Tiefling Warlord for KotS + Extra Skill Challenge


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A thought just occurred to me.

Warlord's Favor
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn.
Tactical Presence: The bonus to attack rolls that you grant equals 1 + your Intelligence modifier.

Commanders Strike:
At-WillMartial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally's basic attack damage + your Intelligence modifier.

If I'm reading this right... Kar the Warlord can use Warlord's Favor on Round 1, giving Bal a bonus to attack rolls equal to 1 + Kar's int. Bal takes his attack, getting the bonus. Then, on Round 2, Kar uses Commander's Strike. Bal gets a basic attack. Bal still has Kar's bonus from Warlord's Favor, and the bonus damage from Commander's Strike until the end of Kar's current turn.
 
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Green Knight said:
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.

Surely if the main role of the leader was to heal he'd be called a healer, no?

Also I'd figured that 4th ed was supposed to be designed so you didn't need a healer so no one would get landed with it if they didn't want to, just rely on potions and surges otherwise.
 

Stalker0 said:
Also, let me say that the skill challenge is very well done!
I disagree.

[SBLOCK]The primary skills for the challenge are Arcana (DC 22) and Religion (DC 22) and the PCs have to accumulate 8 successes before they get 4 failures. The character with the best chance of succeeding on the skill checks will only have a modifier of +10 to each by level 3, unless there are other ways to boost skill checks in the adventure. This means that the character only has a 45% chance of success for each skill check, and is thus most likely to score fewer successes than failures. Running the numbers, the chance of him actually succeeding is 6.1%, while the chance of failure is 93.9%. Given that you risk extra damage for failures, it makes even attempting the skill challenge to be pretty much pointless. Unless, of course, there is something else about skill challenges that we haven't been told yet.[/SBLOCK]See here if you want to discuss or speculate on this further.
 


Ginnel said:
Surely if the main role of the leader was to heal he'd be called a healer, no?

Leader = Healer. For whatever reason they decided not to call the role Healer. But that's essentially what the Leader is. Someone who heals/buffs their allies and keeps them fighting.

Also I'd figured that 4th ed was supposed to be designed so you didn't need a healer so no one would get landed with it if they didn't want to, just rely on potions and surges otherwise.

Yeah, but if you're going to have a pregen character, then surely you shouldn't leave out their role defining ability. That'd be like leaving out the Fighter's Marking ability, the Warlock's Curse, the Cleric's Healing Word, etc.
 

Ulorian said:
It's a PDF... how can there be a space issue?
There bandwith or provider webspace is exhausted?

Okay, a little more "realistic" is that they also wanted to fit it onto 2 pages.

But I think the best explanation is that it is a mistake. It wouldn't be the first in their online material, and they really have to work on that!
 

Mustrum_Ridcully said:
There bandwith or provider webspace is exhausted?
Har!

Mustrum_Ridcully said:
Okay, a little more "realistic" is that they also wanted to fit it onto 2 pages.
Emphasis on the quotes for sure.

Mustrum_Ridcully said:
But I think the best explanation is that it is a mistake. It wouldn't be the first in their online material, and they really have to work on that!
I agree 100%.
 


Rechan said:
A thought just occurred to me.
snip
If I'm reading this right... Kar the Warlord can use Warlord's Favor on Round 1, giving Bal a bonus to attack rolls equal to 1 + Kar's int. Bal takes his attack, getting the bonus. Then, on Round 2, Kar uses Commander's Strike. Bal gets a basic attack. Bal still has Kar's bonus from Warlord's Favor, and the bonus damage from Commander's Strike until the end of Kar's current turn.

That is beautiful. I'm really eager to play a Warlord, and I'm glad I have an internet worth of brains already spotting the micro-optimizations. =)

And I hope there's a real mechanical reason that the Warlord doesn't have Inspiring PResence, and it's not another error or poorly-considered simplification to fit into two pseudopages.
 

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