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*Pathfinder & Starfinder
Warlord vs. Str. Cleric
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<blockquote data-quote="mneme" data-source="post: 4527602" data-attributes="member: 59248"><p>That's part of my reasoning, certainly (inspiring Warlord, but still).</p><p></p><p></p><p>Not bad at all. Ah, right, the readied action puts his initiative rank just before yours, so he gets to go twice. Nice.</p><p></p><p>IMO, readied actions are the key to getting the most out of a warlord. Sure, some of time, the current timing doesn't work to get you your thing, but if you work together, you can make it much easier for no real cost.</p><p></p><p>I do think that cleric > tactical warlord > inspiring warlord. In theory, they each have their thing -- the cleric has better healing, the taclord has attack bonuses, the inspiring warlord has more saving throws and healing, and all warlords have initiative bonuses and good repositioning abilities. But in practice, the warlord, much more than any other class, finds herself performing basic attacks and charges (though one shouldn't discount charges!), pounding away while looking for the opprotunity to set up another cool teamwork manuver, and it turns out that attack bonuses are better than anything else, so the clerics basics (which can grant attack bonuses and saves) win. And active abilities (ie attack bonuses) are much stronger than reactive ones (saves) -- an ally doesn't make a saving throw every battle, though when they have to, its important. But they -do- make attack rolls every battle; quite a lot of them. (one big bonus in the warlord's favor -- they keep giving out extra attacks and attack bonuses with their dailies. Whereas clerics fairly quickly stop giving out attack bonuses quite so often, and do AoE and occasional defense penalties instead).</p><p></p><p>That said, I've had a lot of fun with my Inspiring Dragonborn Warlord -- hammer and anvil, furious smash "here, rogue, have a +4 to hit and damage! Don't know what you can do with that, but I'm sure you can think of something", and a fair amount of repositioning with Wolf Pack Tactics. (only gave someone (me, actually) a save once, but we just recently hit 2nd level where I picked up the save feat-granting and utilitiy). OTOH, the fact that even the stuff you'd think would apply to the warlord (ie, the "spend an action point, move up on the "not dying" track" bits) doesn't is both confusing and annoying; being much more effective boosting your allies is one thing, but not being able to heal/buff yourself at all is awful. One thing that makes it fun is that people do work with me (and my making sure to call people over or even join them to make sure I've always got an ally to work with helps a lot), another is that, as every Inspiring warlord should be, I'm playing a Dragonborn -- meaning I get my breath weapon in and quite a number of minions cease being a problem. When I end up going early, run out to the middle of the battlefield, breathe on a 5x5 grid, charge a survivor "Follow me, you laggards!" is not atypical. That said, a paladin multiclass is certainly tempting, as a good way to take advantage of excelent strength and charisma and use them to, say, pull foes off a heavily damaged fighter.</p></blockquote><p></p>
[QUOTE="mneme, post: 4527602, member: 59248"] That's part of my reasoning, certainly (inspiring Warlord, but still). Not bad at all. Ah, right, the readied action puts his initiative rank just before yours, so he gets to go twice. Nice. IMO, readied actions are the key to getting the most out of a warlord. Sure, some of time, the current timing doesn't work to get you your thing, but if you work together, you can make it much easier for no real cost. I do think that cleric > tactical warlord > inspiring warlord. In theory, they each have their thing -- the cleric has better healing, the taclord has attack bonuses, the inspiring warlord has more saving throws and healing, and all warlords have initiative bonuses and good repositioning abilities. But in practice, the warlord, much more than any other class, finds herself performing basic attacks and charges (though one shouldn't discount charges!), pounding away while looking for the opprotunity to set up another cool teamwork manuver, and it turns out that attack bonuses are better than anything else, so the clerics basics (which can grant attack bonuses and saves) win. And active abilities (ie attack bonuses) are much stronger than reactive ones (saves) -- an ally doesn't make a saving throw every battle, though when they have to, its important. But they -do- make attack rolls every battle; quite a lot of them. (one big bonus in the warlord's favor -- they keep giving out extra attacks and attack bonuses with their dailies. Whereas clerics fairly quickly stop giving out attack bonuses quite so often, and do AoE and occasional defense penalties instead). That said, I've had a lot of fun with my Inspiring Dragonborn Warlord -- hammer and anvil, furious smash "here, rogue, have a +4 to hit and damage! Don't know what you can do with that, but I'm sure you can think of something", and a fair amount of repositioning with Wolf Pack Tactics. (only gave someone (me, actually) a save once, but we just recently hit 2nd level where I picked up the save feat-granting and utilitiy). OTOH, the fact that even the stuff you'd think would apply to the warlord (ie, the "spend an action point, move up on the "not dying" track" bits) doesn't is both confusing and annoying; being much more effective boosting your allies is one thing, but not being able to heal/buff yourself at all is awful. One thing that makes it fun is that people do work with me (and my making sure to call people over or even join them to make sure I've always got an ally to work with helps a lot), another is that, as every Inspiring warlord should be, I'm playing a Dragonborn -- meaning I get my breath weapon in and quite a number of minions cease being a problem. When I end up going early, run out to the middle of the battlefield, breathe on a 5x5 grid, charge a survivor "Follow me, you laggards!" is not atypical. That said, a paladin multiclass is certainly tempting, as a good way to take advantage of excelent strength and charisma and use them to, say, pull foes off a heavily damaged fighter. [/QUOTE]
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