Genasi Novalord

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Genasi Novalord: Warlord/Battle Captain/Warmaster


This Build uses the following sources:
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
EPG - Eberron Player's Guide
FRPG - Forgotten Realms Player's Guide
HotFL - Heroes of the Fallen Lands
MP - Martial Power
MP 2 - Martial Power 2
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3

Level 1 Snapshot

Race: Genasi (FRPG)
Elemental Manifestation: Watersoul (FRPG)
Class: Warlord (PHB)
Commanding Presence: Tactical Presence (PHB)
Leader Feature: Combat Leader (PHB)
Background: Auspicious Birth (D 366)

Ability Scores, with racial adjustments:
Strength 18 (+4)
Constitution 12 (+1)
Dexterity 10 (+0)
Intelligence 18 (+4)
Wisdom 8 (-1)
Charisma 12 (+1)

HP: 30 --> 12 base, +18 Strength
Bloodied: 15 HP or less
Healing Surges: 8 --> 7 base, +1 Constitution
Healing Surge Value: 7 HP

AC: 18 --> 10 base, +3 armor, +4 ability (Intelligence), +1 shield
Fortitude: 15 --> 10 base, +4 ability (Strength), +1 class
Reflex: 15 --> 10 base, +4 ability (Intelligence), +1 shield
Will: 12 --> 10 base, +1 ability (Charisma), +1 class

Initiative: +2 --> +0 ability (Dexterity), +2 power (Combat Leader)

Speed: 6 --> 6 base

Inspiring Word:
Usage: Twice per encounter
Range: Close burst 5
Targets: You or one ally in burst
Effect: The target may spend a healing surge and regain 1d6 additional HP. Also, the target may make a saving throw.

Racial Powers:
Swiftcurrent (FRPG)

At-Will Attack Powers:
L1
- Commander's Strike (PHB)
L1 - Intuitive Strike (MP 2)

Encounter Attack Powers:
L1 - Warlord's Favor (PHB)

Daily Attack Powers:
L1 - Lead the Attack (PHB)

Skills:
Athletics (+8) --> +4 ability (Strength), +5 trained, -1 armor
Diplomacy (+6) --> +1 ability (Charisma), +5 trained
Endurance (+7) --> +1 ability (Constitution), +5 trained, +2 racial, -1 armor
History (+9) --> +4 ability (Intelligence), +5 trained

Feats:
L1 - Mark of Healing (EPG)

Gear (Expected GP = 100):
Hide armor (PHB) (30 gp)
Javelin (5) (PHB) (5 gp each, 25 gp total)
Light shield (PHB) (5 gp)
Longsword (PHB) (15 gp)
Standard adventurer's kit (PHB) (15 gp)
10 gp

Discussion:
The ability score distribution is a key point in the growth of our novice Novalord. Strength and Intelligence get the lion's share of the points (9 out of 22 each, for a 16 before racial modifiers) because your attacks depend on Strength, and the secondary effects of those powers will usually depend on Intelligence (plus, Intelligence will help out your AC). Constitution and Charisma split the remaining points (2 out of 22 each, for a 12 before racial modifiers) in order to toughen the build up a bit and patch up the Will defense, respectively. Since you don't want an initiative penalty, Wisdom becomes the 8 instead of Dexterity.

At this point in your career, you want to start establishing yourself as an effective, durable Leader, so the Longsword coupled with a shield is a good place to start. You can't ignore Ranged combat, so you have a healthy helping of Javelins. Your skills were chosen with synergy with your ability scores and racial skill bonuses in mind. The Mark of Healing feat will also take care of all your saving throw-granting needs.

In the case of powers, Commander's Strike will allow the heavy hitters in your party a crack at the enemy, and Intuitive Strike will buff the benefits derived from Combat Advantage. Warlord's Favor and Lead the Attack serve the same basic purpose: provide huge attack bonuses so your allies can demolish enemies in short order.


Level 2

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Heavy Blade Expertise (HotFL)
New Utility Power: Adaptive Stratagem (MP)

Magic Items (Expected GP = 1,920):
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp):
+1 Farbond Spellblade Longsword (AV 2)
L1 (360 gp): +1 Magic Hide Armor (PHB)
Nonmagical: Light Shield (PHB)
TOTAL: 1,400 gp

Discussion:
Plenty of things happen at this level. You pick up some extra accuracy in Heavy Blade Expertise, a damage buff for an ally in Adaptive Stratagem, and your first few magic items. At this level, you probably won't get to pick and choose, but thankfully, this build is not very item-specific. A Farbond Spellblade Longsword will provide you with a nice Ranged option, and a Cloak of Resistance will help you absorb punishment a bit better.


Level 3

Changes:
+5 HP
New Encounter Attack Power: Vengeance is Mine (MP 2)

Magic Items (Expected GP = 2,560):
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Farbond Spellblade Longsword (AV 2)
L1 (360 gp): +1 Magic Hide Armor (PHB)
Nonmagical: Light Shield (PHB)
TOTAL: 2,240 gp

Discussion:
At this level, you pick up a devastating one-two punch you can unleash outside your turn in Vengeance is Mine, and you pick up a nifty initiative bonus in the Casque of Tactics.


Level 4

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (19), +1 Intelligence (19)
New Feat: Tactical Assault (PHB)

Magic Items (Expected GP = 3,200):
L5 (1,000 gp): +1 Healer's Hide Armor (AV 2)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Farbond Spellblade Longsword (AV 2)
Nonmagical: Light Shield (PHB)
TOTAL: 2,880 gp

Discussion:
At this level, you make the act of an ally spending an action point even more dangerous via the Tactical Assault feat (which will provide a hefty damage bonus to the resulting attacks). Additionally, you put some investment in your prime ability scores (Strength and Intelligence), and you upgrade your plain Magic Hide to Healer's Hide, which will help enhance your healing abilities.


Level 5

Changes:
+5 HP
New Daily Attack Power: Stand the Fallen (PHB)

Magic Items (Expected GP = 4,480):
L5 (1,000 gp): +1 Healer's Hide Armor (AV 2)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp):
+1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Farbond Spellblade Longsword (AV 2)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical:
Light Shield (PHB)
TOTAL: 4,080 gp

Discussion:
At this level, you pick up a great emergency button power in Stand the Fallen, but the rest of this level is uneventful (though the Acrobat Boots have a nice ability, and the Battle Standard of Healing can be useful). The next one, however, will be a lot more exciting.


Level 6

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Shield Proficiency (Heavy) (PHB)
New Utility Power: Reorient the Axis (MP 2)

Magic Items (Expected GP = 6,400):
L7 (2,600 gp): +2 Farbond Spellblade Longsword (AV 2)
L5 (1,000 gp): +1 Healer's Hide Armor (AV 2)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 6,160 gp

Discussion:
At this level, you upgrade your main weapon, pick up a sweet mobility power in Reorient the Axis, and you supplement your AC with a bigger shield. In short, your overall competence increases here.


Level 7

Changes:
+5 HP
New Encounter Attack Power: On My Mark (MP 2)

Magic Items (Expected GP = 9,600):
L7 (2,600 gp): +2 Farbond Spellblade Longsword (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L5 (1,000 gp): +1 Healer's Hide Armor (AV 2)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 7,960 gp

Discussion:
At this level, On My Mark allows you to give out even more chances for your allies to attack, and the Iron Armbands of Power add some extra punch to your own assaults.


Level 8

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (20), +1 Intelligence (20)
New Feat: Primordial Surge (D 367)

Magic Items (Expected GP = 12,800):
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Farbond Spellblade Longsword (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L5 (1,000 gp): +1 Healer's Hide Armor (AV 2)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 10,840 gp

Discussion:
At this level, you reap the fruits of your ability-boosting labor with increases to your Strength and Intelligence modifiers, pick up a very useful way to gain temporary hit points consistently in Primordial Surge, and pick up the Steadfast Amulet to shield you against daze or stun effects.


Level 9

Changes:
+5 HP
New Daily Attack Power: Iron Dragon Charge (PHB)

Magic Items (Expected GP = 16,000):
L10 (5,000 gp): +2 Healer's Hide Armor (AV 2)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Farbond Spellblade Longsword (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L4 (840 gp):
Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 15,840 gp

Discussion:
At this level, you pick up the Iron Dragon Charge power for some additional charge attacks for your allies, and you upgrade your Healer's Armor. Plus, a Ruby Scabbard will help you draw your sword fast and give you a little damage too.


Level 10

Changes:
+10 HP
+1 to attacks, defenses, and checks
New Feat: Toughness (PHB)
New Utility Power: Tactical Orders (MP 2)

Magic Items (Expected GP = 22,400):
L10 (5,000 gp): +2 Healer's Hide Armor (AV 2)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L8 (3,400 gp):
+2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Farbond Spellblade Longsword (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 20,040 gp

Discussion:
At this level, Toughness will provide some welcome extra hit points, the Tactical Orders power will let you move yourself and an ally as well for the paltry cost of a minor action, and the Backlash Tattoo will provide a vicious disincentive to anyone who dared to bloody you.


Level 11 Snapshot

Race: Genasi (FRPG)
Elemental Manifestation: Watersoul (FRPG)
Class: Warlord (PHB)
Commanding Presence: Tactical Presence (PHB)
Leader Feature: Combat Leader (PHB)
Paragon Path: Battle Captain (PHB)
Background: Auspicious Birth (D 366)

Ability Scores, with racial adjustments:
Strength 21 (+5)
Constitution 13 (+1)
Dexterity 11 (+0)
Intelligence 21 (+5)
Wisdom 9 (-1)
Charisma 13 (+1)

HP: 93 --> 12 base, +21 Strength, +50 levels, +10 Toughness
Bloodied: 46 HP or less
Healing Surges: 8 --> 7 base, +1 Constitution
Healing Surge Value: 23 HP

AC: 27 --> 10 base, +3 armor, +5 ability (Intelligence), +5 levels, +2 enhancement, +2 shield
Fortitude: 23 --> 10 base, +5 ability (Strength), +5 levels, +2 enhancement, +1 class
Reflex: 24 --> 10 base, +5 ability (Intelligence), +5 levels, +2 enhancement, +2 shield
Will: 19 --> 10 base, +1 ability (Charisma), +5 levels, +2 enhancement, +1 class

Initiative: +11 --> +0 ability (Dexterity), +5 levels, +5 power (Combat Leader), +1 item

Speed: 6 --> 6 base

Inspiring Word:
Usage: Twice per encounter
Range: Close burst 10
Targets: You or one ally in burst
Effect: The target may spend a healing surge and regain 3d6+2 additional HP. Also, the target may make a saving throw.

Racial Powers:
Swiftcurrent (FRPG)

At-Will Attack Powers:
L1 - Commander's Strike (PHB)
L1 - Intuitive Strike (MP 2)

Encounter Attack Powers:
L1 - Vengeance is Mine (MP 2)
L1 - Warlord's Favor (PHB)
L7 - On My Mark (MP 2)
L11 - Force Retreat (PHB)

Daily Attack Powers:
L1 - Lead the Attack (PHB)
L5 - Stand the Fallen (PHB)
L9 - Iron Dragon Charge (PHB)

Utility Powers:
L2 - Adaptive Stratagem (MP)
L6 - Reorient the Axis (MP 2)
L10 - Tactical Orders (MP 2)

Skills:
Athletics (+12) --> +5 ability (Strength), +5 trained, +5 levels, -1 armor, -2 shield
Diplomacy (+11) --> +1 abiity (Charisma), +5 trained, +5 levels
Endurance (+10) --> +1 ability (Constitution), +5 trained, +5 levels, +2 racial, -1 armor, -2 shield
History (+15) --> +5 ability (Intelligence), +5 trained, +5 levels

Feats:
L1 - Mark of Healing (EPG)
L2 - Heavy Blade Expertise (HotFL)
L4 - Tactical Assault (PHB)
L6 - Shield Proficiency (Heavy) (PHB)
L10 - Toughness (PHB)
L11 - Combat Commander (PHB)
L11 - Fight On (MP 2)

Changes:
+11 HP
Ability Score Boosts: +1 Strength (21), +1 Constitution (13), +1 Dexterity (11), +1 Intelligence (21), +1 Wisdom (9), +1 Charisma (13)
New Encounter Attack Power: Force Retreat (PHB)
New Feats: Combat Commander (PHB), Fight On (MP 2) (replaces Primordial Surge)
New Paragon Path: Battle Captain (PHB)

Magic Items (Expected GP = 32,000):
L12 (13,000 gp): +3 Farbond Spellblade Longsword (AV 2)
L10 (5,000 gp): +2 Healer's Hide Armor (AV 2)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 30,440 gp

Discussion:
Major moves get made at this level. The Battle Captain Paragon Path gets you some welcome attack bonuses to hand out to your allies as well as a decent power, the Combat Commander feat gives you some big initiative bonuses for you and your allies, Fight On gives you another Encounter heal, and your sword gets upgraded as well.


Level 12

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Tactician's Word (D 381)
New Utility Power: Bolt of Genius (PHB)

Magic Items (Expected GP = 48,000):
L12 (13,000 gp): +3 Farbond Spellblade Longsword (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): +2 Healer's Hide Armor (AV 2)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L3 (680 gp): Battle Standard of Healing (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 39,440 gp

Discussion:
At this level, you pick up Tactician's Word for a handy bonus to hit attached to your healing power. Additionally, you pick up the Dice of Auspicious Fortune, which can help you fix your rolls for success.


Level 13

Changes:
+5 HP
New Encounter Attack Power: Death from Two Sides (MP 2) (replaces On My Mark)

Magic Items (Expected GP = 64,000):
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L12 (13,000 gp): +3 Farbond Spellblade Longsword (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L10 (5,000 gp): +2 Healer's Hide Armor (AV 2)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 53,040 gp

Discussion:
At this level, you ugprade your Steadfast Amulet, and the Death from Two Sides power will help you bring the pain against your opponents.


Level 14

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (22), +1 Intelligence (22)
New Feat: Improved Defenses (HotFL)

Magic Items (Expected GP = 80,000):
L15 (25,000 gp): +3 Healer's Earthhide Armor (AV 2)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L12 (13,000 gp): +3 Farbond Spellblade Longsword (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 73,040 gp

Discussion:
At this level, you pick up a good bump to your NADs in Improved Defenses, a bonus to your bread-and-butter scores that raises the modifier, and a very welcome armor upgrade.


Level 15

Changes:
+5 HP
New Daily Attack Power: Anticipate Attack (MP) (replaces Iron Dragon Charge)

Magic Items (Expected GP = 112,000):
zL15 (25,000 gp): +3 Healer's Earthhide Armor (AV 2)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): +3 Farbond Spellblade Longsword (AV 2)
L12 (13,000 gp): Gloves of the Healer (Paragon Tier) (AV)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 103,040 gp

Discussion:
Here, we swap the Iron Dragon Charge power for Anticipate Attack, and your item selections (the Cord of Divine Favor and the Gloves of the Healer) go a long way in making you more able to keep the party in tip-top shape.


Level 16

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Improved Initiative (PHB)
New Utility Power: Warlord's Banner (PHB)

Magic Items (Expected GP = 160,000):
L17 (65,000 gp): +4 Farbond Spellblade Longsword (AV 2)
L15 (25,000 gp): +3 Healer's Earthhide Armor (AV 2)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Gloves of the Healer (Paragon Tier) (AV)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 155,040 gp

Discussion:
At this level, you get a host of cool benefits. The Battle Captain's final feature makes your Inspiring Word a very meat attack and speed buff, you get a fourth use of Inspiring Word per day, you pick up a mass healing power in Warlord's Banner, and you upgrade your main weapon as icing.


Level 17

Changes:
+5 HP
New Encounter Attack Power: Hail of Steel (PHB) (replaces Vengeance is Mine)

Magic Items (Expected GP = 240,000):
L17 (65,000 gp): +4 Farbond Spellblade Longsword (AV 2)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): +3 Healer's Earthhide Armor (AV 2)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp):
+3 Steadfast Amulet (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Gloves of the Healer (Paragon Tier) (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L5 (1,000 gp): Ruby Scabbard (AV)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 231,400 gp

Discussion:
At this level, you pick up the brutal onslaught that is Hail of Steel, and you take the time to increase your damage (via better Iron Armbands), your initiative (via a better Casque of Tactics), and hedge your bets (with the Stone of Earth).


Level 18

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (23), +1 Intelligence (23)
New Feat: Weapon Focus (Heavy Blades) (PHB)

Magic Items (Expected GP = 320,000):
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L17 (65,000 gp): +4 Farbond Spellblade Longsword (AV 2)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): +3 Healer's Earthhide Armor (AV 2)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Gloves of the Healer (Paragon Tier) (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L5 (1,000 gp): Ruby Scabbard (AV)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 299,400 gp

Discussion:
At this level, you pick up a bit of extra bite to your attacks with Weapon Focus, and you upgrade your Neck Slot Item as well as invest some points in your prime ability scores.


Level 19

Changes:
+5 HP
New Daily Attack Power: Victory Surge (PHB) (replaces Anticipate Attack)

Magic Items (Expected GP = 400,000):
L20 (125,000 gp): +4 Healer's Darkhide Armor (AV 2)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L17 (65,000 gp): +4 Farbond Spellblade Longsword (AV 2)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Gloves of the Healer (Paragon Tier) (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L5 (1,000 gp): Ruby Scabbard (AV)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 399,400 gp

Discussion:
At this level, you once again increase your nova potential by picking up the big bang of Victory Surge, and you invest in your protection by upgrading your armor.


Level 20

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Daily Attack Power: Cunning Flurry (PHB)
New Feat: Vexing Flanker (PHB 2)

Magic Items (Expected GP = 560,000):
L20 (125,000 gp): +4 Healer's Darkhide Armor (AV 2)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L17 (65,000 gp): +4 Farbond Spellblade Longsword (AV 2)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L15 (25,000 gp):
Sapphire Scabbard (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Gloves of the Healer (Paragon Tier) (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 448,400 gp

Discussion:
At this level, you receive the parting gift of the Battle Captain path in Cunning Flurry, give your allies some easier CA with Vexing Flanker, and pick up a better scabbard and a devastating response to being bloodied in the Ring of the Dragonborn Emperor.


Level 21 Snapshot

Race: Genasi (FRPG)
Elemental Manifestation: Watersoul (FRPG)
Class: Warlord (PHB)
Commanding Presence: Tactical Presence (PHB)
Leader Feature: Combat Leader (PHB)
Paragon Path: Battle Captain (PHB)
Epic Destiny: Warmaster (MP)
Background: Auspicious Birth (D 366)

Ability Scores, with racial adjustments:
Strength 24 (+7)
Constitution 14 (+2)
Dexterity 12 (+1)
Intelligence 24 (+7)
Wisdom 10 (+0)
Charisma 14 (+2)

HP: 151 --> 12 base, +24 Strength, +100 levels, +15 Toughness
Bloodied: 75 HP or less
Healing Surges: 9 --> 7 base, +2 Constitution
Healing Surge Value: 37 HP

AC: 37 --> 10 base, +4 armor, +7 ability (Intelligence), +10 levels, +4 enhancement, +2 shield
Fortitude: 35 --> 10 base, +7 ability (Strength), +10 levels, +4 enhancement, +3 feat, +1 class
Reflex: 36 --> 10 base, +7 ability (Intelligence), +10 levels, +4 enhancement, +3 feat, +2 shield
Will: 30 --> 10 base, +2 ability (Charisma), +10 levels, +4 enhancement, +3 feat, +1 class

Initiative: +28 --> +1 ability (Dexterity), +10 levels, +7 power (Combat Leader), +8 feat, +2 item

Speed: 6 --> 6 base

Inspiring Word:
Usage: Four times per encounter
Range: Close burst 15
Targets: You or one ally in burst
Effect: The target may spend a healing surge and regain an additional 6d6+4 HP. Also, the target may make a saving throw. The target also gains a +3 bonus to its next attack roll, as well as a +7 power bonus to attack rolls and speed until the end of your next turn.

Racial Powers:
Swiftcurrent (FRPG)

At-Will Attack Powers:
L1 - Commander's Strike (PHB)
L1 - Intuitive Strike (MP 2)

Encounter Attack Powers:
L1 - Warlord's Favor (PHB)
L11 - Force Retreat (PHB)
L13 - Death from Two Sides (MP 2)
L17 - Hail of Steel (PHB)

Daily Attack Powers:
L1 - Lead the Attack (PHB)
L5 - Stand the Fallen (PHB)
L19 - Victory Surge (PHB)
L20 - Cunning Flurry (PHB)

Utility Powers:
L2 - Adaptive Stratagem (MP)
L6 - Reorient the Axis (MP 2)
L10 - Tactical Orders (MP 2)
L12 - Bolt of Genius (PHB)
L16 - Warlord's Banner (PHB)

Skills:
Athletics (+19) --> +7 ability (Strength), +5 trained, +10 levels, -1 armor, -2 shield
Diplomacy (+17) --> +2 ability (Charisma), +5 trained, +10 levels
Endurance (+16) --> +2 ability (Constitution), +5 trained, +10 levels, +2 racial, -1 armor, -2 shield
History (+22) --> +7 ability (Intelligence), +5 trained, +10 levels

Feats:
L1 - Mark of Healing (EPG)
L2 - Heavy Blade Expertise (HotFL)
L4 - Tactical Assault (PHB)
L6 - Shield Proficiency (Heavy) (PHB)
L10 - Toughness (PHB)
L11 - Combat Commander (PHB)
L11 - Fight On (MP 2)
L12 - Tactician's Word (D 381)
L14 - Improved Defenses (HotFL)
L18 - Weapon Focus (Heavy Blades) (PHB)
L20 - Vexing Flanker (PHB 2)
L21 - Martial Mastery (MP)
L21 - Superior Initiative (PHB 3)

Changes:
+11 HP
Ability Score Boosts: +1 Strength (24), +1 Constitution (14), +1 Dexterity (12), +1 Intelligence (24), +1 Wisdom (10), +1 Charisma (14)
New Epic Destiny: Warmaster (MP)
New Feats: Martial Mastery (MP), Superior Initiative (PHB 3) (replaces Improved Initiative)

Magic Items (Expected GP = 800,000):
L22 (325,000 gp): +5 Farbond Spellblade Longsword (AV 2)
L20 (125,000 gp): +4 Healer's Darkhide Armor (AV 2)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L16 (45,000 gp):
Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Gloves of the Healer (Paragon Tier) (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 753,400 gp

Discussion:
Another tier, another makeover: the Warmaster Epic Destiny bodes very well for the outlook your character favors, which is to start encounters with all guns blazing; additionally, the Martial Mastery feat will let you recycle Encounter powers to devastating effect, the Superior Initiative feat will help you go first, and the Aquamarine Solitaire rewards you when you get lucky. Last but not least, your bread-and-butter weapon got upgraded here, too.


Level 22

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feats: Shared Resources (MP 2)
New Utility Power: Rush of Battle (MP)

Magic Items (Expected GP = 1,200,000):
L22 (325,000 gp): +5 Farbond Spellblade Longsword (AV 2)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L20 (125,000 gp): +4 Healer's Darkhide Armor (AV 2)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 1,068,400 gp

Discussion:
At this level, you pick up a prime enabling power in Rush of Battle, a great additional ability to have on your Inspiring Word in Shared Resources, a good boost to get you out in front quickly in the Superior Initiative feat, and some upgraded Gloves of the Healer to make you better at patching people up.


Level 23

Changes:
+5 HP
New Encounter Attack Power: Thunderous Fury (PHB) (replaces Warlord's Favor)

Magic Items (Expected GP = 1,600,000):
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L22 (325,000 gp): +5 Farbond Spellblade Longsword (AV 2)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L20 (125,000 gp): +4 Healer's Darkhide Armor (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 1,408,400 gp

Changes:
At this level, you upgrade your humble Warlord's Favor into the mighty Thunderous Fury, and you upgrade your Neck Slot Item as well.


Level 24

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (25), +1 Intelligence (25)
New Feat: Epic Will (PHB 2)

Magic Items (Expected GP = 2,100,000):
L25 (625,000 gp): +5 Healer's Stalkerhide Armor (AV 2)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L22 (325,000 gp): +5 Farbond Spellblade Longsword (AV 2)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 1,908,400 gp

Discussion:
At this level, we upgrade our armor, put some ability score points in the bank, and shore up your weakest defense in a big way with the Epic Will feat.


Level 25

Changes:
+5 HP
New Daily Attack Power: Precision Stance (MP) (replaces Lead the Attack)

Magic Items (Expected GP = 2,800,000):
L25 (625,000 gp): +5 Healer's Stalkerhide Armor (AV 2)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): +5 Farbond Spellblade Longsword (AV 2)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 2,312,400 gp

Discussion:
Here, Lead the Attack bids farewell in favor of the frankly incredible Precision Stance, and you pick up more initiative and reinforcement for your weakest defense in the form of the Eye of Awareness.


Level 26

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Danger Sense (PHB)
New Utility Power: Spring the Trap (MP)

Magic Items (Expected GP = 4,000,000):
L27 (1,625,000 gp): +6 Farbond Spellblade Longsword (AV 2)
L25 (625,000 gp):
+5 Healer's Stalkerhide Armor (AV 2)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): Battle Standard of Healing (AV)
L2 (520 gp): Acrobat Boots (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 3,612,400 gp

Discussion:
Here, you pick up the real reason you took the Warmaster Epic Destiny in Spring the Trap, some extra insurance towards your going early in Danger Sense, and your final weapon upgrade.


Level 27

Changes:
+5 HP
New Encounter Attack Power: A Plan Comes Together (D 384) (replaces Death from Two Sides)

Magic Items (Expected GP = 6,000,000):
L27 (1,625,000 gp): +6 Farbond Spellblade Longsword (AV 2)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L25 (625,000 gp): +5 Healer's Stalkerhide Armor (AV 2)
L24 (525,000 gp): Zephyr Boots (AV)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): Battle Standard of Healing (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 5,216,880 gp

Discussion:
For your last Encounter power-swap, A Plan Comes Together is too good to pass up, since it can end an enemy's turn pretty much when it begins. Additionally, you pick up more damage via your final Iron Armbands upgrade and the power of flight in the Zephyr Boots.


Level 28

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (26), +1 Intelligence (26)
New Feat: Iron Will (PHB), Protective Leadership (MP) (replaces Tactician's Word)

Magic Items (Expected GP = 8,000,000):
L28 (2,125,000 gp): +6 Steadfast Amulet (AV)
L27 (1,625,000 gp): +6 Farbond Spellblade Longsword (AV 2)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L25 (625,000 gp): +5 Healer's Stalkerhide Armor (AV 2)
L24 (525,000 gp): Zephyr Boots (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): Battle Standard of Healing (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 6,916,880 gp

Discussion:
You cash in on your investments by getting your last ability score bump (which renders the Tactician's Word feat pretty much obsolete - it's swapped in favor of Protective Leadership), a little extra love for your low defense in Iron Will, and your final Neck upgrade.


Level 29

Changes:
+5 HP
New Daily Attack Power: Defy Death (PHB) (replaces Stand the Fallen)

Magic Items (Expected GP = 10,000,000):
L30 (3,125,000 gp): +6 Healer's Elderhide Armor (AV 2)
L28 (2,125,000 gp): +6 Steadfast Amulet (AV)
L27 (1,625,000 gp): +6 Farbond Spellblade Longsword (AV 2)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L24 (525,000 gp): Zephyr Boots (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): Battle Standard of Healing (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 9,416,880 gp

Discussion:
While Defy Death may not have the mass-heal muscle of Stand the Fallen, an out-of-turn attack that negates an enemy attack against an ally, deals big damage, and allows the ally to heal is just too good to not have. Additionally, the final armor upgrade gets bought here.


Level 30 Snapshot

Race: Genasi (FRPG)
Elemental Manifestation: Watersoul (FRPG)
Class: Warlord (PHB)
Commanding Presence: Tactical Presence (PHB)
Leader Feature: Combat Leader (PHB)
Paragon Path: Battle Captain (PHB)
Epic Destiny: Warmaster (MP)
Background: Auspicious Birth (D 366)

Ability Scores, with racial adjustments:
Strength 26 (+8)
Constitution 14 (+2)
Dexterity 12 (+1)
Intelligence 26 (+8)
Wisdom 10 (+0)
Charisma 14 (+2)

HP: 198 --> 12 base, +26 Strength, +145 levels, +15 Toughness
Bloodied: 99 HP or less
Healing Surges: 9 --> 7 base, +2 Constitution
Healing Surge Value: 49 HP

AC: 46 --> 10 base, +5 armor, +8 ability (Intelligence), +15 levels, +6 enhancement, +2 shield
Fortitude: 44 --> 10 base, +8 ability (Strength), +15 levels, +6 enhancement, +4 feat, +1 class
Reflex: 45 --> 10 base, +8 ability (Intelligence), +15 levels, +6 enhancement, +4 feat, +2 shield
Will: 44 --> 10 base, +2 ability (Charisma), +15 levels, +6 enhancement, +4 Epic Will, +4 feat, +2 item, +1 class

Initiative: +37 --> +1 ability (Dexterity), +15 level, +8 feat, +8 power (Combat Leader), +5 item

Speed: 6 --> 6 base

Inspiring Word:
Usage: Four times per encounter
Range: Close burst 15
Targets: You or one ally in burst
Effect: The target may spend a healing surge and regain an additional 8d6+6 HP. Additionally, the target may make a saving throw. The target gains a +8 power bonus to attack rolls and speed until the end of your next turn. Each ally in the burst also gains 11 temporary HP.

Racial Powers:
Swiftcurrent (FRPG)

At-Will Attack Powers:
L1 - Commander's Strike (PHB)
L1 - Intuitive Strike (MP 2)

Encounter Attack Powers:
L11 - Force Retreat (PHB)
L17 - Hail of Steel (PHB)
L17 - Thunderous Fury (PHB)
L27 - A Plan Comes Together (D 384)

Daily Attack Powers:
L19 - Victory Surge (PHB)
L20 - Cunning Flurry (PHB)
L25 - Precision Stance (MP)
L29 - Defy Death (PHB)

Utility Powers:
L2 - Adaptive Stratagem (MP)
L6 - Reorient the Axis (MP 2)
L10 - Tactical Orders (MP 2)
L12 - Bolt of Genius (PHB)
L16 - Warlord's Banner (PHB)
L22 - Rush of Battle (MP)
L26 - Spring the Trap (MP)

Skills:
Athletics (+25) --> +8 ability (Strength), +5 trained, +15 level, -1 armor, -2 shield
Diplomacy (+22) --> +2 ability (Charisma), +5 trained, +15 level
Endurance (+21) --> +2 ability (Constitution), +5 trained, +15 level, -1 armor, -2 shield
History (+28) --> +8 ability (Intelligence), +5 trained, +15 level

Feats:
L1 - Mark of Healing (EPG)
L2 - Heavy Blade Expertise (HotFL)
L4 - Tactical Assault (PHB)
L6 - Shield Proficiency (Heavy) (PHB)
L10 - Toughness (PHB)
L11 - Combat Commander (PHB)
L11 - Fight On (MP 2)
L18 - Weapon Focus (Heavy Blades) (PHB)
L20 - Vexing Flanker (PHB 2)
L21
- Martial Mastery (MP)
L21 - Superior Initiative (PHB 3)
L22
- Shared Resources (MP 2)
L24 - Epic Will (PHB 2)
L26 - Danger Sense (PHB)
L28 - Iron Will (PHB)
L28 - Protective Leadership (MP)
L30 - Superior Fortitude (HotFL)
L30 - Superior Reflexes (HotFL)

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feats: Superior Fortitude (HotFL), Superior Reflexes (HotFL) (replaces Improved Defenses)

Magic Items (Expected GP = 14,625,000):
L30 (3,125,000 gp): +6 Healer's Elderhide Armor (AV 2)
L29 (2,625,000 gp): Ring of Free Time (AV 2)
L28 (2,125,000 gp): +6 Steadfast Amulet (AV)
L27 (1,625,000 gp): +6 Farbond Spellblade Longsword (AV 2)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L26 (1,125,000 gp): Violet Solitaire (AV)
L25 (625,000 gp): Diamond Scabbard (AV)
L24 (525,000 gp): Zephyr Boots (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): Battle Standard of Healing (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 13,718,880 gp

Discussion:
Well, this is it - everything is as good as it can be, and then some. Enjoy hunting deities or something.



Build Goal and Tactics


This build's goal is simple: hit 'em fast, hit 'em hard, and hit 'em until they stop moving. To accomplish that end, all resources have bee
VARIANTS
DATA
Miscellaneous: Character Builder Summary

CB Summary

====== Created Using Wizards of the Coast D&D Character Builder ======

LDB Genasi Novalord, level 30

Genasi, Warlord, Battle Captain, Warmaster

Build: Tactical Warlord

Warlord: Combat Leader

Commanding Presence: Tactical Presence

Elemental Manifestation: Watersoul



FINAL ABILITY SCORES

Str 26, Con 14, Dex 12, Int 26, Wis 10, Cha 14.



STARTING ABILITY SCORES

Str 16, Con 12, Dex 10, Int 16, Wis 8, Cha 12.





AC: 46 Fort: 42 Reflex: 43 Will: 42

HP: 186 Surges: 9 Surge Value: 46



TRAINED SKILLS

Endurance +21, Heal +20, Athletics +25, Diplomacy +22



UNTRAINED SKILLS

Acrobatics +13, Arcana +23, Bluff +17, Dungeoneering +15, History +23, Insight +15, Intimidate +17, Nature +17, Perception +15, Religion +23, Stealth +13, Streetwise +17, Thievery +13



FEATS

Level 1: Mark of Healing

Level 2: Weapon Expertise (Heavy Blade)

Level 4: Tactical Assault

Level 6: Shield Proficiency (Heavy)

Level 8: Primordial Surge

Level 10: Toughness

Level 11: Combat Commander

Level 12: Fight On

Level 14: Tactician's Word (retrained to Protective Leadership at Level 28)

Level 16: Vexing Flanker

Level 18: Improved Initiative (retrained to Superior Initiative at Level 22)

Level 20: Paragon Defenses (retrained to Robust Defenses at Level 21)

Level 21: Martial Mastery

Level 22: Shared Resources

Level 24: Epic Will

Level 26: Weapon Focus (Heavy Blade)

Level 28: Improved Tactics

Level 30: Danger Sense



POWERS

Warlord at-will 1: Commander's Strike

Warlord at-will 1: Inevitable Wave

Warlord encounter 1: Warlord's Favor

Warlord daily 1: Lead the Attack

Warlord utility 2: Adaptive Stratagem

Warlord encounter 3: Vengeance is Mine

Warlord daily 5: Stand the Fallen

Warlord utility 6: Reorient the Axis

Warlord encounter 7: On My Mark

Warlord daily 9: Iron Dragon Charge

Warlord utility 10: Tactical Orders

Warlord encounter 13: Death from Two Sides (replaces On My Mark)

Warlord daily 15: Anticipate Attack (Warlord) (replaces Iron Dragon Charge)

Warlord utility 16: Warlord's Banner

Warlord encounter 17: Hail of Steel (replaces Vengeance is Mine)

Warlord daily 19: Victory Surge (replaces Anticipate Attack (Warlord))

Warlord utility 22: Rush of Battle

Warlord encounter 23: Thunderous Fury (replaces Warlord's Favor)

Warlord daily 25: Precision Stance (replaces Lead the Attack)

Warlord encounter 27: A Plan Comes Together (replaces Death from Two Sides)

Warlord daily 29: Defy Death (replaces Stand the Fallen)



ITEMS

Heavy Shield, Healer's Elderhide Armor +6, Ring of Free Time (epic tier), Steadfast Amulet +6, Farbond Spellblade Longsword +6, Iron Armbands of Power (heroic tier), Solitaire (Violet) (epic tier), Eye of Awareness (epic tier), Gloves of the Healer (epic tier), Ring of the Dragonborn Emperor (paragon tier), Cord of Divine Favor (paragon tier), Stone of Earth (paragon tier), Dice of Auspicious Fortune (paragon tier), Backlash Tattoo (heroic tier), Battle Standard of Healing (heroic tier), Diamond Scabbard (epic tier), Zephyr Boots (epic tier)

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Write up the Nova variations and T1 samples?

Build looks good. Clean & well planned progression. Power choices are rock solid, of course. Init mod is obviously really strong, as well.

Flying high 5.
I'm thinking that will be what my data section will have, yeah.

And flying high 5 right back bud.
Is there a reason why you don't use Rhythm blade spiked shield instead of the Heavy Shield Proficiency? You are just trying to stay away from cheese or there is some other reason I'm missing?
Great build as usual! (now I can't decide between this and your Bravura build for my next leader)

One question though, at level 22 you picked up the feat Call to Glory, but the requirement is 17 Cha. How did you take it? (I'm hoping I missed sometime because the feat is very nice)
As always, questions:

Is this build married to Ineavitable Wave?
Why Watersoul? Earthsoul seems to be much more offensive.
Nice job as always!

I'm curious, what are your thoughts on Golden General items, particularly the Golden Crown of Battle Command and the Mantle of the Golden General? These items are attainable by the same levels as you get the +3 Steadfast amulet and the paragon Casque of Tactics so in your opinion how do the item powers compare?

Replacing the Casque with the Golden Crown would lower initiative rolls but imo a constant +2 to granted mba attack and damage rolls seems like a decent tradeoff. The Steadfast Amulet indeed has a nifty power, the fact that it is reliable makes it even more potent, though since you took Mark of Healing feat the +2 bonus to granted saves would come into play quite often. Additionally by having 2 items from the set you would get a +2 item bonus to will which is the builds weakest NAD.

Also in the level 16 summary you have the character listed as having 4 uses of inspiring word "per day" instead of per encounter, i feel bad brining up such a minor detail but it's the only error i noticed.

I love reading your builds! Keep up the awesome work!
@Merchant_of_Shadows: Mostly because I recognize it as a point of contention, and I can't really afford a Rhythm Blade Spiked Shield until late Heroic.

@psyco: Ach, you're right. I'll have to find a replacement.

@Zamsz: This build is decidedly not married to Inevitable Wave. Off the top of my head, I could replace it with Viper's Strike without batting an eye.

I like Watersoul over Earthsoul because of the repositioning power. Warlords have to be in the right place at the right time, and this power (along with others in my mobility arsenal) allow me to do that.

@crazymanrb: Hmm... an interesting point you raise. I'll have to consider those items.
dont let this distract you from your bravelord (my fav build of all time)
No need to worry about that; I was working on the Bravelord as recently as last night.

So I eliminated Call to Glory since I can't meet the Cha prerequisite. I then moved up the rest of the feats, and filled the empty feat slot with the Danger Sense feat, which will help save me from bad initiative rolls. And after a long debate with myself and others, I have opted to not change my Head/Neck combo. While the Golden General items are nice, I'm still a bit attached to my original choices.

I am also considering swapping out the Farbond Spellblade Longsword for a Jagged one: less general utility, but improved criticals are good to have (and the price is the same). Thoughts?
IMHO, Improved Crit range is fair enough, I'd go with Jagged Longsword.

In the campaign my lvl 4 Earthsoul TacLord is in, Eberron feats are banned, so, no Mark of Healing. How would you under these circumstances supply your team with additional saves? I took Inspiring War Cry. Suggestions?

Go with melegaunt Darkblade or w/e its called. the 19-20 crit range with Xd6 cold damage (d8 vs shadow creatures) crits rather than ongoing damage assuming you dont mind the source (dungeon rather than dragon?). 

 
IMHO, Improved Crit range is fair enough, I'd go with Jagged Longsword.

In the campaign my lvl 4 Earthsoul TacLord is in, Eberron feats are banned, so, no Mark of Healing. How would you under these circumstances supply your team with additional saves? I took Inspiring War Cry. Suggestions?




Saving Inspiration helps out a lot there, and powers like Shake it Off do too.
Nice.

I was actually working on a similar build. What I was going for was a Human Adroit Explorer that, at level 30, hoarded action points until the final showdown with a BBEG, at which point it used Perfect Front, Victory Surge, Relentless Assault, Spring the Trap and Rush of Battle all in one turn, unloading something like 19 Basic Attacks in a single round on top of all of the extra standard actions everyone has. If everyone also used their action points on the same turn that's an extra 4 Basic Attacks making the nova total equal to 23 Basic Attacks, and 24 Standard Actions, and if anyone crits it's an extra 4 basic attacks per crit.

It's probably overkill. It's also hilarious though.
I am a: Lawful Good Dragonborn Paladin
Nice.

I was actually working on a similar build. What I was going for was a Human Adroit Explorer that, at level 30, hoarded action points until the final showdown with a BBEG, at which point it used Perfect Front, Victory Surge, Relentless Assault, Spring the Trap and Rush of Battle all in one turn, unloading something like 19 Basic Attacks in a single round on top of all of the extra standard actions everyone has. If everyone also used their action points on the same turn that's an extra 4 Basic Attacks making the nova total equal to 23 Basic Attacks, and 24 Standard Actions, and if anyone crits it's an extra 4 basic attacks per crit.

It's probably overkill. It's also hilarious though.




The character I used in a recent Level 30 oneshot was a Human Bravura Warlord/Adroit Explorer/Warmaster with Vistani Heritage and Foresight. You start every day with 3 action points to do with as you please with your Warmaster abilities. Combine that with Martial Mastery (amongst other feats and abilities) and things can start to get pretty brutal.
Any updates to the build with the Healer's Armor and Lead the Attack nerfs?
Not really. I'm not packing any surgeless healing powers (so the Healer's Armor nerf didn't even tickle), and Lead the Attack is still the best choice at L1, and even then I retrained it out. This build was virtually unaffected by errata as far as choices are concerned.
Why is Tactician's Word rendered obselete at level 28? Is it just Battle Inspiration? I have an extra feat slot due to getting Weapon Expertise for free, is TW worth keeping around?

[EDIT] Also, for what it's worth, your magic items total up to 13718880, not 13721880, giving you an extra 3000 gp to play around with.
Hey Lord I'm playing this build right now for another campagin, quick thing, the sword only lets you store wizard powers now if i'm correct. So yea, i thought i might as well get a d10 weapon in that case.
@Klungar: Thanks for the correction. I would actually pick up a bigger sword with that free feat.

@Jinu: The sword is chosen for the +3 proficiency bonus. Warlords value accuracy greatly.
Been checking out this build and Ive noticed you pick up the encounter 1 Vengeance is Mine at lvl 3, and listed as having two encounter 1 powers.
Formatting, mostly. I just want to point out that they're both Level 1 Encounter powers, even if I picked one up at level 1 and the other at level 3.
Is that a houserule? Aint you supposed to take an ability of the matching level unless you have a feat or item that allows you to be different.
When you have the option to take a new level, you can either take a power from the new level, take a power from a previous level, or you can choose to not replace a power you already have.
I see, I hadnt understood that.
Got a new question to you, any backgrounds that matches well with the novalord? Im currently leaning to +2 atlethics, or one of those with +1 initiative.
Likely anything that lets me use Strength or Intelligence for HP. That frees up the feat I used on Toughness for something nice like Bastard Sword Proficiency (or you could take them both and be even tougher).
Backround thay will allow you to use INT fo Hp....Ooooh a thayan Novalord explains that high intellegence and all those books.  just didn't like the idea of being a necromantic wizard.
Hmm, did some check up on those backgrounds. Born under a bad sign/auspicious birth gives far more hp than I thought.

Starts at 6hp at lvl 1, will scale during your career to a 12hp bonus. Almost as much as toughness clocking in at 15hp.     Definitely more bang for the buck, compared to a background with only +1 initiative.  Almost a whole feat, compared to 1/4 feat.
Agreed: Born Under a Bad Sign definitely frees up a feat if you can grab it.

I also want to point out the Miscellaneous post now offers a CB-legal summary of the build, courtesy of Face_Stab.
I am building a Genasi Earthbound Warlord and it seems to me that Versatile Resistance is a pretty good feat.  Resist 5 against fire, cold and thunder seems like it could stack up in a hurry but I don't even see it in the Character Op guides.  Am I vastly overrrating this feat?
The problem that I've found with it, also playing an earthsoul genasi warlord, is that elemental attacks are not especially common, and parties with a good defender will funnel a lot of attacks away from the warlord, even if he's front-line. There are a lot of good feats for warlords and genasi; it just doesn't come up above those.

Of course, this comment is only for heroic. In paragon and epic, it's not preventing enough damage to be effective at stopping attacks.
This build has been added to The Hall of Heroes thread.
Any post-DSCS/HotFL updates to this build, LDB?
Minor things overall. I'm still debating what theme I want, Master at Arms replaces Weapon Expertise (Heavy Blades), and Improved Defenses replaces Paragon/Robust Defenses. I am considering the Alhulak as a weapon, though, because it opens up the At-Will slide that is Lashing Flail, which is nice for a Warlord.
I just started a Dark Sun campaign with this guy at Level 5, and took the Dune Trader theme, because that whole party shift in Quick Formation was too good to give up. Seeing as the Alhulak would disqualify you from Farbond Spellblade, would you be picking up a dedicated ranged weapon in its place? Also, when you say "at-will" slide with Lashing Flail, you mean if you made a plain ol' MBA in order to get the slide?
Minor things overall. I'm still debating what theme I want, Master at Arms replaces Weapon Expertise (Heavy Blades), and Improved Defenses replaces Paragon/Robust Defenses. I am considering the Alhulak as a weapon, though, because it opens up the At-Will slide that is Lashing Flail, which is nice for a Warlord.




Any thoughts for this guy Post-Dark Sun?  Does the Akulak/Lashing Flail work as well as you thought?  As well, maybe a few suggestions for non-melee-centric parties in power/feat selection.

Continue to rock these amazing guides/builds!  Thanks again.
I'm also curious what changes you'd make post Dark Sun/Essentials... largely in part because I'll be playing a Genasi Taclord in an upcoming campaign, and my build took some significant inspiration from this one.

One thing I did different in my build was take proficiency with Spiked Shield instead of Heavy Shields.  A Spiked Shield enchanted as a Rhythm Blade offers the same shield bonus and has the same feat cost as going with a Heavy Shield.  It then becomes a trade-off of paying for the enchantment for the Spiked Shield, or suffering the -2 check penalty for the Heavy Shield.  I'd rather pay for an enchantment than lose -2 points on Athletics and Endurance, especially at higher levels with more gold.

I also fit permafrost into my build as well, but I was able to do that due to house-rules for expertise and NAD-boosting feats.
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