strong></p><p><strong>Effect:</strong> You activate an aura 1 that lasts until you end it as a minor action, you activate another <em>marshal's aura</em>, or until you fall unconscious. Allies in the aura that can see or hear you can ignore up to 1 square of forced movement.</p></blockquote><p></p>
[QUOTE="Mentat55, post: 5462835, member: 14840"] Let me post a couple examples of auras I am trying to craft. One seems to function a lot like standard warlord at-will attack powers or the at-will stances we see for the knight and slayer, the other does not. [B]Stirring Words[/B] [B]At-Will * Aura, Martial[/B] [B]Minor Action Personal[/B] [B]Effect:[/B] You activate an aura 1 that lasts until you end it as a minor action, you activate another [I]marshal's aura[/I], or until you fall unconscious. When you hit with a melee basic attack, one ally in the aura that can see and hear you can immediately attempt a saving throw against one effect that a save can end. [B]Bloody Vengeance[/B] [B]At-Will * Aura, Martial[/B] [B]Minor Action Personal[/B] [B]Effect:[/B] You activate an aura 1 that lasts until you end it as a minor action, you activate another [I]marshal's aura[/I], or until you fall unconscious. Bloodied allies that can see and hear you in the aura gain a +3 power bonus to damage rolls. [I]Level 11:[/I] +4 power bonus. [I]Level 21:[/I] +5 power bonus. My concern with [I]stirring words[/I] is that it doesn't need to be an aura -- in fact, it seems somewhat artificial to force it into that particular design space. My concern with [I]bloody vengeance[/I] is more generally a concern with any aura that offers a continuous bonus (i.e., not conditional on an action performed by the warlord) -- how to balance such a bonus. The bloodied condition seemed like an obvious one, but it may be too situation-specific. I'd love to get some feedback on these ideas. In general, I think the auras should augment attack rolls and damage rolls, grant saving throws, grant shifts, provide defense bonuses, give temporary hit points, or provide some resistance against a particular type of attack (e.g., ignore 1 square of forced movement). In that vein, I just remembered another aura idea: [B]Stand Fast[/B] [B]At-Will * Aura, Martial[/B] [B]Minor Action Personal[/B] [B]Effect:[/B] You activate an aura 1 that lasts until you end it as a minor action, you activate another [I]marshal's aura[/I], or until you fall unconscious. Allies in the aura that can see or hear you can ignore up to 1 square of forced movement. [/QUOTE]
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