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Warlord, remixed from other classes.
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<blockquote data-quote="EzekielRaiden" data-source="post: 6757400" data-attributes="member: 6790260"><p>Whew! That IS a bit of a Franken-class, isn't it? My knee-jerk reaction is "too much stuff! She cannae take it, Cap'n!" However, on thinking about it more deeply, this <em>could</em> be thought of as exchanging full spellcasting for a "specialization" in Inspiration Dice with maneuvers and sharing your Fighter features. Which...still sounds over-full, but not as much as I'd originally felt.</p><p></p><p>It's got some potential. At the very least, one could take it and prune back specific features until an appropriate "skeleton" level of use is found, and then restore only <em>parts</em> of what was had in the form of subclasses. So, and I'm just purely spitballing here, perhaps the "base class" doesn't advance size or number of In/Sup dice, but does get the ability to refresh them with a short rest after a few levels into the class. And it gets the PDK second wind. Then you could have a subclass that specializes in using those dice (giving the "full" progression), or one that specializes in healing (getting bonuses and/or extensions to using SW on allies), but not both at once. All Warlords would thus have <em>some</em> amount of healing, and <em>some</em> amount of inspiring, but each individual would need to focus on one to do it "well."</p><p></p><p>Edit:</p><p>Of course, I'd prefer to have a few actually <em>unique</em> mechanics, rather than purely sticking to franken-welding the Warlordesque portions of other classes into a single chimeric construct. But this is an interesting way to investigate what a Warlord conceivably <em>could</em> do--and certainly provides a good "upper bound" for maximal ability. I would not want any "real" Warlord class to be any more powerful than this.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6757400, member: 6790260"] Whew! That IS a bit of a Franken-class, isn't it? My knee-jerk reaction is "too much stuff! She cannae take it, Cap'n!" However, on thinking about it more deeply, this [I]could[/I] be thought of as exchanging full spellcasting for a "specialization" in Inspiration Dice with maneuvers and sharing your Fighter features. Which...still sounds over-full, but not as much as I'd originally felt. It's got some potential. At the very least, one could take it and prune back specific features until an appropriate "skeleton" level of use is found, and then restore only [I]parts[/I] of what was had in the form of subclasses. So, and I'm just purely spitballing here, perhaps the "base class" doesn't advance size or number of In/Sup dice, but does get the ability to refresh them with a short rest after a few levels into the class. And it gets the PDK second wind. Then you could have a subclass that specializes in using those dice (giving the "full" progression), or one that specializes in healing (getting bonuses and/or extensions to using SW on allies), but not both at once. All Warlords would thus have [I]some[/I] amount of healing, and [I]some[/I] amount of inspiring, but each individual would need to focus on one to do it "well." Edit: Of course, I'd prefer to have a few actually [I]unique[/I] mechanics, rather than purely sticking to franken-welding the Warlordesque portions of other classes into a single chimeric construct. But this is an interesting way to investigate what a Warlord conceivably [I]could[/I] do--and certainly provides a good "upper bound" for maximal ability. I would not want any "real" Warlord class to be any more powerful than this. [/QUOTE]
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