A Lazy, Lazy Clever Commander: Level 16 pacifist eladrin Tactical Presence warlord/Battle Captain.

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"Oh, me? I'm just a librarian, part of the lay clergy of Ioun, one who stumbled upon a weird place at a weird time. I don't know why those colleagues of mine drag me along, but they insist on it. They say I'm their lucky charm, but I don't quite think that's true. I'm kind of bad at fighting, you know? The best I can do with this ratty kitchen knife on a stick is vaguely distract someone with how much it's dead weight in my hands. But those folks... those folks are big heroes, and I guess they deserve it. Have you seen them fight? They always get the drop on the enemy, they strike and hurl spells at a pace I can't keep up with, their blows never fail to hit hard and strike home, they retaliate with the ferocity of a vengeful serpent, and they just seem to refuse to die. All I ever do in battle is look silly scuttling to and fro trying to look out for my own hide while those titans slay the dragon and fell the demon. I'd like to aspire to be like them some day, but I'll never catch up because of how big a head start they have. Still, one can dream, right?"



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The tiger is actually a bugbear Stormwarden.



The following is a level 16 build centered upon the theme of never performing attack rolls, never making damage rolls, and never directly inflicting damage. The original foundation of the build was a hybrid shaman|warlord/invoker, but the attack powers in recent releases such as Martial Power 2 and the Class Acts: The Commando Warlord article of Dragon Magazine #384 render such a character feasible as a pure Tactical Presence warlord. From a mechanical standpoint, I would say that this build is moderately less efficient, effective, and practical as a generic Tactical Presence warlord due to an inferior power selection, but playing such a character should offer you a refreshing and unique experience possible with few to no other builds available. Additionally, not having to select the Eladrin Soldier and Weapon Expertise feats and the utter superfluousness of a magic weapon for you are two of the more notable benefits of this build. Level 16 was chosen for the level of the character for two reasons: it allows the multitudinous key feats of the character to be showcased, and the level 16 feature of the Battle Captain is exceedingly potent.

Apart from the gimmick of doing battle vicariously with the help of your allies' basic attacks, this build functions like any other level 16 eladrin Tactical Presence warlord/Battle Captain, only as a glaive-wielder rather than a greatspear-user. Polearm Gamble and Heavy Blade Opportunity allow Commander's Strike to be used on opportunity attacks. Combat Commander raises the initiative modifier of every party member by your Charisma or Intelligence modifier (+6), and the Cry Havoc level 11 feature augments your allies with a +2 bonus to attack rolls during the surprise round and the first round of combat. Not only do your allies gain a +3 bonus to attack rolls for any attack made through an action point due to your Tactical Presence class feature, but Tactical Assault bolsters the attack's damage rolls by +6 as well. Fight On and the lofty level of 16 grant you four uses of Inspiring Word each encounter. Apart from the gimmick of doing battle vicariously with the help of your allies' basic attacks, this build functions like any other level 16 eladrin Tactical Presence warlord/Battle Captain, only as a glaive-wielder rather than a greatspear-user. Polearm Gamble and Heavy Blade Opportunity allow Commander's Strike to be used on opportunity attacks. Combat Commander raises the initiative modifier of every party member by your Charisma or Intelligence modifier (+6), and the Cry Havoc level 11 feature augments your allies with a +2 bonus to attack rolls during the surprise round and the first round of combat. Not only do your allies gain a +3 bonus to attack rolls for any attack made through an action point due to your Tactical Presence class feature, but Tactical Assault bolsters the attack's damage rolls by +6 as well. Fight On and the lofty level of 16 grant you four uses of Inspiring Word each encounter. The Mark of Healing, Tactical Inspiration, and Tactician's Word feats, the Battle Inspiration feature, and a Mantle of the Golden General +4 make it such that the power heals for an additional 6 hit points and grants the target a +3 bonus to her next attack roll made before the start of your next turn. If the target is one of your allies, she also makes a saving throw with a +2 bonus and receives a +6 power bonus to attack rolls and speed until the end of your next turn.

As a Tactical Presence warlord, you are truly a leader to be envied by other classes of your role. (In fact, I believe with confidence that due to the sheer amount of support it has recently received, the warlord is, by a small margin, the most powerful amongst the leader classes, at least until other power source supplements are published.) Pacifistically refusing to attack an enemy using your own force of arms shall not change this state of affairs.

[sblock=Build: Level 16 Eladrin Tactical Presence Warlord/Invoker/Battle Captain]
Level: 16
Race: Eladrin, Player's Handbook, pages 38-39
Class: Warlord, Player's Handbook, pages 143-145
Commanding Presence: Tactical Presence, Player's Handbook, page 144
Paragon Path: Battle Captain, Player's Handbook, pages 153-154

[sblock=Ability Scores:]
Level 1: Strength 14, Constitution 11, Dexterity 12+2, Intelligence 16+2, Wisdom 14, Charisma 8
Level 4: Strength 14, Constitution 11, Dexterity 12+2, Intelligence 17+2, Wisdom 15, Charisma 8
Level 8: Strength 14, Constitution 11, Dexterity 12+2, Intelligence 18+2, Wisdom 16, Charisma 8
Level 11: Strength 15, Constitution 12, Dexterity 13+2, Intelligence 19+2, Wisdom 17, Charisma 9
Level 14: Strength 15, Constitution 12, Dexterity 13+2, Intelligence 20+2, Wisdom 18, Charisma 9
[/sblock]

[sblock=Feats:]
Level 1: Tactical Assault, Player's Handbook, page 201
Level 2: Tactical Inspiration, Martial Power, page 139
Level 4: Mark of Healing, Eberron Player's Guide, page 91
Level 6: Divine Secretkeeper, Divine Power, page 144
Level 8: Toughness, Player's Handbook, page 201
Level 10: Durable, Player's Handbook, page 194
Level 11: Heavy Blade Opportunity, Player's Handbook, page 203
Level 11 (replaces Durable): Polearm Gamble, Player's Handbook, page 204
Level 12: Combat Commander, Player's Handbook, page 202
Level 12 (replaces Toughness): Tactician's Word, Dragon Magazine #381, page 31
Level 14: Fight On, Martial Power 2, page 142
Level 16: Reserve Maneuver, Player's Handbook 2, page 191
[/sblock]

[sblock=At-Will Attack Powers:]
Level 1: Commander's Strike, Player's Handbook, page 145
Level 1: Direct the Strike, Martial Power 2, page 83
[/sblock]

[sblock=Encounter Attack Powers:]
Level 1: Overwhelming Force Trap, Dragon Magazine #384, Class Acts: The Commando Warlord
Level 3: Powerful Warning, Martial Power 2, page 84
Level 7: Friendly Fire, Dragon Magazine #384, Class Acts: The Commando Warlord
Level 11: Force Retreat, Player's Handbook, page 153
Level 13 (replaces Powerful Warning): Blade Burst Trap, Dragon Magazine #384, Class Acts: The Commando Warlord
Level 16 (replaces Force Retreat): Powerful Warning, Martial Power 2, page 84
[/sblock]

[sblock=Daily Attack Powers:]
Level 1: Destructive Surprise, Dragon Magazine #384, Class Acts: Warlord
Level 5: Scent of Victory, Martial Power, page 106
Level 9: Warlord's Recovery, Martial Power, page 109
Level 15 (replaces Destructive Surprise): Call to Action, Dragon Magazine #384, Class Acts: The Commando Warlord
[/sblock]

[sblock=Utility Powers:]
Level 2: Adaptive Stratagem, Martial Power, page 104
Level 6: Reorient the Axis, Martial Power 2, page 88
Level 10: Tactical Orders, Martial Power 2, page 90
Level 12: Bolt of Genius, Player's Handbook, page 154
Level 16: Help or Hinder, Martial Power 2, page 91
[/sblock]

[sblock=Equipment:]
Main Hand: Glaive (Level 0, Free)
Armor: Summoned Darkhide +4 (Level 16, Free), Adventurer's Vault, page 53
Neck: Mantle of the Golden General +4 (Level 17, Free), Adventurer's Vault, page 123
Head: Golden Crown of Battle Command (Level 14, Free), Adventurer's Vault, page 123
Arms: Heroic-Tier Bracers of Escape (Level 7, 2,600 gp), Dragon Magazine #365, page 58
Feet: Heroic-Tier Boots of Quickness (Level 8, 3,400 gp), Adventurer's Vault, page 126
Waist: Heroic-Tier Belt of Vim (Level 8, 3,400 gp), Adventurer's Vault, page 164
Hands: Antipathy Gloves (Level 10, 5,000 gp), Adventurer's Vault, page 132
Wondrous: Heroic-Tier Eager Hero's Tatoo (Level 10, 5,000 gp), Adventurer's Vault 2, page 86
Wondrous: Map of Unseen Lands (Level 7, 2,600 gp), Adventurer's Vault, page 77
Grandmaster Training: Davros Elden's Defensive Step (Level 9, 2,600 gp), Dungeon Master's Guide 2, page 145
Gear: Backpack (Level 0, Free)
Gear: Bedroll (Level 0, Free)
Gear: Everburning Torch (Level 0, Free)
Gear: Fine Clothing (Level 0, Free)
Gear: Flint and Steel (Level 0, Free)
Gear: Journeybread, 10 days (Level 0, Free)
Gear: Pouch, Belt (Level 0, Free)
Gear: Rope, Silk, 50 feet (Level 0, Free)
Gear: Spellshard (Level 0, Free)
Gear: Waterskin (Level 0, Free)
Loose Change: 75 gp
[/sblock]

[sblock=Rituals (Spellshard):]
Level 1 (Free): Brew Potion, Player's Handbook, page 301
Level 1 (50 gp): Comprehend Language, Player's Handbook, page 302
Level 1 (50 gp): Make Whole, Player's Handbook, page 309
Level 1 (50 gp): Tenser's Floating Disk, Player's Handbook, page 312
Level 4 (175) gp): Enchant Magic Item, Player's Handbook, page 304
Level 4 (Free): Hand of Fate, Player's Handbook, page 306
[/sblock]

[sblock=Miscellany:]
Initiative: +16 (8 half level + 2 Dexterity modifier + 6 Intelligence modifier [Combat Leader, Combat Commander])
Size: Medium
Speed: 6 squares
Vision: Low-light
Passive Insight: 22 (10 base + 8 half level + 4 Wisdom modifier)
Passive Perception: 22 (10 base + 8 half level + 4 Wisdom modifier)
Trained Skills: Arcana (+2 racial), Endurance, Heal, History (+2 racial), Religion
Languages: Common, Elven
Special (Trance): Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
[/sblock]

[sblock=Hit Points:]
Hit Points: 99 (87 warlord + 12 Constitution score)
Bloodied: 49
Healing Surge Value: 24
Healing Surges per Day: 8 (7 warlord + 1 Constitution modifier)
Special (Heroic-Tier Eager Hero's Tattoo): When you take a short rest, you gain temporary hit points equal to 5 + the number of healing surges you have spent since your last extended rest.
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[sblock=Defenses:]
AC: 32 (10 base + 8 half level + 4 enhancement + 6 Intelligence modifier + 4 darkhide)
Fortitude: 26 (10 base + 8 half level + 4 enhancement + 2 Strength modifier + 1 class + 1 Belt of Vim)
Reflex: 29 (10 base + 8 half level + 4 enhancement + 6 Intelligence modifier + 1 Boots of Quickness)
Will: 29 (10 base + 8 half level + 4 enhancement + 4 Wisdom modifier + 1 racial + 2 Regalia of the Golden General)
Special (Davros Elden's Defensive Step): When you shift, you gain a +1 item bonus to AC until the end of your next turn.
Special (Eladrin Will): You gain a +5 racial bonus to saving throws against charm effects.
[/sblock]

[sblock=Opportunity Attacks:]
Antipathy Gloves (Item): An enemy must spend 1 extra square of movement to enter a square adjacent to you. An enemy that is pushed, pulled, or slid moves through those squares as normal.
Polearm Gamble (Feat): When a nonadjacent enemy enters a square adjacent to you, you can make an opportunity attack with a polearm against that enemy, but you grant combat advantage to that enemy until the end of the enemy's turn.
Heavy Blade Opportunity (Feat): When you make an opportunity attack with a heavy blade, you can use an at-will attack that has the weapon keyword (Commander's Strike) instead of a basic attack.
[/sblock]

[sblock=Leaderness:]
Combat Leader (Feature), Combat Commander (Feat): You and each ally within 10 squares of you who can see and hear you gain a power bonus to initiative equal to your Intelligence modifier (+6).
Cry Havoc (Feature): On the first round of combat (or both the first and the surprise round if your allies gain a surprise round), allies who start their turn within 10 squares of you gain a +2 bonus to attack rolls.
Battle Action (Feature): When you spend an action point to take an extra action, your allies gain a +1 bonus to attack rolls until the start of your next turn. Your allies need to be able to see and hear you to gain this bonus.
Tactical Presence (Feature), Tactical Assault (Feat): When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier (+3) and the damage roll equal to your Intelligence modifier (+6).
Tactical Inspiration (Feat), Tactician's Word (Feat): The target of your Inspiring Word regains additional hit points equal to your Intelligence modifier (+6) and gains a bonus equal to one-half your Intelligence modifier (+3) to its next attack roll made before the start of your next turn.
Battle Inspiration (Feature), Mark of Healing (Feat), Mantle of the Golden General +4 (Item): When you use your Inspiring Word power, allies you heal can make a saving throw with a +2 bonus and gain a power bonus to attack rolls and speed equal to your Intelligence modifier (+6) until the end of your next turn.
Fight On (Feat): You can use your Inspiring Word one additional time per encounter.
Golden Crown of Battle Command (Item): When you use a warlord power to grant a mele basic attack to an ally within your line of sight, that ally gains a +2 bonus to the attack roll and the damage roll.
[/sblock]

[sblock=Pertinent Item Powers:]
Summoned Elderhide +4 (At-Will): Minor Action. You banish this armor to a secure extradimensional location. At any point in the future, unless you are wearing armor, you can use another minor action to recall the armor. The armor appears on you as though you had donned it normally.
Davros Elden's Defensive Step (Encounter): Minor Action. Shift 2 squares. (You gain a +1 item bonus to AC until the end of your next turn.)
Bracers of Escape (Daily): Immediate Interrupt. You can use this power when you are the target of a melee attack. You teleport 2 squares.
[/sblock]
[/sblock]

For those of you who would like to play this build at the heroic tier without any intention of ever reaching the paragon tier and gaining Heavy Blade Opportunity and Polearm Gamble, two feats that push back the much-beneficial Combat Commmander and Tactician's Word from level 11 to level 12 anyway, it would be best to settle for a pre-racial ability score spread of Strength 8, Constitution 13, Dexterity 10, Intelligence 18, Wisdom 13, and Charisma 10. A mundane whip should be in your main hand, and you need not even be proficient with it to avail of its one-handed reach. Meanwhile, your off-hand can carry a mundane spiked shield (I do not believe in the chicanery of Rhythm Blade Spiked Shields) for a +1 shield bonus to AC and Reflex.

4383462796_3719c42e65.jpg


The parasol serves as a makeshift light shield.



[sblock=Build: Level 8 Eladrin Tactical Presence Warlord]
Level: 8
Race: Eladrin, Player's Handbook, pages 38-39
Class: Warlord, Player's Handbook, pages 143-145
Commanding Presence: Tactical Presence, Player's Handbook, page 144

[sblock=Ability Scores:]
Level 1: Strength 8, Constitution 13, Dexterity 10+2, Intelligence 18+2, Wisdom 13, Charisma 10
Level 4: Strength 8, Constitution 14, Dexterity 10+2, Intelligence 19+2, Wisdom 13, Charisma 10
Level 8: Strength 8, Constitution 14, Dexterity 10+2, Intelligence 20+2, Wisdom 14, Charisma 10
[/sblock]

[sblock=Feats:]
Level 1: Tactical Assault, Player's Handbook, page 201
Level 2: Tactical Inspiration, Martial Power, page 139
Level 4: Mark of Healing, Eberron Player's Guide, page 91
Level 6: Divine Secretkeeper, Divine Power, page 144
Level 8: Improved Tactics, Martial Power, page 136
[/sblock]

[sblock=At-Will Attack Powers:]
Level 1: Commander's Strike, Player's Handbook, page 145
Level 1: Direct the Strike, Martial Power 2, page 83
[/sblock]

[sblock=Encounter Attack Powers:]
Level 1: Overwhelming Force Trap, Dragon Magazine #384, Class Acts: The Commando Warlord
Level 3: Powerful Warning, Martial Power 2, page 84
Level 7: Friendly Fire, Dragon Magazine #384, Class Acts: The Commando Warlord
[/sblock]

[sblock=Daily Attack Powers:]
Level 1: Destructive Surprise, Dragon Magazine #384, Class Acts: Warlord
Level 5: Scent of Victory, Martial Power, page 106
[/sblock]

[sblock=Utility Powers:]
Level 2: Adaptive Stratagem, Martial Power, page 104
Level 6: Reorient the Axis, Martial Power 2, page 88
[/sblock]

[sblock=Equipment:]
Main Hand: Whip (Level 0, Free)
Off-Hand: Light Shield (Level 0, Free)
Armor: Elven Battle Hide +2 (Level 8, Free), Player's Handbook, page 230
Neck: Resplendent Cloak +2 (Level 8, Free), Adventurer's Vault 2, page 104
Arms: Phylactery of Action (Level 3, 680 gp), The Village of Hommlet, page 21
Feet: Acrobat Boots (Level 2, 520 gp), Player's Handbook, page 246
Head: Goggles of Aura Sight (Level 5, 1,000 gp), Adventurer's Vault, page 141
Grandmaster Training: Davros Elden's Defensive Step (Level 7, Free), Dungeon Master's Guide 2, page 145
Gear: Backpack (Level 0, Free)
Gear: Bedroll (Level 0, Free)
Gear: Everburning Torch (Level 0, Free)
Gear: Fine Clothing (Level 0, Free)
Gear: Flint and Steel (Level 0, Free)
Gear: Journeybread, 10 days (Level 0, Free)
Gear: Pouch, Belt (Level 0, Free)
Gear: Rope, Silk, 50 feet (Level 0, Free)
Gear: Spellshard (Level 0, Free)
Gear: Waterskin (Level 0, Free)
Loose Change: 75 gp
[/sblock]

[sblock=Rituals (Spellshard):]
Level 1 (Free): Brew Potion, Player's Handbook, page 301
Level 1 (50 gp): Comprehend Language, Player's Handbook, page 302
Level 1 (50 gp): Make Whole, Player's Handbook, page 309
Level 1 (50 gp): Tenser's Floating Disk, Player's Handbook, page 312
Level 4 (175) gp): Enchant Magic Item, Player's Handbook, page 304
Level 4 (Free): Hand of Fate, Player's Handbook, page 306
[/sblock]

[sblock=Miscellany:]
Initiative: +7 (4 half level + 1 Dexterity modifier + 2 Combat Leader)
Size: Medium
Speed: 6 squares
Vision: Low-light
Passive Insight: (10 base + 4 half level + 2 Wisdom modifier)
Passive Perception: (10 base + 4 half level + 2 Wisdom modifier)
Trained Skills: Arcana (+2 racial), Endurance, Heal (+2 item), History (+2 racial), Religion
Languages: Common, Elven
[/sblock]

[sblock=Hit Points:]
Hit Points: 61 (47 warlord + 14 Constitution score)
Bloodied: 30
Healing Surge Value: 15
Healing Surges per Day: 9 (7 warlord + 2 Constitution modifier)
[/sblock]

[sblock=Defenses:]
AC: 26 (10 base + 4 half level + 2 enhancement + 6 Intelligence modifier + 3 hide + 1 light shield)
Fortitude: 19 (10 base + 4 half level + 2 enhancement + 2 Constitution modifier + 1 class)
Reflex: 23 (10 base + 4 half level + 2 enhancement + 6 Intelligence modifier + 1 light shield)
Will: 20 (10 base + 4 half level + 2 enhancement + 2 Wisdom modifier + 1 class + 1 racial)
Special (Resplendent Cloak +2): You and each ally within 10 squares of you gain a +2 bonus to Will against charm, fear, and illusion attacks.
Special (Davros Elden's Defensive Step): When you shift, you gain a +1 item bonus to AC and Reflex until the end of your next turn.
Special (Eladrin Will): You gain a +5 racial bonus to saving throws against charm effects.
Special (Elven Battle Hide +2): You gain a +5 item bonus to saving throws against being slowed or immobilized.
[/sblock]

[sblock=Leaderness:]
Combat Leader (Feature), Combat Commander (Feat): You and each ally within 10 squares of you who can see and hear you gain a +2 power bonus to initiative.
Tactical Presence (Feature), Tactical Assault (Feat), Improved Tactics (Feat): When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to 1 + one-half your Intelligence modifier (total of +4) and the damage roll equal to your Intelligence modifier (+6).
Tactical Inspiration (Feat): The target of your Inspiring Word regains additional hit points equal to your Intelligence modifier (+6).
Mark of Healing (Feat): When you use your Inspiring Word power, allies you heal can make a saving throw.
[/sblock]

[sblock=Item Powers:]
Davros Elden's Defensive Step (Encounter): Minor Action. Shift 2 squares. (You gain a +1 item bonus to AC and Reflex until the end of your next turn.)
Elven Battle Hide +2 (Encounter): Minor Action. You gain a +2 power bonus to speed until the end of your next turn.
Goggles of Aura Sight (Encounter): Minor Action. Choose a target within 10 squares of you. Learn the target's current and maximum hit point values, any current disease or poison conditions on the target, and any disease or poison effect the target can deal.
Phylactery of Action (Encounter): No Action. Reroll a saving throw against any effect on you that applies one or more of these conditions: dazed, immobilized, petrified, restrained, or stunned. You must use the new result, even if it is lower.
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[/sblock]
What are you using that Wisdom for?  Just power kickers?  (I ask because I've got a Deva Taclord I was planning on doing the same thing with, and it's nice to see a full build)

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

I'd note that this also opens up all kinds of Warlord|Wizard and Warlord|Swordmage possibilities...

+1

I'm not qualified to critique the build, but I thought I'd give kudos for a build that actually makes me want to play a leader...which never happens. 

Edit: even the artificer, which was by far my favorite 3.5e class, was soured for me by being made a leader.  That should tell you just how big a difference this build makes for me! 

What are you using that Wisdom for? Just power kickers? (I ask because I've got a Deva Taclord I was planning on doing the same thing with, and it's nice to see a full build)



With regards to powers, Wisdom is irrelevant. Without the Insightful Presence, the rider effect of Powerful Warning does not involve Wisdom at all. You can raise either Strength to improve your Fortitude, Constitution to increase your hit points and healing surges (and eventually, Fortitude as well), or Wisdom to upgrade your Will.
You are my hero for this character concept.  My current bard somewhat plays on the idea of never meaning to hurt anyone.  She just calls them names and tends to her allies needs, though she does do damage.

I haven't read through the build completely yet, but I greatly appreciate referencing where everything is.  Since I don't have DDI, it will make it much easier to piece together what this character plays like.
Action Points - Tips and ideas for 4e D&D DMs and players. Extended Rest - The unpublished stories of heroism.
I have a similar build in the shaman handbook that is a panther shaman/taclord hybrid battle captain.  I don't plan on getting MP2, but I may update it some based on this once the compendium is up to date.  I think if DMs really want to have a DMPC this sort of build is the way to go.

If they ever update the shaman multilcassing feat to include watcher shamans, then a multiclass shaman feat could be a nice addition since that could potentially get your ranged characters a couple of more attacks per encounter. 
It is definately a nifty thing - and I love the initial description of the character.

Personally, I've long had a vague thought in the back of my head of a kobold version of this that would spend his time following the party dragonborn around cheering "Hit him again!  Hit him again!" but it's great to see fleshed out like this.

Does rhythm blade need to be offhand?  If not, a +1 rhythm blade glaive might work out pretty well for this character, once you have the money to burn.

Worth noting that being willing to give up the HBO/PG combo would let you up your int by 2, and have con as your fort stat.  It'd hit your initiative a bit, though, and your NADs would drop a bit.
Suggestions to adapt to an LFR Deva? (no Marks and not Eladrin, so significantly less healing.  Bonus to Wisdom should make some feat qualification easier, but lack of bonus to Dex takes most of that away.  Will be MC Avenger at low levels until I can retrain my d1, I think.  (Use DoDW to actually hit with Lead the Attack.  I hope))

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

Suggestions to adapt to an LFR Deva (no Marks and not Eladrin, so significantly less healing.  Bonus to Wisdom should make some feat qualification easier, but lack of bonus to Dex takes most of that away.  Will be MC Avenger at low levels until I can retrain my d1, I think.  (Use DoDW to actually hit with Lead the Attack.  I hope))



In your case, having an 18 preracial int becomes even a bit more tempting, since you don't use the dex for anything except initiative.

Of course, a nonproficient whip really does *feel* quite different from a glaive, but....
Of course, a nonproficient whip really does *feel* quite different from a glaive, but....


Eh, Ansis's personality is completely different than the OP's character, that's not so much a problem.   Yeah, the 18 Int route is very tempting.  Have to decide how badly I want HBO.

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima


If they ever update the shaman multilcassing feat to include watcher shamans, then a multiclass shaman feat could be a nice addition since that could potentially get your ranged characters a couple of more attacks per encounter.



The feat duad of Spirit Talker and Mending Spirit would indeed be helpful for this type of character, though the starting point of its viability lies only near the end of the paragon tier. Additionally, I feel that a spirit companion would compromise the core flavor of this build that sets it apart from a Watcher Spirit shaman.


Personally, I've long had a vague thought in the back of my head of a kobold version of this that would spend his time following the party dragonborn around cheering "Hit him again! Hit him again!" but it's great to see fleshed out like this.



My vision of this character is, as heavily implied in the opening post, an erudite "warlord" who is utterly aware of her effectively luck-altering presence, leading to cries of, say, "Why does that always happen?" when an enemy's attack is swerved towards another adversary due to Friendly Fire.


Does rhythm blade need to be offhand? If not, a +1 rhythm blade glaive might work out pretty well for this character, once you have the money to burn.



A Rhythm Blade must be a light blade.


Worth noting that being willing to give up the HBO/PG combo would let you up your int by 2, and have con as your fort stat. It'd hit your initiative a bit, though, and your NADs would drop a bit.



I feel that the sheer defensive barricade that Polearm Gamble and Heavy Blade Opportunity provide is a great boon to the build, more so than a slightly higher AC, higher hit points and healing surges, and two liberated feat slots. Most would prefer to have enemies fear their opportunity attacks, rather than to be incapable of performing opportunity attacks with efficacy. Besides, having your melee allies take up the mantle of noble protector whilst you are adjacent to them is a lovely novelty.


Suggestions to adapt to an LFR Deva? (no Marks and not Eladrin, so significantly less healing. Bonus to Wisdom should make some feat qualification easier, but lack of bonus to Dex takes most of that away. Will be MC Avenger at low levels until I can retrain my d1, I think. (Use DoDW to actually hit with Lead the Attack. I hope))



For a deva character starting at level 1, you would probably be best off starting with, say, Strength 8, Constitution 12, Dexterity 10, Intelligence 18+2, Wisdom 12+2, Charisma 12. You are not going to hit with your level 1 daily power at all, be it Lead the Attack or Lamb to the Slaughter, until you procure Bracers of Mental Might. Holding off for Polearm Gamble and Heavy Blade Opportunity an entire ten levels later might not be advisable, especially when it would make your career at the heroic tier a tad rough.

Also worth noting that HBO/PG for this character is paragon-only (which will matter a great deal if you're starting at level 1) and only actually kicks in when the square they're moving into is adjacent to you and the square they're moving from is within MBA reach of one of your MBA-providing allies.

Side note: before you set out on this path, it's worth making sure that your party will adequately provide the basic attack support you need.  If, for example, you can convince one of your party members to go with a spiked chain training rogue and pick up MWT and a couple of pertinent feats out of MP, their MBA turns into reach 2, target reflex, slide 1 that gives them a second shot at triggering their backstab damage.  A half-elf polearm master chaladin (eldritch strike) actually gets the full reach 2 slide 2+knockdown on every MBA, and that's just off of the base build.  With party buy-in, this can be one of the strongest builds going.  If the rest of the party is all about using non-MBA at-wills, though, it's going to suffer pretty badly.
Totally love this build. Thanks for contributing it, I think I will play it or something similar in an upcoming game. 
Adopt one today!
Also worth noting that HBO/PG for this character is paragon-only (which will matter a great deal if you're starting at level 1) and only actually kicks in when the square they're moving into is adjacent to you and the square they're moving from is within MBA reach of one of your MBA-providing allies.

Side note: before you set out on this path, it's worth making sure that your party will adequately provide the basic attack support you need.  If, for example, you can convince one of your party members to go with a spiked chain training rogue and pick up MWT and a couple of pertinent feats out of MP, their MBA turns into reach 2, target reflex, slide 1 that gives them a second shot at triggering their backstab damage.  A half-elf polearm master chaladin (eldritch strike) actually gets the full reach 2 slide 2+knockdown on every MBA, and that's just off of the base build.  With party buy-in, this can be one of the strongest builds going.  If the rest of the party is all about using non-MBA at-wills, though, it's going to suffer pretty badly.


Interestingly enough, this might be a nigh-perfect leader for the many Feycharger/Slasher/MBA builds that are running these days.  Charger builds are very mobile, especially feychargers, it's conceivable that they could finagle it so their charges/movement/teleportation to end adjacent to this character...and their mbas are always at the maximum level of tricked-out.
Wouldn't Lead By Example be a better level 1 daily?  It lets you shift back from an adjacent enemy and has a strong miss effect- stronger than the hit, if you have two allies close enough to attack.  Plus it seems to fit the theme to have a power that lets you shift away from an attacker, flail wildly at them so that two allies can move in to attack, and be able to run away afterwards
Wouldn't Lead By Example be a better level 1 daily?


Definetly not. It has an attack and a damage roll. That's nothing for a lazy one. 
Adopt one today!
Wouldn't Lead By Example be a better level 1 daily?


Definetly not. It has an attack and a damage roll. That's nothing for a lazy one. 


The problem being the low accuracy of this build means that you're going to waste a lot of standard actions trying to pull Lamb to the Slaughter off, since it has an attack roll (though no damage roll, granted).  Something with a strong miss effect (since you're going to miss with it a lot more often than not) seems like a better way to go.  Sure, you might end up accidentally hitting someone once every few days, but having a daily that can do something seems worthwhile.
Suggestions to adapt to an LFR Deva (no Marks and not Eladrin, so significantly less healing.  Bonus to Wisdom should make some feat qualification easier, but lack of bonus to Dex takes most of that away.  Will be MC Avenger at low levels until I can retrain my d1, I think.  (Use DoDW to actually hit with Lead the Attack.  I hope))



In your case, having an 18 preracial int becomes even a bit more tempting, since you don't use the dex for anything except initiative.

Of course, a nonproficient whip really does *feel* quite different from a glaive, but....



You just reminded me of a 3rd edition character I had that would be really fun to remake with this concept.  Maybe as a drow...  "You, male, attack that fool *whipcrack*!"  I like it. 

This whole build sounds really fun to play.
I can see building a nice variation on this using the Spirited Rider feat and a decent combat mount to  always ensure that you have a friendly ally nearby to take the Commander's Strike attack.
Ah, silly me; I had overlooked the existence of Destructive Surprise from the Class Acts: Warlord article, that is, the first one, of Dragon Magazine #384. The power in question is our sought-after vicarious level 1 warlord daily power.
I can see building a nice variation on this using the Spirited Rider feat and a decent combat mount to  always ensure that you have a friendly ally nearby to take the Commander's Strike attack.



Almost might be worth seeing what you could throw together with a beast ranger hybrid, using nothing but beast attacks and warlord attack-granters, to see what sorts of things you could pull out of this sort of build even without friends.  In particular, some of the MPII beast MBA feats get to be pretty interesting.  Play as the cute, innocent little girl with the enormous scary beast friend.
I adore this idea. I've been cultivating the hope that it would be possible for pretty much since I learned of Commander's Strike (not as early as you'd think, I didn't really read about Warlords for a good while). It's great that it now actually is possible. I wanna play one of these guys. If I had a good marking paladin in the group, I might even not bother getting good Strength, Dex and Wisdom for the opportunity attacks (just invite people to ignore their marks).
I don't use emoticons, and I'm also pretty pleasant. So if I say something that's rude or insulting, it's probably a joke.
A heroic-tier sample build has been posted.
looks cute - but it looks like you didn't close a bracket.  Rituals (spellshard) somehow contains all of the following sections as well.
Hmm...with the new throwing options for Warlord, what about Bola Training? You gain the option to give up damage in exchange for immobilize and possibly prone...
Hmm...with the new throwing options for Warlord, what about Bola Training? You gain the option to give up damage in exchange for immobilize and possibly prone...



...but then you'd have to actually *attack* something.

Big no-no.

Perhaps you were intending this for another thread?
I've been waiting for this build ever since your original post a couple of months ago, nice to see that it's now possible as a pure Warlord.
Also, is it possible that wearing Full Plate would increase this build's AC? You'd probably have the same, but maybe Resist 2 All is worth -2 Reflex?
Hmm...with the new throwing options for Warlord, what about Bola Training? You gain the option to give up damage in exchange for immobilize and possibly prone...



...but then you'd have to actually *attack* something.

Big no-no.



Not sure why that should be.

There are lots of powers that seem reasonable for such a build, except require an attack roll. Paint the Bull's Eye as an example - you throw a bola at them, nothing happens, except whenever they try to move, they stumble ineffectually(immobolize) and that stumbling throws them right into your friends attacks(the benefit of Paint the Bull's Eye).
Hmm...with the new throwing options for Warlord, what about Bola Training? You gain the option to give up damage in exchange for immobilize and possibly prone...



...but then you'd have to actually *attack* something.

Big no-no.



Not sure why that should be.

There are lots of powers that seem reasonable for such a build, except require an attack roll. Paint the Bull's Eye as an example - you throw a bola at them, nothing happens, except whenever they try to move, they stumble ineffectually(immobolize) and that stumbling throws them right into your friends attacks(the benefit of Paint the Bull's Eye).



I think the point is that you have to make an attack roll in that case. At the moment, this warlord does not make any attack rolls for herself.
Why no passifist healer feat?  If your not going to hurt anyone, boost your healing.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

You'd have to MC Cleric, and then it would only work on your divine healing powers.
You'd have to MC Cleric, and then it would only work on your divine healing powers.

Ah, well i failed then Foot in mouth

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Ah ha!  My theme has been used by another!

I've been using a variation on this build every time I made an 'idea' party that was level 17 or higher (due to the 2 level 13 encounter powers that already existed that didn't require attack rolls, and at level 15 I had 3 daily powers that didn't require attack rolls); although, my variation actually starts to work at level 11, it always felt silly since it had tons of encounter powers that had attack rolls that I simply never bothered to use.

However I make one very large difference in my theme:

Your Taclord must NOT be a Battle Captain.  Far more effective for the lazy lazy commander is:

Guildmaster Thief (note that being MC rogue grants you access to the third non attack daily power (pre MP2 and that Class Act article) and also grants uilities like Sneak in the Attack, which further extend your 'you! Hit this guy!' niche).   Not only do you never make attack rolls, you also freely hand out your AP rolls to other people, thus granting more of your awesome AP benefits to party mates!

Admittedly you lose out the massive +to hit that comes from Battle Captain inspiring words, but since you are solely focusing on getting other people to do things, going 18 Int pre-racial is the way to go, which combines with Tactician's Word quite nicely to allow your inspiring words to at least give a nice boost, even if it's not the super mega boost that Battle Captain does.  And if your party mates all happen to be +hit monsters, Battle Captain might be overkill anyway.  (Not that ally party mates will be plus hit monsters.  Especially not Axe Wielding Barbarians.  But that's another story.)

Guildmaster Thief also asks that you take Cha as your secondary stat, so that you can grant the Flanking Damage bonus at level 16, which I think is a reasonable replacement of the Battle Captain +hit (at some point, damage is always useful, whereas +hit eventually is redundant), and that allows for my Gnome Warlord wielding a Non-Proficient Whip and wearing Non-Proficient Plate!

Hurrah for the lazy! 

Not sure why that should be.

There are lots of powers that seem reasonable for such a build, except require an attack roll. Paint the Bull's Eye as an example - you throw a bola at them, nothing happens, except whenever they try to move, they stumble ineffectually(immobolize) and that stumbling throws them right into your friends attacks(the benefit of Paint the Bull's Eye).



I think the point is that you have to make an attack roll in that case. At the moment, this warlord does not make any attack rolls for herself.



Right - and at this point, part of the schtick is that the character is an effective warlord who actually dumps str, and uses an unenchanted weapon (possibly nonproficient).  Actually having to roll to hit things in order to be effective would be pretty disasterous.  Mind you, the shed-no-blood bolalord is an interesting build all by itself, but it's not at all the *same* build.

...and Nelphine, I love the image of a pompous little gnome, puffed up on his own importance, walking around in platemail that he doesn't know how to wear properly, with a whip that he doesn't know how to use properly, shouting orders.  Thank you.
...and Nelphine, I love the image of a pompous little gnome, puffed up on his own importance, walking around in platemail that he doesn't know how to wear properly, with a whip that he doesn't know how to use properly, shouting orders.  Thank you.



Personally I think that idea should be exiled to Corsica Elba....
...and Nelphine, I love the image of a pompous little gnome, puffed up on his own importance, walking around in platemail that he doesn't know how to wear properly, with a whip that he doesn't know how to use properly, shouting orders.  Thank you.



Personally I think that idea should be exiled to Corsica....

I think you mean Elba.

He was from Corsica.
...and Nelphine, I love the image of a pompous little gnome, puffed up on his own importance, walking around in platemail that he doesn't know how to wear properly, with a whip that he doesn't know how to use properly, shouting orders.  Thank you.



Personally I think that idea should be exiled to Corsica....



While it actually makes me want to roll up a warlord for once  

Not sure why that should be.

There are lots of powers that seem reasonable for such a build, except require an attack roll. Paint the Bull's Eye as an example - you throw a bola at them, nothing happens, except whenever they try to move, they stumble ineffectually(immobolize) and that stumbling throws them right into your friends attacks(the benefit of Paint the Bull's Eye).



I think the point is that you have to make an attack roll in that case. At the moment, this warlord does not make any attack rolls for herself.



Right - and at this point, part of the schtick is that the character is an effective warlord who actually dumps str, and uses an unenchanted weapon (possibly nonproficient).  Actually having to roll to hit things in order to be effective would be pretty disasterous.  Mind you, the shed-no-blood bolalord is an interesting build all by itself, but it's not at all the *same* build.



Sure it is. In an actual game, they act the same. They mostly pick the same powers. The Bolalord even uses a whip non-proficiently. The only real differences are the following:
The Bolalord has a high Str/Int vs moderate Str/high Int/moderately high Wis. No real difference in terms of how powers behave.

With 1 or 2 powers, the Bolalord uses a magical Bola and does no damage. One of which is a sky blue at-will(Paint the Bull's Eye) instead of a black at-will(Direct the Strike) - that's roughly on par with having an encounter attack power for 5 levels that does actual damage. It isn't pure, but neither is leaving Battle Captain's 11th level attack power on the build for 5 levels.
Tsk Tsk.. moderate/high str on a lazy commander?  No justice!

My gnome actually ends up with (at level 30) Str 12, Con 13, Dex 12.  There is no way he can effectively make any attacks himself, whatsoever.  Every single thing he does, every single round, is to grant someone else an attack (or more than one attack in the case of things like Pincer Maneuver).  He finishes his build with Great-Reach gauntlets (which provide a further penalty to hit on top of his non-proficient armour penalty) and a non proficient Overreaching Talenta Sharrash. 

His attack bonus at level 30 is +18 (assuming he wields a +6 version of his weapon, which isn't always nescessary), which simply can't hit anything at all.  Even natural 20's wouldn't be crits against the worst brute he would fight.

I realize my gnome isn't exactly the same as the eladrin presented by the OP, but it is similar enough for me to say that the Bola-Lord simply isn't in the same ballpark when it comes to laziness.  Not at all. 
Tsk Tsk.. moderate/high str on a lazy commander?  No justice!



You have looked at the original build which has a 14 Str, right? Your starting Strength(10) is actually further away than mine(16)

I realize my gnome isn't exactly the same as the eladrin presented by the OP, but it is similar enough for me to say that the Bola-Lord simply isn't in the same ballpark when it comes to laziness.  Not at all. 



Again, why?

So what if he has a high Str. Lots of lazy people have high strengths, they just don't apply themselves. He carries a 1d4 non-magical weapon that he isn't proficient with as a melee choice - a 26 Str and +15 ends up being +23 at 30th and I'm not even penalizing myself with armor or anything else. I can miss just about as badly as you can.

I'm reasonably certain that about 95% of the time in play, most of the people scoffing here wouldn't recognize which build is mine and which is adslahnit's based on actions unless they looked at the character sheet or the bola was specifically called out.