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4E - Warlord Build

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My Conscience

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Oct 29, 2008, 6:29:59 AM10/29/08
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Comments appreciated.

Red Elfane, male half-elf warlord 1

STR 16
CON 14
DEX 10
INT 13
WIS 11
CHA 16


HP 26
BLD 13
HS 6
S/DAY 9


AC 15
FORT 14
REF 12
WILL 14


SPEED 6
INIT +2
VISION Low-light
SIZE Medium


SKILLS (*trained)
Acrobatics -1
Arcana +1
Athletics* +8
Bluff +3
Diplomacy* +10
Dungeoneering +0
Endurance +1
Heal* +5
History +1
Insight +2
Intimidate* +8
Nature +0
Perception +0
Religion +1
Stealth -1
Streetwise +3
Thievery -1


FEATS
Long Jumper (treat standing starts as running starts)


SPECIAL 1: Grant allies within 10 squares +1 to Diplomacy and +2 to
initiative
SPECIAL 2: Dual heritage allows any feat selection whose racial
component is human, elf, or half-elf
SPECIAL 3: When an ally who can see you spends an AP to take an extra
action, they heal 3 HP


MELEE BASIC: Warhammer +5 vs. AC, 1d10+3 damage
RANGED BASIC: Eldritch Blast +3 vs. Ref, 1d10+3 damage (1x/encounter)

AT WILL POWERS
• Furious Smash: +5 vs. Fort, 3 damage; ally adjacent to you or target
gets +3 to hit & damage if it attacks before before the end of its next turn
• Viper's Strike: +5 vs. AC, 1d10+3 damage; if target shifts before the
start of your next turn, it provokes OA from ally of your choice

ENCOUNTER POWERS
• Eldritch Blast: +3 vs. Ref, 1d10+3 damage; Range 10
• Second Wind: spend 1 healing surge to gain 6 HO & +2 defences until
start of your next turn
• Inspiring Word (minor): you or 1 ally in close burst 5 spends healing
surge to get back usual HP +1d6 (only usable 1x/round)
• Inspiring Word (minor): you or 1 ally in close burst 5 spends healing
surge to get back usual HP +1d6 (only usable 1x/round)
• Hammer & Anvil: +5 vs. Ref, 1d10+3 damage; one ally adjacent to
target makes free basic melee attack against it with +3 damage

DAILY POWERS
• White Raven Onslaught: +5 vs. AC; HIT = 3d10+3 damage & slide
adjacent ally 1 square, then for the rest of the encounter when you or
an ally within 10 squares makes a successful attack, the attacker slides
an adjacent ally 1 square; MISS = choose ally within 10 squares, that
ally slides adjacent ally 1 square on each successful attack for the
rest of the encounter)


EQUIPMENT
Hide armor
Light shield
Warhammer
Standard adventurer's kit
40 GP

STORY

Red Elfane, middle child of the family, was overlooked while growing up.
His older brother Chaz (human) gained notoriety as a wizard, while his
younger sister Jrinka (elf) became infamous as a rogue who had a knack
for eluding the authorities. In the shadow of these more famous
siblings, Red left home while in his teens to find his own way in the world.

Because he had to learn to mediate between the strong personalities of
his siblings, Red soon became known as a peacemaker. When talking could
not defuse the situation, Red could become very forceful and
intimidating. Only as a last resort would he fight, yet when he joined
the Green Hills Brigade to fight for the Autarch, his inspirational
style gained him a devoted following. After several years of fighting
along the border, Red had been promoted to First Step and was in line
for an officer's job, but the news of the sudden death of his mother
interrupted his plans. Red rushed back home to find that the elf had
been slain by a hairy, bipedal creature never before seen in the valley
where the Elfanes lived. Other villagers, too, had been killed or
abducted by the strange marauders, which came out of the old forest to
the south.

Red, along with his brother and sister, have now all sworn to follow the
evil creatures back to their lair and wipe them out so that no more of
their kin will have to suffer the way Red and his family have.

mcv

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Oct 29, 2008, 7:10:38 AM10/29/08
to

My Conscience <thatdarns...@myheels.invalid> wrote:
> Comments appreciated.

I've don't have any books with me, am not too familiar with D&D4, and
have created only one Warlord. So take my comments with a grain of salt.

> AT WILL POWERS
> ? Furious Smash: +5 vs. Fort, 3 damage; ally adjacent to you or target

> gets +3 to hit & damage if it attacks before before the end of its next turn

> ? Viper's Strike: +5 vs. AC, 1d10+3 damage; if target shifts before the

> start of your next turn, it provokes OA from ally of your choice

No Commander's Strike? That was my favourite, and it's brilliant when
there's a better fighter in the group. Stand next to him, and trade
your own lousy attack for an superior attack from the fighter, and he
gets a nice bonus on it to boot.

> ENCOUNTER POWERS
> ? Eldritch Blast: +3 vs. Ref, 1d10+3 damage; Range 10

Where does this come from? Why not let a real striker take care of this,
and focus your own abilities on boosting your pals?

> ? Inspiring Word (minor): you or 1 ally in close burst 5 spends healing

> surge to get back usual HP +1d6 (only usable 1x/round)

This one is brilliant, because they're minor actions. Ally gets free
heal with a bonus, and it doesn't cost you your attack. Never forget
to use Inspiring Word.

At least, that's how I understand it.

> ? Hammer & Anvil: +5 vs. Ref, 1d10+3 damage; one ally adjacent to

> target makes free basic melee attack against it with +3 damage

I love this one. But it relies on the presence of another fighter
nearby. And if there is one, then Commander's Strike is useful too.

> DAILY POWERS
> ? White Raven Onslaught: +5 vs. AC; HIT = 3d10+3 damage & slide

> adjacent ally 1 square, then for the rest of the encounter when you or
> an ally within 10 squares makes a successful attack, the attacker slides
> an adjacent ally 1 square; MISS = choose ally within 10 squares, that
> ally slides adjacent ally 1 square on each successful attack for the
> rest of the encounter)

I took this one too, thinking it would be brilliant. Well, the damage
is, but I don't think anyone ever used those slides.


mcv.
--
Science is not the be-all and end-all of human existence. It's a tool.
A very powerful tool, but not the only tool. And if only that which
could be verified scientifically was considered real, then nearly all
of human experience would be not-real. -- Zachriel

Stanley Rexwinkle

unread,
Oct 30, 2008, 12:36:27 AM10/30/08
to

"mcv" <mcv...@xs4all.nl> wrote in message
news:490844ae$0$187$e4fe...@news.xs4all.nl...

>
> My Conscience <thatdarns...@myheels.invalid> wrote:
>> Comments appreciated.
>
> I've don't have any books with me, am not too familiar with D&D4, and
> have created only one Warlord. So take my comments with a grain of salt.
>
>> AT WILL POWERS
>> ? Furious Smash: +5 vs. Fort, 3 damage; ally adjacent to you or target
>> gets +3 to hit & damage if it attacks before before the end of its next
>> turn
>> ? Viper's Strike: +5 vs. AC, 1d10+3 damage; if target shifts before the
>> start of your next turn, it provokes OA from ally of your choice
>
> No Commander's Strike? That was my favourite, and it's brilliant when
> there's a better fighter in the group. Stand next to him, and trade
> your own lousy attack for an superior attack from the fighter, and he
> gets a nice bonus on it to boot.
>
>> ENCOUNTER POWERS
>> ? Eldritch Blast: +3 vs. Ref, 1d10+3 damage; Range 10
>
> Where does this come from? Why not let a real striker take care of this,
> and focus your own abilities on boosting your pals?

4e half elf can technically take an at will power from a different class as
an encounter power so it's legal [I thought eldritch blast was a class
feature, but it's listed in the at will list as 1st level at will power] ,
not sure if it's the best choice.

My Conscience

unread,
Oct 30, 2008, 5:22:10 PM10/30/08
to
mcv wrote:
> My Conscience <thatdarns...@myheels.invalid> wrote:
>> Comments appreciated.
>
> I've don't have any books with me, am not too familiar with D&D4, and
> have created only one Warlord. So take my comments with a grain of salt.
>
>> AT WILL POWERS
>> ? Furious Smash: +5 vs. Fort, 3 damage; ally adjacent to you or target
>> gets +3 to hit & damage if it attacks before before the end of its next turn
>> ? Viper's Strike: +5 vs. AC, 1d10+3 damage; if target shifts before the
>> start of your next turn, it provokes OA from ally of your choice
>
> No Commander's Strike? That was my favourite, and it's brilliant when
> there's a better fighter in the group. Stand next to him, and trade
> your own lousy attack for an superior attack from the fighter, and he
> gets a nice bonus on it to boot.

With a higher INT that would be true, but I wanted to have a
"cheerleader" type character and so I think Furious Smash works better,
because he'll get +3 on his next attack.

>> ENCOUNTER POWERS
>> ? Eldritch Blast: +3 vs. Ref, 1d10+3 damage; Range 10
>
> Where does this come from? Why not let a real striker take care of this,
> and focus your own abilities on boosting your pals?

It's a half-elf raciail trait (Dilletante). This means I don't have to
carry a ranged weapon or worry about it, but I still have a
one-per-encouter ranged attack if I need it.

>> ? Inspiring Word (minor): you or 1 ally in close burst 5 spends healing
>> surge to get back usual HP +1d6 (only usable 1x/round)
>
> This one is brilliant, because they're minor actions. Ally gets free
> heal with a bonus, and it doesn't cost you your attack. Never forget
> to use Inspiring Word.

Nope, and since we don't have a cleric I will be the only healer, which
is why I am a warlord.

> At least, that's how I understand it.
>
>> ? Hammer & Anvil: +5 vs. Ref, 1d10+3 damage; one ally adjacent to
>> target makes free basic melee attack against it with +3 damage
>
> I love this one. But it relies on the presence of another fighter
> nearby. And if there is one, then Commander's Strike is useful too.

This works well as a "finish them off ability" by spending an AP, too.

>> DAILY POWERS
>> ? White Raven Onslaught: +5 vs. AC; HIT = 3d10+3 damage & slide
>> adjacent ally 1 square, then for the rest of the encounter when you or
>> an ally within 10 squares makes a successful attack, the attacker slides
>> an adjacent ally 1 square; MISS = choose ally within 10 squares, that
>> ally slides adjacent ally 1 square on each successful attack for the
>> rest of the encounter)
>
> I took this one too, thinking it would be brilliant. Well, the damage
> is, but I don't think anyone ever used those slides.

I think it will make the game more fun. When the campaign starts I'll
find out.

My Conscience

unread,
Oct 30, 2008, 5:25:42 PM10/30/08
to
Stanley Rexwinkle wrote:
>
> "mcv" <mcv...@xs4all.nl> wrote in message
> news:490844ae$0$187$e4fe...@news.xs4all.nl...
>>
>> My Conscience <thatdarns...@myheels.invalid> wrote:
>>> Comments appreciated.

>>> ENCOUNTER POWERS


>>> ? Eldritch Blast: +3 vs. Ref, 1d10+3 damage; Range 10
>>
>> Where does this come from? Why not let a real striker take care of this,
>> and focus your own abilities on boosting your pals?
>
> 4e half elf can technically take an at will power from a different class
> as an encounter power so it's legal [I thought eldritch blast was a
> class feature, but it's listed in the at will list as 1st level at will
> power] , not sure if it's the best choice.

You can take any 1st level at-will attack power as an encounter power.
The key is the text in the upper-right part of the power's color bar.
If it says "attack," it is an attack power. If it says "feature," it is
not. "Divine Challenge," for example, is a feature not an attack power
so it could not be chosen.

Stanley Rexwinkle

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Oct 30, 2008, 5:55:03 PM10/30/08
to

"My Conscience" <thatdarns...@myheels.invalid> wrote in message
news:rDpOk.7$TK...@newsfe01.iad...

I was just surprised that eldritch blast was an attack power rather than a
class feature. hey, I believe its legal. very original!

Benjamin Adams

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Oct 30, 2008, 8:04:11 PM10/30/08
to
My Conscience <thatdarns...@myheels.invalid> wrote in
news:HWWNk.25954$Tx1....@newsfe19.iad:

> Comments appreciated.

I'm just going to comment on this from an optimization perspective.

> Red Elfane, male half-elf warlord 1
>
> STR 16
> CON 14
> DEX 10
> INT 13
> WIS 11
> CHA 16

If I was going to make a half-elf inspiring warlord, I'd arrange the
stats like so:
Str 16, Con 12, Dex 8, Int 12, Wis 10, Cha 18.

> SKILLS (*trained)

No issue with your skills.

> FEATS
> Long Jumper (treat standing starts as running starts)

Inspired Recovery is a must-have for an inspiring warlord.

> MELEE BASIC: Warhammer +5 vs. AC, 1d10+3 damage

Try using a longsword. Being able to hit is the important thing,
especially since Furious Smash (one of the powers you'll be using most
often) doesn't use your weapon damage.

> RANGED BASIC: Eldritch Blast +3 vs. Ref, 1d10+3 damage (1x/encounter)

I don't know if i'd take Eldritch Blast as Dilettante power. Just
buy a bunch of javelins and take something else.



> AT WILL POWERS
> • Furious Smash: +5 vs. Fort, 3 damage; ally adjacent to you or
> target gets +3 to hit & damage if it attacks before before the end of
> its next turn • Viper's Strike: +5 vs. AC, 1d10+3 damage; if target
> shifts before the start of your next turn, it provokes OA from ally of
> your choice

With an 18 Cha, your Furious Smash will do 4 damage and give your
ally +4 to hit and damage.



> ENCOUNTER POWERS
> • Eldritch Blast: +3 vs. Ref, 1d10+3 damage; Range 10

I'd go with Cleave or Tide of Iron as the Dilettante power.

> EQUIPMENT
> Hide armor
> Light shield
> Warhammer
> Standard adventurer's kit
> 40 GP

I'd go with
Chainmail
Light Shield
Longsword
4 Javelins
Adventurer's Kit
Climber's Kit
...which leaves you 2 gp walking-around money.

-Ben Adams

My Conscience

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Oct 31, 2008, 5:55:04 PM10/31/08
to
Benjamin Adams wrote:
> My Conscience <thatdarns...@myheels.invalid> wrote in
> news:HWWNk.25954$Tx1....@newsfe19.iad:
>
>> Comments appreciated.
>
> I'm just going to comment on this from an optimization perspective.
>
>> Red Elfane, male half-elf warlord 1
>>
>> STR 16
>> CON 14
>> DEX 10
>> INT 13
>> WIS 11
>> CHA 16
>
> If I was going to make a half-elf inspiring warlord, I'd arrange the
> stats like so:
> Str 16, Con 12, Dex 8, Int 12, Wis 10, Cha 18.

My DM requires us to use the standard buy (16, 14, 13, 12, 11, 10) and
since I was going to get +2 CHA for being a half-elf I wanted to have
another high skill, which is why I put the 16 in STR. But I see your
point that an 18 CHA would maximize the Inspiring Warlord abilities.

>> SKILLS (*trained)
>
> No issue with your skills.
>
>> FEATS
>> Long Jumper (treat standing starts as running starts)
>
> Inspired Recovery is a must-have for an inspiring warlord.

Yeah, it's a much better feat, but I wanted to try something a little
different, and I thought leaping around would an interesting tactic.

>> MELEE BASIC: Warhammer +5 vs. AC, 1d10+3 damage
>
> Try using a longsword. Being able to hit is the important thing,
> especially since Furious Smash (one of the powers you'll be using most
> often) doesn't use your weapon damage.

I took warhammer for the d10 damage, best you can get with a one-handed
weapon.

>> RANGED BASIC: Eldritch Blast +3 vs. Ref, 1d10+3 damage (1x/encounter)
>
> I don't know if i'd take Eldritch Blast as Dilettante power. Just
> buy a bunch of javelins and take something else.

Can you use them if you're carrying a shield?

>> AT WILL POWERS
>> • Furious Smash: +5 vs. Fort, 3 damage; ally adjacent to you or
>> target gets +3 to hit & damage if it attacks before before the end of
>> its next turn • Viper's Strike: +5 vs. AC, 1d10+3 damage; if target
>> shifts before the start of your next turn, it provokes OA from ally of
>> your choice
>
> With an 18 Cha, your Furious Smash will do 4 damage and give your
> ally +4 to hit and damage.

True.

>> ENCOUNTER POWERS
>> • Eldritch Blast: +3 vs. Ref, 1d10+3 damage; Range 10
>
> I'd go with Cleave or Tide of Iron as the Dilettante power.

I'll think about that.

>> EQUIPMENT
>> Hide armor
>> Light shield
>> Warhammer
>> Standard adventurer's kit
>> 40 GP
>
> I'd go with
> Chainmail
> Light Shield
> Longsword
> 4 Javelins
> Adventurer's Kit
> Climber's Kit
> ...which leaves you 2 gp walking-around money.
>
> -Ben Adams

I figured I'd save some cash for the inevitable equipment upgrades
later, but I don't know how that's going to play out in 4E.

We played last night against some hobgoblins and a big-ass spider, and
so far we are getting beat up. I've already used both my inspiring
words and we are only 4 rounds into the combat!

mcv

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Nov 4, 2008, 9:45:40 AM11/4/08
to
My Conscience <thatdarns...@myheels.invalid> wrote:
> mcv wrote:
>> My Conscience <thatdarns...@myheels.invalid> wrote:
>>> Comments appreciated.
>>
>>> AT WILL POWERS
>>> ? Furious Smash: +5 vs. Fort, 3 damage; ally adjacent to you or target
>>> gets +3 to hit & damage if it attacks before before the end of its next turn
>>> ? Viper's Strike: +5 vs. AC, 1d10+3 damage; if target shifts before the
>>> start of your next turn, it provokes OA from ally of your choice
>>
>> No Commander's Strike? That was my favourite, and it's brilliant when
>> there's a better fighter in the group. Stand next to him, and trade
>> your own lousy attack for an superior attack from the fighter, and he
>> gets a nice bonus on it to boot.
>
> With a higher INT that would be true, but I wanted to have a
> "cheerleader" type character and so I think Furious Smash works better,
> because he'll get +3 on his next attack.

Good point. Somehow I thought that Commander's Strike was CHA, not INT.
The downside of Furious Smash is ofcourse that you're giving up 1d10
damage for its effect. But if you attack a minion while the fighter
hits the brute, it's an amazingly good deal.

>>> ? Inspiring Word (minor): you or 1 ally in close burst 5 spends healing
>>> surge to get back usual HP +1d6 (only usable 1x/round)
>>
>> This one is brilliant, because they're minor actions. Ally gets free
>> heal with a bonus, and it doesn't cost you your attack. Never forget
>> to use Inspiring Word.
>
> Nope, and since we don't have a cleric I will be the only healer, which
> is why I am a warlord.

In that case, the big downside is that (as far as I know) you can't heal
yourself. In our game, at least we had a Paladin as backup healer.

>>> DAILY POWERS
>>> ? White Raven Onslaught: +5 vs. AC; HIT = 3d10+3 damage & slide
>>> adjacent ally 1 square, then for the rest of the encounter when you or
>>> an ally within 10 squares makes a successful attack, the attacker slides
>>> an adjacent ally 1 square; MISS = choose ally within 10 squares, that
>>> ally slides adjacent ally 1 square on each successful attack for the
>>> rest of the encounter)
>>
>> I took this one too, thinking it would be brilliant. Well, the damage
>> is, but I don't think anyone ever used those slides.
>
> I think it will make the game more fun. When the campaign starts I'll
> find out.

The problem is that it doesn't do much when you don't have an adjacent
ally (and it doesn't do anything useful if the ally is in a good position
already). We had a Wizard, a Warlock, a Warlord and a Paladin. Pal and I
were standing in the middle of the action, the spellcasters stayed as
far away as possible. We didn't get a lot of opportunities to slide.

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