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General Tabletop Discussion
*Pathfinder & Starfinder
The Most Underpowered Class?
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<blockquote data-quote="Destil" data-source="post: 5017575" data-attributes="member: 1980"><p>Wow, I just looked over inspiring warlord feats. They're fantastic at granting little bits of healing and saves. The cleric may have more focused heals, but really for overall healing if your party is 5 or more people the inspiring warlord should remain pretty competitive. And they throw out saves like candy.</p><p></p><p>Saving Inspiration - Forgo extra dice of healing from Inspiring Word for a save.</p><p></p><p>Inspired Recovery - When an ally spends an action point they get a save, and add your Cha bonus to the roll.</p><p></p><p>Yeah, if you build around it and don't have a small party an inspiring warlord will keep up with a cleric just fine. May not heal your defender up with one inspiring word, but the fighter can spend an action point (which you should generally be doing every other encounter anyway) and get some extra healing and a save whenever they need it. And while the cleric has to weaken himself for one turn to heal the entire group the warlord just lets everyone take an action point, put out the hurt, and takes another swing with his +3, 1d12 sword or whatever.</p></blockquote><p></p>
[QUOTE="Destil, post: 5017575, member: 1980"] Wow, I just looked over inspiring warlord feats. They're fantastic at granting little bits of healing and saves. The cleric may have more focused heals, but really for overall healing if your party is 5 or more people the inspiring warlord should remain pretty competitive. And they throw out saves like candy. Saving Inspiration - Forgo extra dice of healing from Inspiring Word for a save. Inspired Recovery - When an ally spends an action point they get a save, and add your Cha bonus to the roll. Yeah, if you build around it and don't have a small party an inspiring warlord will keep up with a cleric just fine. May not heal your defender up with one inspiring word, but the fighter can spend an action point (which you should generally be doing every other encounter anyway) and get some extra healing and a save whenever they need it. And while the cleric has to weaken himself for one turn to heal the entire group the warlord just lets everyone take an action point, put out the hurt, and takes another swing with his +3, 1d12 sword or whatever. [/QUOTE]
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