Character Building 1-30: Eladrin Warlord(Heroic Tier)

Part II of the Eladrin Warlord: Paragon Tier

Level 2(Utility+Feat)--There are two solid choices at this level for our Utility power. First is Shake it Off, which gives ourselves or an ally a free saving throw for a minor action. Granting free saving throws is made of win, even without a charisma bonus to a roll which we don't have. Still, we take Knight's Move instead. The main reason we take Knight's Move is because it is unique. No other class in 4E really gets a power like this. Positioning is power, and this move can lead to great advantage in the positioning game. For our feat, we take Tactical Assault which we passed on at level 1. We now grant +2 to attack and +4 to damage to our allies when they attack with an Action Point. Things go boom.

Level 3(Encounter)--There really isn't a super powerful choice at this level for a Tactical Warlord. The most interesting power available is Steel Monsoon, a solid hit that can allow the entire party to shift one square. Not earth shattering, but interesting.

Level 4(Stats+Feat)--Raising stats will be fairly predictable for this character. We raise Strength(to 17) and Intelligence(to 19) and will do so from now until eternity. Our level 4 feat will be Weapon Expertise(Heavy Blades). Our class is all about the additional effects we add when we hit, so we need to hit. Weapon Expertise is the best boost we'll ever get to that.

Level 5(Daily)--Its geared towards Warlords with high Charisma(which we don't have), but Stand the Fallen is so incredible we take it anyway. This is a power you pull out in emergencies, when the party is being thrashed. It heals the entire party, something I found the Warlord class tends to do quite a lot. Staggering Spin is a much more powerful offensive option, but its not as game changing as Stand the Fallen.

Level 6(Utility+Feat)--I'm not that thrilled about any of the options here for a level 6 Utility. I'm really tempted to go back to level 2 and take Shake It Off as free saves are always a good thing, but I like taking interesting powers so we'll choose the rather nerfed Guileful Switch. This power was game breaking before its errata, but if you look past that its still fairly good in its current form. The key is timing. Our role as Warlord is tactics and support, not offense or control. At least once per battle, our turn will come up in a situation that demands offense or control instead of what we do. Guileful Switch allows us to hand our turn to someone who can take advantage of a situation we aren't equipped to exploit, and in return our next turn comes up sooner. Our feat for this level is Tactical Inspiration. This is a Tactical Warlord feat that only Eladrin get, and it adds our Intelligence modifier to our Inspiring Word healing. This is a major boost, and no other race can match our healing in this build.

Level 7(Encounter)--Our power at this level is Surprise Attack. The premise is simple: we make a modest attack, and in response one of our allies makes another modest attack with a large bonus to the attack roll. Multiple hitting=nova=win.

Level 8(Stats+Feat)--We raise Strength and Intelligence again(18 and 20) blah blah blah. For our feat at this level we're going to select a feat that I rarely take on any character, but for us is important, and that feat is Durable. We are actually going to take a fair amount of mass healing powers with this character as we progress, and none of these mass heals adds a significant bonus to the base healing surge value. Aside from our Inspiring Word, a lot of the healing we will grant will be vanilla with no bonus. We are a melee character and we're going to be hit, we're going to be damaged, and we're going to need healing. Having our pitiful amount of surges with unboosted healing is a risky proposition, and given the healing this cahracter tends to provide the extra surges I believe will be far more necessary than the HP boost Toughness would provide.

Level 9(Daily)--The most interesting Daily power here is Knock Them Down. If nothing else, it gives all your allies a free move, and knocking multiple enemies prone is a nice bonus. Nothing really interesting aside from this at level 9.

Level 10(Utility+Feat)--The big sexy Utility power at this level is Instant Planning, but without Charisma its just a boring Defense boost so we skip it. What we can take is Bolstering Shout, which is effectively a mass heal we can use every single encounter. Bolstering Shout doesn't directly heal anyone, but allows everyone to use their Second Wind as a minor action in exchange for skipping the defensive boost Second Wind grants. If your allies don't need it, they can skip it, but minor action self healing is solid. The fact that you can pop this every encounter is the real sexy part of this. The main downside is that this power doesn't include ourself. Our feat for this level is Saving Inspiration, which lets us forgo granting the extra dice of healing with Inspiring Word(we do keep the +Intelligence I believe) to grant a saving throw. Ending conditions is often more important than healing HP, so this is a nice option to have.

Looking at ourselves at level 10, we have a number of abilities that allow the party as a whole to nova, we can move our allies around tactically, we have some mass healing to dramatically shift momentum, and our own damage while not spectacular isn't bad. While our HP are a little low, our AC is on the low end of Defender territory, and our Fortitude and Reflex are solid. We are in good shape heading into Paragon tier.

====== Created Using Wizards of the Coast D&D Character Builder ======
Eladrin Warlord, level 10
Eladrin, Warlord
Commanding Presence: Tactical Presence
Background: Society - Noble (+2 to Diplomacy)

FINAL ABILITY SCORES
Str 18, Con 10, Dex 15, Int 20, Wis 8, Cha 11.

STARTING ABILITY SCORES
Str 16, Con 10, Dex 13, Int 16, Wis 8, Cha 11.


AC: 26 Fort: 22 Reflex: 23 Will: 19
HP: 67 Surges: 9 Surge Value: 16

TRAINED SKILLS
Religion +15, Endurance +9, Athletics +13, Diplomacy +12, History +17

UNTRAINED SKILLS
Acrobatics +6, Arcana +12, Bluff +5, Dungeoneering +4, Heal +4, Insight +4, Intimidate +5, Nature +4, Perception +4, Stealth +6, Streetwise +5, Thievery +6

FEATS
Level 1: Eladrin Soldier
Level 2: Tactical Assault
Level 4: Weapon Expertise (Heavy Blade)
Level 6: Tactical Inspiration
Level 8: Durable
Level 10: Saving Inspiration

POWERS
Warlord at-will 1: Wolf Pack Tactics
Warlord at-will 1: Commander's Strike
Warlord encounter 1: Warlord's Favor
Warlord daily 1: Lead the Attack
Warlord utility 2: Knight's Move
Warlord encounter 3: Steel Monsoon
Warlord daily 5: Stand the Fallen
Warlord utility 6: Guileful Switch
Warlord encounter 7: Surprise Attack
Warlord daily 9: Knock Them Down
Warlord utility 10: Bolstering Shout

ITEMS
Adventurer's Kit, Hide Armor, Light Shield, Magic Hide Armor +2, Magic Longsword +2, Amulet of Protection +2, Magic Tratnyr +2
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