Saturday, April 28, 2012

Warlord

WARLORD

Level
Class Features and Powers
1
Leadership Tactics, Master-At-Arms - 2 Stances, Inspiring Word, Word of Resolve, Power Strike
2
Boost
3
Call to Arms - 1 Stance
4
Boost
5
Improved Leadership Tactics, Power Strike (3)
6
Boost
7
Stance
8
Boost
9
Power Strike (4)
10
Superior Leadership Tactics

Role: Leader

Armor Proficiencies: Cloth, leather, chain, scale; light shields
Weapon Proficiencies: Basic melee, advanced melee, basic ranged, advanced ranged

Starting Hit Points: 26
Hit Points Gained Per Level: 5
Vitality Points: 10

Bonus Skill: Athletics

CLASS FEATURES

Inspiring Word
Scene (special) – Healing
Minor Action – Close burst (5 per tier)
Target: You or one ally in the burst
Effect: The target can spend a Vitality Point and regain an additional 1d6 additional hit points per tier. The target can also shift 1 square as a free action.
Special: You can use this power once per scene, plus one additional time per scene per tier.

Word of Resolve
Scene – Healing
Minor Action – Close burst (5 per tier)
Target: You or one ally in the burst
Effect: The target can make a saving throw. If the target saves, it gets a +2 bonus to its next attack roll.

LEADERSHIP TACTICS
Choose one of the following options:
Cunning Tactics: Once per round, when an ally that you can see is missed by an attack, you can use an free action to allow that ally to shift 1 square.
Inspiring Tactics: Once per round, when an ally that you can see bloodies an enemy or reduces an enemy to 0 hp, you can use a free action to grant that ally 5 temporary hit points per tier.
Skirmishing Tactics: Once per round, when an ally that you can see makes an attack of opportunity, you can use a free action to grant that ally a +4 bonus to the attack roll.

WARLORD STANCES

Command the Strike
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you would make a basic melee attack on your turn, you can instead allow one ally that you can see to make a basic attack against the target as a free action.
Power Strike: If you use Power Strike, one ally that you can see can make a basic attack against the target as a free action.

Exposing Maneuvers
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic attack, the target grants combat advantage for one round.
Power Strike: If you use Power Strike, for one round the next ally to miss the the target can reroll his or her attack roll but must use the second result.

Intuitive Attack
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, for one round any ally that attacks the target with combat advantage gets a +2 power bonus to the attack roll.
Power Strike: If you use Power Strike, for one round any ally that attacks the target with combat advantage also gets a +4 power bonus to the damage roll.

Lead By Example
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic attack, choose one ally that you can see. That ally gains a +5 power bonus to damage rolls against the target for one round.
Power Strike: If you use Power Strike, each ally that you can see gains the +5 power bonus to damage rolls against the target for one round.

Myrmidon Formation
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you make a basic melee attack, for one round allies adjacent to you gain a +2 power bonus to Armor defense.
Power Strike: If you use Power Strike, the bonus applies to all defenses, and you also receive the bonus.

Rousing Assault
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic attack, one ally that you can see gains 5 temporary hit points.
Power Strike: If you use Power Strike, one ally that you can see can instead spend a Vitality Point.

Stirring Force
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic attack, one ally that you can see can make a saving throw.
Power Strike: If you use Power Strike, two allies that you can see can each make a saving throw with a +2 power bonus instead.

Sundering Stance
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, your allies can score a critical hit against the target on a roll of 19-20 for one round.
Power Strike: If you use Power Strike, you and your allies can score a critical hit against the target on a roll of a 18-20 for one round instead.

Wolf Pack Tactics
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you make a basic melee attack, one ally adjacent to you or the target can shift 1 square as a free action.
Power Strike: If you use Power Strike, you and each ally adjacent to you or the target can shift 1 square as a free action.

LEVEL 3 CLASS FEATURE

CALL TO ARMS
You and any ally that can see or hear you gains a +2 bonus to initiative checks.

LEVEL 5 CLASS FEATURE
Improved Leadership Tactics
Cunning Tactics: Whenever you or an ally that you can see spends a Hero Point to re-roll an attack roll, you or that ally gains a +2 bonus to the re-roll.
Inspiring Tactics: Whenever you or an ally that you can see spends a Hero Point to re-roll an attack roll, you or that ally gains 5 temporary hit points per tier.
Skirmishing Tactics: Whenever you or an ally that you can see spends a Hero Point to re-roll an attack roll, you or that ally can shift 1 square per tier after the attack.

LEVEL 10 CLASS FEATURE
Superior Leadership Tactics
Cunning Tactics: Whenever you use a power that causes an enemy to grant combat advantage, you can slide the target 1 square, but not into hindering terrain.
Inspiring Tactics: Whenever you use a power that grants an ally temporary hit points, increase the amount of temporary hit points granted by +5.
Skirmishing Tactics: Whenever you use a power that allows an ally to move or shift, that ally can move or shift 1 additional square.

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