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3 years ago ::
Mar 06, 2010 - 7:36AM
#21
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Okay. Sorry it took me so long to get comments on this. I had to finish my Social Challenges Blog up and I had some real llife commitments. Stupid real life. Design Goals
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As I understand it this build has the following design goals:
- Emphasize the controller aspects of a warlord while remaining a leader
- Concentrate on hindering enemies with intimidating presence and fear
The way this build is primarily to be accomplished is through powers using the Fear keyword. I see a few problems with this concept.
- No bonus due to your weapon. This is a big problem for warlords who do not get any other implements.
- Inability to affect creatures immune to fear. I have less concern about this as the warlord should not be exclusively taking the powers for this Build.
- I also have a problem with the at-will. Frankly, I’m sick of all the one-square movement powers. They get tedious and I don’t think it fits the concept of Dominating Warlord.
Here’s how I think this build should be approached:
- The dominating warlord exudes an aura of menace that is so aggressive it makes the warlord seem menacing, but also exhorts his allies to appear more menacing. Under the guidance of a dominating warlord, this party of adventurers appears more like a horde. For this reason, I am renaming the build into the Menacing Warlord. (I prefer this since “dominate” is already a defined game term.)
- All or almost all of a menacing warlord’s powers will have the Fear keyword.
- To create the controller aspect, the savagery of the warlord’s attacks cause controller-esque effects amongst his enemies.
- To increase the menace, all of the dailies of this build require the warlord to kill a creature that is not a minion. The savagery of the attack creates lingering effects in the warlord’s enemies.
Menacing WarlordSome warlords lead the battlefield by inspiring your allies. You don’t do that. Instead, through your physical presence and the threatening manner in which you wield your weapons, you project an aura of menace that emboldens your allies and causes your enemies to hesitate. Your menacing presence causes your allies to appear almost as menacing as you do, converting your entire team into an aggressive terrifying murderous pack. Menacing Class Feature
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When you choose Menacing Presence, you can select the following options:
Menacing Presence: When an ally who can see you uses an Action Point to take an extra action and uses this action to make an attack, the ally can choose to take advantage of this feature before the attack roll. The attack gains the Fear and Rattling keywords, and enemies affected by the attack are Rattled even if the ally is not trained in Intimidate. Heroic Powers
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You're Next
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Warlord Attack 1
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| With a baleful glare, and a murderous show of martial prowess, you let an enemy and everybody near that enemy know its days are numbered. |
At-Will ♦ Martial, Weapon
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| Standard action Melee weapon
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| Target: One creature
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| Attack: Strength vs. AC
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| Hit: 1[W] plus Strength modifier damage and choose one enemy who can see the target and is not immune to Fear. That enemy incurs a penalty to damage rolls equal to your Charisma modifier until the end of its next turn .
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| Level 21: Initial Hit inflicts 2[W] plus Strength modifier damage. All other effects remain the same. |
Line in the Sand (as written)
Menacing Display
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Warlord Attack 1
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| You kill an enemy so savagely that it causes your enemies to pause. |
| Daily ♦ Fear, Martial, Reliable |
| Free Action Close burst 10 |
| Target: All enemies in burst |
Attack: Intimidate vs. Insight Trigger: You reduce an enemy who is not a minion to zero hp with a melee attack.
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| Hit: The target incurs a penalty to all damage rolls equal to your Charisma modifier until the end of its next turn.
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Aftereffect: the penalty to damage rolls lasts until the end of its next turn. Menacing Warlord: The penalty to damage rolls lasts until the end of the encounter. |
Cow the Weak
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Warlord Utility 2
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You intimidate the weakest enemies before a blow is landed.
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Encounter ♦ Fear, Martial, Stance
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| Immediate Interrupt - Personal
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| Target: You
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Trigger: More than half the minions originally in an encounter have been reduced to below zero hp.
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| Effect: While this stance is active, minions are considered bloodied when you attempt to Intimidate them.
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Do That And You'll Be Sorry
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Warlord Attack 3
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With an intimidating glare, your enemy thinks twice about an action.
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Encounter ♦ Fear, Martial, Psychic
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| Immediate Interrupt - Ranged 5
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| Target: One creature
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Trigger: The creature takes an action. Attack: Intimidate vs. Insight
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| Hit: 2d4 + Charisma modifier psychic damage and the creature rolls a saving throw. If successful, the creature takes its declared action. If failed, the creature cannot take that specific action, but may use that action to do something else.
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Cull the Weak
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Warlord Attack 3
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| When your allies are ready, you lash out at the weakest foes, whittling your enemies down to an appropriate size. |
Encounter ♦ Martial, Weapon
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| Standard Action - Melee weapon |
| Target: One minion
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| Attack: Strength vs. AC
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| Hit: The minion dies and all allies who can see you make a basic attack (melee or ranged) against a minon.
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Bloody Display
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Warlord Attack 5
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| You toss a portion of a foe you just slew into the fray, sowing dissension and fear. |
Daily ♦ Fear, Martial, Zone
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Free Action - Area burst 1 within 5
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| Target: All enemies in burst
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Attack: Intimidate vs. Insight Trigger: An enemy within your reach and who is not a minion has been reduced to zero hp with a melee attack since the end of your last turn.
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| Hit: The target must move (as a free action) to an unoccupied square adjacent to the burst. If there is no unoccpied square, the target is immobilized until th end of its next turn.
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| Effect: The burst becomes a zone that lasts until the end of the encounter. Exiting any square in the zone requires one extra square of movement for your enemies that are not immune to Fear. |
| Menacing Warlord: After all attacks have been resolved, make a melee basic attack against each target whose movement ends in a square adjacent to you. |
And We Mean It
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Warlord Utility 6
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As a team, you are more intimidating than any one of you acting alone.
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Daily ♦ Martial
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| Minor Action - Close burst 5
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| Effect: Until the end of your next turn, any successful attack with the Fear keyword made by you or an ally within the burst adds your Charisma modifier in damage, plus 1 to damage for each ally within the burst who is trained in Intimidate. This bonus does not apply to ongoing damage or damage inflicted on a miss.
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Sustain Minor: This effect lasts until the end of your next turn
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Horrific Blow
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Warlord Attack 7
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| You hit your target with such savage force that it knocks all your targets’ allies for a loop. |
Encounter ♦ Martial, Weapon, Rattling
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| Standard Action - Melee or Ranged weapon |
| Target: One creature
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| Attack: Strength vs. AC |
| Hit: 2[w] plus Strength modifier damage and push creature up to three squares. Then make a secondary attack against every enemy adjacent to the target at the end of the forced movement.
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Secondary Attack: Charisma vs. Will Secondary Hit: 1d6 plus Charisma modifier psychic damage.
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Triumphant Display
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Warlord Attack 9
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| You eviscerate your target with such vigor that you and all your allies let your enemies know they are next. |
| Daily ♦ Fear, Martial |
Free Action Close burst 10
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| Target: Each enemy in burst who can see you
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Attack: Intimidate vs. Insight Trigger: An enemy within your reach and who is not a minion has been reduced to zero hp with a melee attack since the end of your last turn.
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| Hit: 1d8 psychic damage and any ally adjacent to the target can make a basic attack (melee or ranged) against the target as an immediate reaction.
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Miss: Any ally adjacent to target can make a basic melee attack against the target as an immediate reaction. Menacing Warlord: Your ally may mark the target that ally hits.
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Strength in Numbers
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Warlord Utility 10
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| Acting as a horde, you and your companions gain strength from the strength of your companions. |
Daily ♦ Healing, Martial
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Standard Action Close burst 10
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| Target: You and each ally in burst
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| Effect: You spend a healing surge. Each ally in burst may also spend a healing surge as a free action. Instead of recovering hit points equal to the usual healing surge value, you and your allies who spent healing surges gain hit points equal to the highest healing surge value of the healing surges expended plus 1 hit point per healing surge expended in this action.
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Paragon Path Concepts
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PARAGON PATHS
The Fearmonger This Paragon Path emphasizes Fear Effects, possibly allowing the warlord to affect creaures normally immune to fear like Constructs and mindless Undead.
The Horde Leader This Paragon Path emphasizes the Menacing Warlord's ability to transform his party into a terrifying horde.
Marauding Savage This Paragon Path emphasizes the ability of the menacing warlord to affect enemies by engaging in acts of horrific depravity.
Epic Destiny Concepts
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EPIC DESTINIES
Apocalyptic Warrior The warlord intends to die in glorious savage battle against an appropriately challenging foe. The Warrior becomes adept at fighting solo creatures, and has an epic destiny involving the warlord's noble, epic, ballad-worthy death against the final villain of the campaign.
Fear Incarnate This warlord is so proficient at inspiring fear that her name will be remembered for generations as a synonym for fear, and parents will tell their children that if they do not behave, she will come for them. This folklore transforms the warlord after death into an immortal incarnation of fear.
Savage Tyrant The Menacing Warlord who intends to retire to receiving tribute form the hordes that fly tattered bloodied banners bearing his name.
Feats
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New Feats Foul-Mouthed You can curse in every language known. Heroic Tier Prerequisite: Trained in Intimidate Benefit: You do not incur the penalty for intimidating enemies in combat if you do not share a common language. This does not affect your ability to intimidate enemies who do not speak any language.
Intimidating Physique Your physical power is more intimidating than any words you can utter. Heroic Tier Prerequisite: Str 13 Benefit: You may use your Strength modifier instead of Charisma for Intimidate checks.
Murderous Bully You relish attacking the weakest foes first. Heroic Tier Benefit: You have a +1 bonus to attacks against weakened enemies and minions.
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3 years ago ::
Mar 06, 2010 - 10:17AM
#22
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Date Joined:
Jun 17, 2007
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I like the defining of the concept. A good start. Here's some quick reactions...
"Foul-Mouthed" and "Intimidating Presence" sound more like feats to me, perhaps available to others besides Warlords. Good stuff, though.
As a suggestion, add a utility (Level 6?): We're Coming For You Daily, Stance While you maintain this stance, all marks on enemies who can see or hear you impose an additional -1 penalty to attack rolls when they impose a penalty to attack rolls.
"Strength In Numbers" seems pretty good. The non-dwarven fiddle at the end seems a bit much, though; I'd drop it for simplicity (besides, shouldn't dwarves lose their minor action just to be consistent?).
A quibble about "Menacing Display" - tracking damage penalty over several turns seems bookkeepy for 4e. Make it (save ends); for Menacing, make an Aftereffect: the penalty continues until the end of the target's next turn.
"Bloody Display" is a delightful concept!
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3 years ago ::
Mar 06, 2010 - 1:03PM
#23
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Date Joined:
Apr 11, 2008
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Commenting power by power
Menacing Warlord
Some warlords lead the battlefield by inspiring your allies. You don’t do that. Instead, through your physical presence and the threatening manner in which you wield your weapons, you project an aura of menace that emboldens your allies and causes your enemies to hesitate. Your menacing presence causes your allies to appear almost as menacing as you do, converting your entire team into an aggressive terrifying murderous pack.
When you choose Menacing Presence, you can select the following options:
Menacing Presence: When an ally who can see you uses an Action Point to take an extra action and uses this action to make an attack, the ally can choose to take advantage of this feature before the attack roll. The attack gains the Fear and Rattling keywords.
This Presence is useless for any party members who don't have Intimidate trained. There's also a weird interaction by making any non-damage effect into a Fear effect - it means that some stuff that isn't fear-related is now ignored by anyone immune to fear.
You're Next
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Warlord Attack 1
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| With a baleful glare, and a murderous show of martial prowess, you let an enemy and everybody near that enemy know its days are numbered. |
At-Will ♦ Martial, Weapon
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| Standard action Melee or Ranged weapon
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| Target: One creature
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| Attack: Strength or Dexterity vs. AC
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| Hit: 1[W] plus Strength modifier damage and choose one enemy who can see the target and is not immune to attacks with the Fear keyword. That enemy incurs a penalty to damage rolls until the end of its next turn .
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| Level 21: Initial Hit inflicts 2[W] plus Strength modifier damage. All other effects remain the same. |
No damage penalty is given. Warlords don't do Dexterity-based attacks. It's simpler to say "is not immune to fear".
Menacing Display
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Warlord Attack 1
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| You kill an enemy so savagely that it causes your enemies to pause. |
| Daily ♦ Fear, Martial, Reliable |
| Immediate Reaction Close burst 10 |
| Target: All enemies in burst |
Attack: Intimidate vs. Insight Trigger: You reduce an enemy who is not a minion to zero hp with a melee attack.
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| Hit: The target incurs a penalty to all damage rolls equal to your Charisma modifier. This penalty lessens by 1 at the end of each of your subsequent turns, until the penalty reaches zero. |
Menacing Warlord: The penalty to damage rolls does not fall below 1; it lasts until the end of the encounter.
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As an immediate reaction, this power can't be used on your own turn, so it'll only work when you are granted an attack or make an OA. You'd do better to phrase this attack as was done with Shadow Hand Attack from the Ghost of Eventide (and give a normal Strength vs. Will attack as well). This also doesn't really feel like much of a hindrance. It's not better than weakened, which is already somewhat underwhelming, and it scales way too slowly. The buff for the particular build is also more annoying than it's worth - reminding the DM every time that some attacks are getting -1 to damage is going to be missed.
Intimidating Menace
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Warlord Utility 2
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| Your physical presence is more persuasive than any words you can utter. |
At-Will
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| Free Action - Area Personal |
| Effect: Use the higher of your Strength or Charisma modifiers for Intimidate checks. |
This discourages menacing warlords from having a high Charisma, but the rest of the build goes the other direction. I'd consider making it a straight bonus. Speak with Spirits for the shaman is an encounter power, but it also can affect any skill. They seem roughly comparable.
Cull the Weak
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Warlord Attack 3
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| When your allies are ready, you lash out at the weakest foes, whittling your enemies down to an appropriate size. |
Encounter ♦ Martial, Weapon
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| Standard Action - Melee or Ranged weapon |
| Target: One minion
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| Attack: Strength vs. AC
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| Hit: The minion dies and all allies who can see you make a basic attack (melee or ranged) against a minion.
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Feels too situational for an encounter power. This is your second encounter power - are you going to take something which doesn't come up in most combats to do something about as effective as a real controller?
Bloody Display
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Warlord Attack 5
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| You toss a portion of a foe you just slew into the fray, sowing dissension and fear. |
Daily ♦ Fear, Martial, Zone
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Immediate Reaction Type - Area burst 1 within 5
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| Target: All enemies in burst
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Attack: Intimidate vs. Insight Trigger: You reduce an enemy who is not a minion to zero hp with a melee attack.
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| Hit: Slide the target to an unoccupied square adjacent to the burst. This forced movement may provoke opportunity actions if the target leaves a square adjacent to an ally. This power does not grant extra opportunity attacks. |
Effect: The burst becomes a zone that lasts until the end of the encounter. All squares in the zone require one extra square of movement for your enemies.
Menacing Warlord: After all attacks have been resolved, make a melee basic attack against each target whose forced movement ends in a square adjacent to you.
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Same problem as Menacing Display with regard to action type and attack. There's also been a focus on cutting down on infinite slides. Changing it to "slide two squares" would be enough to cover all cases. I'd consider changing it to "the targets must move to a square adjacent to the burst" to get past the forced movement causing OAs.
Horrific Blow
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Warlord Attack 7
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| You hit your target with such savage force that it knocks all your targets’ allies for a loop. |
Encounter ♦ Martial, Weapon, Rattling
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| Standard Action - Melee or Ranged weapon |
| Target: One creature
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| Attack: Strength vs. AC |
| Hit: 2[w] plus Strength modifier damage and push creature up to three squares. Then make a secondary attack against every enemy adjacent to the target at the end of the forced movement.
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Secondary Attack: Charisma vs. Will Secondary Hit: 1d6 plus Charisma modifier psychic damage. The target is also Rattled.
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Why is the secondary attack done with Charisma? Strength vs. Will is seen in other places. I don't think you need to say the secondary attack is also rattling (it's also martial and weapon).
Triumphant Display
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Warlord Attack 9
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| You eviscerate your target with such vigor that you and all your allies let your enemies know they are next. |
| Daily ♦ Fear, Martial |
Immediate Reaction Close burst 10
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| Target: Each enemy in burst who can see you
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Attack: Intimidate vs. Insight Trigger: You reduce an enemy who is not a minion to zero hp with a melee attack.
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| Hit: 1d8 psychic damage and any ally who can see the target can make a basic attack (melee or ranged) against the target as a free action.
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Miss: Any ally adjacent to target can make a basic melee attack against the target as a free action. Menacing Warlord: Any target hit by your ally is also marked by that ally.
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Again, Immediate Reaction and Intimidate vs. Insight. This allows way too many attacks. Assuming you're in a five-man group who all have ranged basic attacks, you're allowing for four attacks made against any enemy within 10 squares. Even in a normal battlefield (and a less ranged group), you're still going to be granting a ton of attacks. The Menacing Warlord kicker gets confusing, since every ally could be making an attack. The timing of the attacks then matters. It's also not given as a choice - the ally must mark the target if it hits.
Strength in Numbers
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Warlord Utility 10
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| Acting as a horde, you and your companions gain strength from the strength of your companions. |
Daily ♦ Healing
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Standard Action Close burst 10
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| Target: You and each ally in burst
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| Effect: You spend a healing surge. Each ally in burst may also spend a healing surge as a free action. Instead of recovering hit points equal to the usual healing surge value, you and your allies who spent healing surges gain hit points equal to the highest healing surge value of the healing surges expended plus 1 hit point per healing surge expended in this action. However, your non-dwarven allies who choose to spend a healing surge cannot perform a standard action in their next turn (unless they expend an action point). |
This power is almost always worse than Defensive Rally. Better range, it targets you, and it gives a little more healing, but it doesn't grant a saving throw, doesn't give give defensive bonuses, and costs a standard action for those allies. It's also missing the Martial keyword.
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3 years ago ::
Mar 07, 2010 - 4:41AM
#24
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Thanks for the comments everyone. I've edited the post to reflect many of them. I have some quick comments to the comments. but I didn't respond to a lot of them because I thought they were insightful and my post is edited to reflect many of them.
Herid_Fel: [Menacing Presence] This Presence is useless for any party members who don't have Intimidate trained. There's also a weird interaction by making any non-damage effect into a Fear effect - it means that some stuff that isn't fear-related is now ignored by anyone immune to fear.
Menacing Prescence definitely does not rely on being trained in Intimidate. It adds the Rattling and Fear keywords, if the ally so chooses. (Obviously, the ally will not choose this if facing an enemy immune to fear; that's whay I made it a choice to invoke the benefits of the Menacing Presence.)
Herid_Fel: [Cull the Weak] Feels too situational for an encounter power. This is your second encounter power - are you going to take something which doesn't come up in most combats to do something about as effective as a real controller?
One of a controller's jobs is to control minions. In my experience, this comes up rather frequently. If you play in a campagn where minions are not used often, your arlord should choose one of the many other options available at this level.
Herid_Fel: [Horrific Blow] Why is the secondary attack done with Charisma?
Because the warlord isn't physically attacking the enemy and Charisma is the creature's secondary stat.
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3 years ago ::
Mar 07, 2010 - 5:06AM
#25
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Date Joined:
Sep 17, 2007
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I'll say this, wrecan - I love those feats. Both full of flavour, both specific enough that they don't kill the game. Gotta love foul-mouthed, especially! So cool.
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3 years ago ::
Mar 07, 2010 - 5:22AM
#26
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Date Joined:
Apr 11, 2008
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Thanks for the comments everyone. I've edited the post to reflect many of them. I have some quick comments to the comments. but I didn't respond to a lot of them because I thought they were insightful and my post is edited to reflect many of them.
Herid_Fel: [Menacing Presence] This Presence is useless for any party members who don't have Intimidate trained. There's also a weird interaction by making any non-damage effect into a Fear effect - it means that some stuff that isn't fear-related is now ignored by anyone immune to fear.
Menacing Prescence definitely does not rely on being trained in Intimidate. It adds the Rattling and Fear keywords, if the ally so chooses. (Obviously, the ally will not choose this if facing an enemy immune to fear; that's whay I made it a choice to invoke the benefits of the Menacing Presence.)
Right, but Rattling attacks only have an effect if the person using the power has Intimidate trained. It's the same as Invigorating and being trained in Endurance.
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3 years ago ::
Mar 07, 2010 - 6:51AM
#27
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Ack! I totally missed that. I will fix the Presence.
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3 years ago ::
Mar 07, 2010 - 5:37PM
#28
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Date Joined:
Dec 21, 2009
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Should gain proficiency with whips.

ROFLMAO!!
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3 years ago ::
Mar 08, 2010 - 1:29PM
#29
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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I've added two Utility powers, a new 3rd level Attack, and a new feat.
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3 years ago ::
Mar 08, 2010 - 2:13PM
#30
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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I don't have time to flesh it out, but I have ideas for three Paragon Paths and three Epic Destinies for the Menacing Warlord:
PARAGON PATHS
The Fearmonger This Paragon Path emphasizes Fear Effects, possibly allowing the warlord to affect creaures normally immune to fear like Constructs and mindless Undead.
The Horde Leader This Paragon Path emphasizes the Menacing Warlord's ability to transform his party into a terrifying horde.
Marauding Savage This Paragon Path emphasizes the ability of the menacing warlord to affect enemies by engaging in acts of horrific depravity.
EPIC DESTINIES
Apocalyptic Warrior The warlord intends to die in glorious savage battle against an appropriately challenging foe. The Warrior becomes adept at fighting solo creatures, and has an epic destiny involving the warlord's noble, epic, ballad-worthy death against the final villain of the campaign.
Fear Incarnate This warlord is so proficient at inspiring fear that her name will be remembered for generations as a synonym for fear, and parents will tell their children that if they do not behave, she will come for them. This folklore transforms the warlord after death into an immortal incarnation of fear.
Savage Tyrant The Menacing Warlord who intends to retire to receiving tribute form the hordes that fly tattered bloodied banners bearing his name.
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