Wednesday, April 28, 2010

Classical: Warlords

I don't have much time. I managed to crack the shady review mans password (really. SRMFTW IS a bad password, no numbers or special characters at all) and I have a chance to spread the truth to you poor misguided fools. SRM does not know squat about true power in D&D, I bet he'll start off by writing about something silly. Like fighters. No real imagination! It is my task, as the Shady Review Mans Shady Assistant to enlighten you!

Warlord
Few classes in D&D 4.0 makes my mind race as much as the Warlord. Just taste the word, what ideas, what concepts does it bring into your mind? A powerful captain yelling at his troops to hold the line? A mighty general leading his troops towards victory? Or perhaps the sergeant keeping his group focused towards their goal?
Me, I think of the frontline fighter, standing toe to toe with the evil hordes. Yelling "Hold the line", "Stand Fast" and other cliché phrases.
In many ways, that is what the warlord of D&D is. He's not the tough Fighter, keeping the enemies attention on himself. He's not the nimble Rogue dancing around, stabbing into vital organs. And he's not the powerful Wizard raining down destruction on the heads of the foes (and sometimes, friends aswell).
He is the leader, the one standing in the fray, being an inspiration to them all, he can't take as much punishment as the Fighter, he can't do damage like the Rogue. He can however hold his own. He'll stand by the Fighters side, beating on the enemies and aiding his allies.

The warlords strength is in the so called Enabling. Enabling means that he enables his party to reach the pinnacle of their potential. He can still heal, with his "inspiring word" and he can still buff his allies in various ways. And in a party with physical characters. He's at his best.

Let's take a look at the different types of Warlords.

First, let's have a look at the different kinds of leadership they bestow.

Battlefront Leader
My favourite type. He's truly the one standing on the frontline next to the defender. He gets the ability to wear heavy shields, and a power that allows one ally to shift half his/her speed when the warlord rolls initiative, perfect for getting the defender into position, or move a weaker squishy out of the fray in case of an ambush.

Canny Leader
It gives any ally in your vicinity who can see or hear you a +2 bonus to insight and perception. Great if the party is low on those skills, but otherwise, nothing fancy. I don't like it at all.

Combat Leader
The original of them, only one to come in the core book, and gives a solid +2 bonus to initiative to the allies in your vicinity who can see or hear you. It's decent. But I still prefer the Battlefront Leader.


Now, you can also chose to lose your ability to use chainmail and shields, in return for being an archer. It even allows you to use strength instead of dexterity for bows. It's an interesting concept, that definately helps when you find yourself in a party of whimpy flappyears with their uncannily efficent bows. There's also alot of new powers to utilize in these cases. If that's your cup of tea, go ahead and try it out.

There's also several presences to choose from. These control alot of which stats will be useful for you, and which powers you want to take. I'll give you a short rundown about what they are.

Bravura Presence
Nothing wagered nothing won is the lifeblood of the Bravura Warlord. It's all about taking extra risks and getting better rewards in turn. Those among you addicted to gambling, or just like the wild magic sorcerer should go with this. It's a great way to get an extra edge in a pinch. But beware, it might just push you further down that slippery slope towards death.

Insightful Presence
Do you like chess? Well, this could be the path for you. You take extra advantage from the enemies weaknesses. and make sure to point these out to your allies. You give up your own attacks to command your allies to strike out in the right place. Not for those who want to do feel the shudder of the enemy as you drive your blade through them. But rather stand back and have a clear view of the battlefield, allowing your party to reach ever higher.

Inspiring Presence
Now this is the classical charismatic leader. Truly, and insiration to us all (pun intended) You encourage your allies, making them believe their missing hand is nothing, and their missing leg is nothing more then a flesh wound that won't even slow them down. They will look up to you, clinging to your words like drowning men cling to a lifeline. You are the warlord who excels in healing, and giving your party the chance to get rid of other conditions who might be disadvantageous, not to mention uncomfortable.

Resourceful Presence
You always have an ace up your sleeve, if you're facing overwhelming odds, you see the opening allowing you to route them, if you're in a pinch, you have the right words to set the blood of your allies alight with courage and strength. Your not as good at either thing as other warlords, but you can do them all. But it is as they say, Jack of all trades, master of none.

Skirmishing Presence
Surrounded by longeared whimps with bows, too afraid to face their opponents face to face? Do they prefer whine (Or wine for that matter) to ale? Well, here's the path for you. If you can't beat them, join them. That's what my commander always used to say, sadly... We fought the undead. Anyhow, you stand behind the frontline, directing your allies arrows. Allowing your shadier party members the chance to sneak around to strike at the enemies backs. Mobility is your keyword.

Tactical Presence
Where the Insightful warlord quickly adaps his strategy as the battle unfolds. You already knew what could happen, and planned for it beforehand. You lure the enemies to move, making better targets of themselves, command your allies to strike just as the opportunity reveals itself.


Races
Not all races are suitable for a warlord. A warlord want Strength, and depending on your specialisation charisma or intellect (or both) So look for that when you choose what race you pick. I'll mention a few noteworthy races to look at.

Dragonborn
Nothing says get out of my way as a big draconic humanoid. With their bonuses to both Strength and Charisma they make excellent warlords. They can breathe fire (or whatever other element/substance that catches your fancy) There's even feats for them that allow you to avoid harming your allies, instead granting them bonuses to hit. Or even that makes the enemies take more damage from your allies that hits it.

Human
Humans work well for every class, an extra feat, and an extra at will attack goes a long way. You get a +2 bonus to the attribute you want, but you only get bonuses to one attribute instead of the normal 2, it's a price you have to pay. The advantages outweigh the disadvatages though.

Tiefling
Tieflings make good resourceful warlords, with their bonuses to both intelligence and charisma. However brought down slightly by lack of strength bonus (as strength should almost always be your highest attribute)

Genasi
Genasi make great warlords, +2 strenght and +2 intelligence, and depending on what element you are, you can get some quite powerful powers to boot.

Some noteworthy powers
  • Commander's strike (at will): An ally makes a melee basic attack on the target, and adds your int modifier to the damage. Great if you have allies who have powers they can use as a melee basic attack.
  • Rousing Assult (at will): 1[w] + str mod damage and you can add your charisma modifier to any warlord healing powers healing until the end of your next turn. Perfect for getting some extra healing done on the next turn. It's not much, but if you don't need to heal this turn, do some damage and get a bit of extra healing next turn.
  • Lead the Attack (level 1 daily): Hell, 3[w] + str modifier damage, and until the end of the ENCOUNTER allies within 5 squares of you get 1+ your int modifier extra to hit. That's an insanely good level 1, might even keep it around until level 30!

Some noteworthy feats
  • Armored Warlord (Gain ability to use scale armor and 1 extra healing surge. Battlefron Leader only)
  • Inspired recovery (when an ally spends an action point, the get a saving throw with your cha modifier as a bonus, inspiring presence only)
  • Lend might (If you grant an ally an attack to an oppnent adjacent to you, they get +1 to the attack roll)
  • Battering shield (when you are using a heavy shield, and push or slide an opponent with a melee attack, add 1 square to the distance. Good if you use alot of powers that does this)


This is a short introduction of the Warlord, enough to give you a basic idea of what the warlord is, and some basic advice if you want to actually make one. I not played warlord more then once, but I quite enjoyed playing it that time. It's as I said, a leader quite capable of taking a few hits, who can still do a little bit of damage, and who can provide sufficient healing. And more importantly, enables your partys melee characters to perform at the height of their potential.
So if you have a fighter, a melee striker or two and any kind of controller, you can't go wrong with a warlord. The fighter will love you as you can enable him to get an extra mark, the barbarian will offer to have your babies (and even to refrain from eating them) for the extra attacks you can grant him. And the rogue will not empty your pockets at his earliest opportunity as you can enable him to get combat advantage, or help him flank his opponent.
The sorcerer won't give a rats ass about what you can do for them ofcourse. As long as they can position you in the way of the dragon, he'll see a point in letting you live. But love you? Nah, he saves the love for bards and clerics and other such whimps.
Be strong, be tough, be an inspiration, be a warlord!

Damn, I hear him coming... I should have locked the door... Curse you gnomish keyboard! Curse you typogremlins! I took too long. He won't catch me though... I have a paperclip, and I'm not afraid to use it! Charge! To arms! Death to the TYRANT!

2 comments:

  1. You got the Rousing Assault a bit wrong... You can use it and heal the same round, as healing is only a minor action. In fact, you can use this attack and sacrifice your move to heal twice the same round. Or if we abandon reason for the sake of some extra healing, you can heal a total of 5 times with this bonus if you don't do anything else besides this attack and heal for two rounds. Oh, and there are action points too. 6 heals with a bonus.

    Also, Lend Might... i belive i had it or something similar, but it wasn't a static bonus, rather something dependant on my character... Which was far more usefull.

    I've played a Warlord for many sessions, and my biggest issue is that, you don't get to have any fun yourself. Sure you enable others, if you're good, but you just end up standing somewhere and allow other people to attack more or what not... Which essentialy means they got to roll more attacks and take longer time to 'play' their characters at the cost of your own round. It feels a little bit like beeing excluded. You also need to have the right party to be usefull. If i remember correctly my party consited of two spelcasters and an arcana defender, so it wasn't optimal.

    I'm not saying that the Warlord is a bad class, very much not true, but i personaly found it a bit boring.

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  2. Hehe, and here we might have to story of how the Shady Assistant might have lost his ife *sigh* poor little Assisant ^^

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