Tiefling Warlord for KotS + Extra Skill Challenge


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Edit: Leaf on the Wind.

Kordeth said:
There'd better be a higher-level warlord exploit called "Watch How I Soar." ;)

I dig the skill challenge, though. I like that even in a primarily Arcana and Religion-based challenge there are things for other characters to do, and spending healing surges as part of a roll is a cool mechanic.

And here I thought I was the only one...

I think the moment I read on the Warlord, I wanted to play one eventually. And every frigging tidbit of information just makes we want to play him even more! This one is no different.

Maybe if I pay my fellow gamers, I can make them run my KotS for me and start the 4E campaign, so that I can play a Warlord?
 

Nobody else has raised the hand to play a Warlord, in my campaign.

I already have an abundance of players, so I've had to massively increase the encounters that are presented in KoTS..

The backstory I'm using has them as part of a Mercenary group, so I think I'll just run myself in as a DM-managed NPC, portable plot-hook.

I'll have a human warlord splashing arcane intiate also.. its the closest match to my PC in the last campaign, which was a Warmage. (I could Wizard splashing Warlord, but eh.)
 

Vaeron said:
Think you nailed it right there... Suspect the word "option" is key. Makes sense that Inspiring Word would go to CHA-geared Inspring option warlords.
*sigh*
Hong said:
Why does no one ever listen to me?
No wait, wrong one...
Warlord Article

Warlord Class Abilities said:
All warlords have these class features.

Combat Leader
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Commanding Presence
Choose one of the following two benefits.

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 Charisma modifier.

Tactical Presence: When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier.

The choice you make also provides bonuses to certain warlord powers. Individual powers detail the effects (if any) your Commanding Presence selection has on them.

Inspiring Word
Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.
Yes, that was several months ago, but I find it extemely unlikely they just dropped the ability.
 

small pumpkin man said:
Yes, that was several months ago, but I find it extemely unlikely they just dropped the ability.
If by "several" you mean 4 and by "months" you mean "weeks". The theory left is they completely axed a class ability a month and a half before launch.
 

DevoutlyApathetic said:
If by "several" you mean 4 and by "months" you mean "weeks". The theory left is they completely axed a class ability a month and a half before launch.

Or maybe it's just one more thing they (over-)simplified for the quick-start rules.
 

Well let me say that the Tactical Assault feat is freakin awesome!! I'm assuming the feat adds your int bonus to your friend's attack. Those are the kinds of things that make me want to have int as a high stat, I hope and pray fighters and the like can take the feat as well.

The at will viper's strike....seems crappy. We've seen a warlord at-will that lets your friend get an attack and add your int bonus to the damage. Compared to that power, viper strike just doesn't cut it.

For those keeping score, this guy has a +4 int and only two languages. I mean...I love that tactical assault feat as I said, but I swear, does int do anything in this game innately?!
 

Also, let me say that the skill challenge is very well done!

First of all, the skill checks are free actions. That means the wizard and cleric will still be in the fight. I like how you can use endurance to help your buddies out. I also like that failures hurt the people attempting checks, it prevents the skill challenge from becoming a no brainer, you definitely have to decide if its the way to go. And finally, I like how ultimate failure isn't complete failure, you just take a lot of pain and then have to beat the bad guy, keeps the drama running high!!

One thing I am curious about though. As free action, can't a party attempt them as often as they want? Couldn't a wizard just go for 8 arcana rolls? Or in 4e, do you only get one free action per turn.
 

Boarstorm said:
Or maybe it's just one more thing they (over-)simplified for the quick-start rules.

Disappointing, as that's a pretty important detail to leave out. The main job of the Leader is to heal, and this guy doesn't actually start healing until Level 2, and even then only once per encounter. If it was an issue of space then they should've cut the multiclass feat and Scorching Burst and given him Toughness or something that eats up a lot less space.
 

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