Dragonborn Nova Bravelord

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Dragonborn Nova Bravelord: Warlord/Battlelord of Kord/Warmaster

Bob_by_rothgar13.jpg


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
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: Dragonborn (PHB)
Class: Warlord (PHB)
Commanding Presence: Bravura Presence (MP)


Leader Feature: Battlefront Leader (MP 2)

Ability Scores, with racial adjustments:

Strength 18 (+4)
Constitution 12 (+1)
Dexterity 12 (+1)

Intelligence 10 (+0)

Wisdom 8 (-1)
Charisma 18 (+4)



HP: 24 --> 12 base, +12 Constitution

Bloodied: 12 HP or less

Healing Surges: 8 --> 7 base, +1 Constitution

Healing Surge Value: 7 HP

AC: 18 --> 10 base, +6 armor, +2 shield
Fortitude: 15 --> 10 base, +4 ability (Strength), +1 class

Reflex: 13 --> 10 base, +1 ability (Dexterity), +2 shield

Will: 15 --> 10 base, +4 ability (Charisma), +1 class



Initiative: +1 --> +1 ability (Dexterity)

Speed: 5 --> 6 base, -1 armor



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:
Dragon Breath (Fire) (PHB)

At-Will Attack Powers:
L1 - Brash Assault (MP)

L1 - Direct the Strike (MP 2)

Encounter Attack Powers:
L1 - Vengeance is Mine (MP 2)



Daily Attack Powers:
L1 - Lamb to the Slaughter (D 381)

Skills:
Athletics (+8) --> +4 ability (Strength), +5 trained, -1 armor
Diplomacy (+9) --> +4 ability (Charisma), +5 trained
History (+7) --> +0 ability (Intelligence), +2 racial, +5 trained
Intimidate (+11) --> +4 ability (Charisma), +2 racial, +5 trained


Feats:
L1 - Mark of Healing (EPG)

Gear (Expected GP = 100):

Longsword (PHB) (15 gp)

Heavy shield (PHB) (10 gp)
Javelin (2) (PHB) (5 gp each, 10 gp total)
Chainmail armor (PHB) (40 gp)

Standard adventurer's kit (PHB) (15 gp)
10 gp



Discussion:
The initial ability score distribution is more important for our Nova Bravelord than for most other characters. Strength and Charisma get the majority of the build points (9 out of 22 each, for a 16 before racial modifiers) because most of the attack rolls this character will make are modified by Strength, and because most of the bonuses tied to those rolls will depend on Charisma, so this puts him at maximum efficiency. Constitution and Dexteirty receives the majority of the remaining build points (2 out 22 each, for a 12 before racial modifiers) for a bit of defensive well-roundedness and initiative, as well as a bit of extra toughness. You don’t want a penalty on your knowledge skill, though, so the 10 should go in Intelligence, leaving Wisdom as your lone 8.

Early in our Nova Bravelord's career, we want to establish two things: accuracy (accomplished by having Heavy Blades as the preferred weapon group), and defense (by taking up a shield to make up for the lower Dexterity score). You can't ignore Ranged combat, though, so the Javelins made their way into the build. The skills were taken based on synergy with the character’s primary ability scores and racial bonuses.



As far as powers go, the at-will power Brash Assault is a gambler’s power, but the point of this build is to be game anyway. Direct the Strike gives you a Ranged option via allowing an ally who is in better position to attack (or maybe an ally that actually is Ranged). Vengeance is Mine is a devastating reprisal power, and Lamb to the Slaughter can really pile on the damage on a single target (up to three charges and pull 5? Wow). Also, the Mark of Healing feat is a must-have for any Leader; granting saves is supremely useful to the party as a whole.


Level 2

Changes:


+5 HP
+1 to attacks, defenses, and checks
New Feat: Weapon Expertise (Heavy Blades) (PHB 2)


New Utility Power: Knight’s Move (PHB)





Magic Items (Expected GP = 1,920):
L3 (680 gp): +1 Vanguard Longsword (AV)

L2 (520 gp): +1 Dwarven Chainmail Armor (PHB)
L2 (520 gp): +1 Cloak of Resistance (PHB)
Nonmagical: Heavy Shield (PHB)
TOTAL: 1,720 gp

Discussion:



A lot of changes occur at this level. You get a sweet accuracy bonus via the Weapon Expertise feat, and you get you first taste of magic items. At this point, you may not be able to cherry-pick your magic items, but you should be able to grab Dwarven armor: it’s cheap, it provides free-action emergency healing with no spending of a healing surge, and a nice bonus to your Endurance skill as the cherry on top. Also, Vanguard Weapons offer your allies a nice buff and offer you a nice bonus to damage if you have the guts to charge your way into a fight.

As far as power selection goes, Knight’s Move offers you good bang for your buck in that get allies in position before (or after) you’ve moved in, bail them out when they bite off more than they can chew, or even get a shot in if they have an attack power that can be triggered as a minor action.


Level 3

Changes:
+5 HP
New Encounter Attack Power: No Gambit is Wasted (MP 2)

Magic Items (Expected GP = 2,560):

L3 (680 gp): +1 Vanguard Longsword (AV)

L2 (520 gp): +1 Dwarven Chainmail Armor (PHB)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Farbond Spellblade Longsword (AV 2)

Nonmagical: Heavy Shield (PHB)
TOTAL: 2,240 gp

Discussion:
This is another eventful level; you get your second Encounter power in No Gambit is Wasted, which lets you slide in a free hit while allowing an ally to recover a missed Encounter or Daily power, which is nice. On the item front, you grab a weapon enchantment to deal with distant enemies in the Farbond Spellblade.


Level 4

Changes:

+5 HP

+1 to attacks, defenses, and checks
Ability Score Boosts: Strength +1 (19), Charisma +1 (19)


New Feat: Armored Warlord (MP 2)





Magic Items (Expected GP = 3,200):
L3 (680 gp): +1 Vanguard Longsword (AV)

L2 (520 gp): +1 Dwarven Scale Armor (PHB)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Farbond Spellblade Longsword (AV 2)
Nonmagical: Heavy Shield (PHB)
TOTAL: 2,240 gp

Discussion:


A rather uneventful level, it consists mainly of an upgrade from Chainmail to Scale and an extra healing surge from Armored Warlord, an upgrade to your main ability scores (Strength and Charisma), and the level-based bonus to attacks, defenses, and checks. On the item front, we’re gonna save some money, because what’s available next level is much more appealing.


Level 5

Changes:

+5 HP


New Daily Attack Power: Stand the Fallen (PHB)

Magic Items (Expected GP = 4,480):

L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L3 (680 gp): +1 Vanguard Longsword (AV)

L2 (520 gp): +1 Dwarven Scale Armor (PHB)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Farbond Spellblade Longsword (AV 2)
Nonmagical: Heavy Shield (PHB)
TOTAL: 4,040 gp

Discussion:
This is a big level for your character; not only do you get your first mass healing power in Stand the Fallen, but you also get a welcome damage buff in the Iron Armbands of Power. Nice.


Level 6

Changes:
+10 HP

+1 to attacks, defenses, and checks


New Feat: Toughness (PHB)
New Utility Power: Inspiring Reaction (PHB)

Magic Items (Expected GP = 6,400):
L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)


L3 (680 gp): +1 Vanguard Longsword (AV)

L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Farbond Spellblade Longsword (AV 2)
Nonmagical: Heavy Shield (PHB)
TOTAL: 6,120 gp

Discussion:

This level increases your core competence by granting you an out-of-turn healing effect in Inspiring Reaction and some nice extra HP in Toughness. Additionally, you upgrade your armor at this level, which is always good.


Level 7

Changes:

+5 HP
New Encounter Attack Power: Provoke Overextension (MP)



Magic Items (Expected GP = 9,600):

L8 (3,400 gp): +2 Vanguard Longsword (AV)

L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)


L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Farbond Spellblade Longsword (AV 2)
Nonmagical: Heavy Shield (PHB)
TOTAL: 8,840 gp

Discussion:

A fairly important level, you pick up another two-for-one punch Encounter power in Provoke Overextension, as well as a weapons upgrade.


Level 8

Changes:


+5 HP
+1 to attacks, defenses, and checks

Ability Score Boosts: +1 Strength (20), +1 Charisma (20)


New Feat: Inspiring Breath (MP 2)





Magic Items (Expected GP = 12,800):
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L8 (3,400 gp): +2 Vanguard Longsword (AV)

L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)


L2 (520 gp): +1 Farbond Spellblade Longsword (AV 2)
Nonmagical: Heavy Shield (PHB)
TOTAL: 11,720 gp

Discussion:
At this level, the fruits of your ability-boosting labor finally pay off when you receive the bump to your scores that raises the modifier. You also get the Inspiring Breath feat to turn your Dragon Breath into a quality damage buff, as well as an upgrade for your Neck item into the Steadfast Amulet.


Level 9

Changes:

+5 HP


New Daily Attack Power: Iron Dragon Charge (PHB)



Magic Items (Expected GP = 16,000):


L8 (3,400 gp): +2 Steadfast Amulet (AV)
L8 (3,400 gp): +2 Vanguard Longsword (AV)

L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L7 (2,600 gp): +2 Farbond Spellblade Longsword (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)


Nonmagical: Heavy Shield (PHB)
TOTAL: 13,800 gp

Discussion:

At this level, you receive the awesome Iron Dragon Charge (one of the best encounter-changing powers in the Warlord’s arsenal, though it requires some thought as to use). You also upgrade your Ranged weapon.


Level 10

Changes:

+5 HP

+1 to attacks, defenses, and checks
New Feat: Improved Inspiring Word (MP)


New Utility Power: Instant Planning (MP)

Magic Items (Expected GP = 22,400):
L10 (5,000 gp): Helm of Heroes (Heroic Tier) (PHB)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L8 (3,400 gp): +2 Vanguard Longsword (AV)

L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L7 (2,600 gp): +2 Farbond Spellblade Longsword (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 18,800 gp

Discussion:

This level is a big leap in effectiveness from last; you grab the Improved Inspiring Word feat to make you a better healer, and Instant Planning allows for huge nova buffs at a moment’s notice. Not only that, but the Helm of Heroes can trigger off a multitude of your abilities (including your Commanding Presence) to turn your ally’s AP turn into a thing of beauty.


Level 11 Snapshot

Race: Dragonborn (PHB)
Class: Warlord (PHB)
Commanding Presence: Bravura Presence (MP)

Leader Feature: Battlefront Leader (MP 2)
Paragon Path: Battlelord of Kord (MP)

Ability Scores, with racial adjustments:


Strength 21 (+5)

Constitution 13 (+1)


Dexterity 13 (+1)


Intelligence 11 (+0)


Wisdom 9 (-1)
Charisma 21 (+5)

HP: 85 --> 12 base, +13 Constitution, +50 levels, +10 Toughness
Bloodied: 42 HP or less
Healing Surges: 9 --> 7 base, +1 Constitution, +1 Armored Warlord
Healing Surge Value: 22 HP





AC: 27 --> 10 base, +8 armor, +5 levels, +2 enhancement, +2 shield

Fortitude: 24 --> 10 base, +5 ability (Strength), +1 class, +5 level, +2 enhancement, +1 Diamond Cincture
Reflex: 20 --> 10 base, +1 ability (Dexterity), +5 level, +2 enhancement, +2 shield
Will: 23 --> 10 base, +5 ability (Charisma), +1 class, +5 level, +2 enhancement



Initiative: +6 --> +1 ability (Dexterity), +5 level

Speed: 5 --> 6 base, -1 armor





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+5 additional HP. Also, the target may make a saving throw. The target gains a +2 bonus to attack rolls and a +5 bonus to damage rolls until the end of your next turn.



Racial Powers:


Dragon Breath (Fire) (PHB)

At-Will Attack Powers:
L1 - Brash Assault (MP)
L1 - Direct the Strike (MP 2)



Encounter Attack Powers:
L1 - Vengeance is Mine (MP 2)
L3 - No Gambit is Wasted (MP 2)
L7 - Provoke Overextension (MP)

L11 - Tempest of Triumph (MP)



Daily Attack Powers:

L1 - Lamb to the Slaughter (D 381)

L5 - Stand the Fallen (PHB)
L9 - Iron Dragon Charge (PHB)





Utility Powers:

L2 - Knight's Move (PHB)
L6 - Inspiring Reaction (PHB)

L10 - Instant Planning (MP)



Skills:
Athletics (+13) --> +5 ability (Strength), +5 trained, +5 level, -2 shield

Diplomacy (+15) --> +5 ability (Charisma), +5 trained, +5 level
History (+12) --> +0 ability (Intelligence), +2 racial, +5 trained, +5 level
Intimidate (+17) --> +5 ability (Charisma), +2 racial, +5 trained, +5 level

Feats:

L1 - Mark of Healing (EPG)
L2 - Weapon Expertise (Heavy Blades) (PHB)

L4 - Armored Warlord (MP 2)
L6 - Toughness (PHB)
L8 - Inspiring Breath (MP 2)

L10 - Improved Inspiring Word (MP)
L11 - Improved Battlefront Shift (MP 2)





Changes:

+11 HP
Ability Score Boosts: Strength +1 (21), Constitution +1 (13), Dexterity +1 (13), Intelligence +1 (11), Wisdom +1 (9), Charisma +1 (21)

New Encounter Attack Power: Tempest of Triumph (MP)
New Feat: Combat Commander (PHB)
New Paragon Path: Battlelord of Kord (MP)

Magic Items (Expected GP = 32,000):
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L10 (5,000 gp): Helm of Heroes (Heroic Tier) (PHB)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L8 (3,400 gp): +2 Vanguard Longsword (AV)

L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L7 (2,600 gp): +2 Farbond Spellblade Longsword (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 23,800 gp

Discussion:

This level marks the beginning of the transformation of this Warlord into a true juggernaut; the Battlelord of Kord gets things started with a fantastic buff for your Inspiring Word, making it a very powerful ability. Also, the Improved Battlefront Shift feat makes it so that repositioning your party is even easier, which means your party is a lot more efficient at getting things done and getting them done fast.

On the item front, you pick up a very useful item in the quest to keep yourself upright in the Diamond Cincture.


Level 12

Changes:
+5 HP


+1 to attacks, defenses, and checks
New Feat: Fight On (MP 2)


New Utility Power: Blood-Tested Inspiration (MP)

Magic Items (Expected GP = 48,000):
L13 (17,000 gp): +3 Vanguard Longsword (AV)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L10 (5,000 gp): Helm of Heroes (Heroic Tier) (PHB)
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)
Nonmagical: Heavy Shield (PHB)
TOTAL: 47,800 gp

Discussion:
This level expands upon your abilities as a healer with the Fight On feat granting you an additional use of Inspiring Word every encounter. Also, the Blood-Tested Inspiration allows you to invest an unneeded use of the ability to obtain an Encounter power in return. On the item front, both your main weapon and armor are upgraded here.


Level 13

Changes:

+5 HP
New Encounter Attack Power: Death from Two Sides (MP 2) (replaces Vengeance is Mine)



Magic Items (Expected GP = 64,000):
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L13 (17,000 gp): +3 Vanguard Longsword (AV)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L10 (5,000 gp): Helm of Heroes (Heroic Tier) (PHB)
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)
L3 (680 gp): Battle Standard of Healing (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 63,080 gp

Discussion:

This level marks your first power-swap: you lose Vengeance is Mine for the critical-manufacturig might of Death from Two Sides. Also, you finally scrounge up enough gold to upgrade your Neck Slot item here, as well as a small Encounter damage bonus in the form of the Ruby Scabbard and a way to spread the healing love around via the Battle Standard of Healing.


Level 14

Changes:
+5 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: Strength +1 (22), Charisma +1 (22)
New Feat: Vexing Flanker (PHB 2)





Magic Items (Expected GP = 80,000):


L13 (17,000 gp): +3 Steadfast Amulet (AV)
L13 (17,000 gp): +3 Vanguard Longsword (AV)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L12 (13,000 gp): Gloves of the Healer (Paragon Tier) (AV)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L10 (5,000 gp): Helm of Heroes (Heroic Tier) (PHB)
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)
L3 (680 gp): Battle Standard of Healing (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 76,080 gp

Discussion:
At this level, you grab the Vexing Flanker feat in order to maximize the power of your flank, and you also get the Gloves of the Healer to enhance your healing abilities.




Level 15

Changes:

+5 HP
New Daily Attack Power: War Master’s Assault (MP) (replaces Lamb to the Slaughter)

Magic Items (Expected GP = 112,000):

L13 (17,000 gp): +3 Steadfast Amulet (AV)
L13 (17,000 gp): +3 Vanguard Longsword (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L12 (13,000 gp): +3 Farbond Spellblade Longsword (AV 2)
L12 (13,000 gp): Battlestrider Greaves (PHB)
L12 (13,000 gp): Gloves of the Healer (Paragon Tier) (AV)
L10 (5,000 gp): Helm of Heroes (Heroic Tier) (PHB)
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)
Nonmagical: Heavy Shield (PHB)
TOTAL: 111,480 gp

Discussion:
This level offers a very powerful Daily in War Master’s Assault, which will replace Lamb to the Slaughter, since it's basically the same thing, only better. Additionally, you upgrade the Diamond Cincture to the Cord of Divine Favor at this level, you grab an upgrade for your Ranged weapon, and you get a good mobility booster in the Battlestrider Greaves.


Level 16

Changes:

+5 HP

+1 to attacks, defenses, and checks
New Feat: Harlequin Style (D 373)


New Utility Power: Tactical Orders (MP 2)



Magic Items (Expected GP = 160,000):

L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L13 (17,000 gp): +3 Vanguard Longsword (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L12 (13,000 gp): +3 Farbond Spellblade Longsword (AV 2)
L12 (13,000 gp): Battlestrider Greaves (PHB)
L12 (13,000 gp): Gloves of the Healer (Paragon Tier) (AV)
L10 (5,000 gp): Helm of Heroes (Heroic Tier) (PHB)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L5 (1,000 gp): Ruby Scabbard (AV)
L3 (680 gp): Battle Standard of Healing (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 158,880 gp

Discussion:
This level has a bit of everything for you; the Harlequin Style feat turns Brash Assault into a very potent defensive buff, the Battlelord of Kord’s final feature makes you hard to scare or mark, and the Tactical Orders power will get you and your allies where you need to go. Don’t forget; you can use Inspiring Word a whopping four times per encounter now, too. The item front brings a mean item in the Backlash Tattoo to respond to attacks against you. Nice.


Level 17

Changes:
+5 HP
New Encounter Attack Power: Hail of Steel (PHB) (replaces Provoke Overextension)



Magic Items (Expected GP = 240,000):
L18 (85,000 gp): +4 Vanguard Longsword (AV)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L12 (13,000 gp): +3 Farbond Spellblade Longsword (AV 2)
L12 (13,000 gp): Battlestrider Greaves (PHB)
L12 (13,000 gp): Gloves of the Healer (Paragon Tier) (AV)
L10 (5,000 gp): Helm of Heroes (Heroic Tier) (PHB)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L5 (1,000 gp): Ruby Scabbard (AV)
L3 (680 gp): Battle Standard of Healing (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 226,880 gp

Discussion:

This level offers the one, the only, the great Hail of Steel Encounter power, which is a massive boost to your offensive enabling skills, as well as a weapons upgrade to improve your base capability.


Level 18

Changes:
+5 HP

+1 to attacks, defenses, and checks

Ability Score Boosts: Strength +1 (23), Charisma +1 (23)
New Feat: Impetuous Charger (MP)

Magic Items (Expected GP = 320,000):
L18 (85,000 gp): +4 Vanguard Longsword (AV)
L17 (65,000 gp): +4 Dwarven Wyrmscale Armor (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
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): Battlestrider Greaves (PHB)
L12 (13,000 gp): Gloves of the Healer (Paragon Tier) (AV)
L10 (5,000 gp): Helm of Heroes (Heroic Tier) (PHB)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L5 (1,000 gp): Ruby Scabbard (AV)
L3 (680 gp): Battle Standard of Healing (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 278,880 gp

Discussion:

This level features investment for the future in the ability score boosts, as well as a way to help your allies get their CA even easier in Impetuous Charger. Also, you get some better armor at this level.


Level 19

Changes:

+5 HP

New Daily Attack Power: Victory Surge (PHB) (replaces Iron Dragon Charge)



Magic Items (Expected GP = 400,000):

L18 (85,000 gp): +4 Steadfast Amulet (AV)
L18 (85,000 gp): +4 Vanguard Longsword (AV)
L17 (65,000 gp): +4 Dwarven Wyrmscale Armor (PHB)
L17 (65,000 gp): +4 Farbond Spellblade Longsword (AV 2)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Battlestrider Greaves (PHB)
L12 (13,000 gp): Gloves of the Healer (Paragon Tier) (AV)
L10 (5,000 gp): Helm of Heroes (Heroic Tier) (PHB)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L5 (1,000 gp): Ruby Scabbard (AV)
L3 (680 gp): Battle Standard of Healing (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 398,880 gp

Discussion:
This level’s highlight is that you substitute Iron Dragon Charge's conditional attack swarm for the consistency and power of Victory Surge (not to mention it plays nice with Ranged allies). You also get a better Ranged weapon and Neck Slot item.


Level 20

Changes:
+5 HP
+1 to attacks, defenses, and checks


New Daily Attack Power: Path of the Storm (MP)


New Feat: Improved Initiative (PHB)

Magic Items (Expected GP = 560,000):


L20 (125,000 gp): Helm of Heroes (Paragon Tier) (PHB)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L18 (85,000 gp): +4 Vanguard Longsword (AV)
L17 (65,000 gp): +4 Dwarven Wyrmscale Armor (PHB)
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)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Battlestrider Greaves (PHB)
L12 (13,000 gp): Gloves of the Healer (Paragon Tier) (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L5 (1,000 gp): Ruby Scabbard (AV)
L3 (680 gp): Battle Standard of Healing (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 543,880 gp

Discussion:

This level features the final gift from the Battlelord of Kord Paragon Path in the havoc-wreaking Path of the Storm power, as well as upgrades in your enabling (via your Helm of Heroes and your Ring of the Dragonborn Emperor) and your ability to pre-empt combat (Improved Initiative).


Level 21 Snapshot

Race: Dragonborn (PHB)

Class: Warlord (PHB)

Commanding Presence: Bravura Presence (MP)
Leader Feature: Battlefront Leader (MP 2)
Paragon Path: Battlelord of Kord (MP)
Epic Destiny: Warmaster (MP)

Ability Scores, with racial adjustments:
Strength 24 (+7)
Constitution 14 (+2)


Dexterity 14 (+2)
Intelligence 12 (+1)

Wisdom 10 (+0)


Charisma 24 (+7)

HP: 141 --> 12 base, +14 Constitution, +100 levels, +15 Toughness
Bloodied: 70 HP or less
Healing Surges: 15 --> 7 base, +7 Charisma, +1 Armored Warlord
Healing Surge Value: 37 HP

AC: 36 --> 10 base, +10 armor, +10 levels, +4 enhancement, +2 shield
Fortitude: 32 --> 10 base, +7 ability (Strength), +1 class, +10 level, +4 enhancement

Reflex: 28 --> 10 base, +2 ability (Dexterity), +10 level, +4 enhancement, +2 shield


Will: 32 --> 10 base, +7 ability (Charisma), +1 class, +10 level, +4 enhancement

Initiative: +16 --> +2 ability (Dexterity), +10 level


, +4 feat

Speed: 6 --> 6 base, +1 item, -1 armor



Inspiring Word:
Usage: Four times per encounter
Range: Close burst 15
Targets: You and one ally in burst, or two allies in burst
Effect: The target may spend a healing surge and regain and additional 6d6+7 HP. Also, the target may make a saving throw. The target gains a +2 bonus to attack rolls and a +7 bonus to damage rolls until the end of your next turn.

Racial Powers:
Dragon Breath (Fire) (PHB)

At-Will Attack Powers:
L1 - Brash Assault (MP)

L1 - Direct the Strike (MP 2)



Encounter Attack Powers:
L3 - No Gambit is Wasted (MP 2)
L11 - Tempest of Triumph (MP)
L13 - Death from Two Sides (MP 2)
L17 - Hail of Steel (PHB)



Daily Attack Powers:

L5 - Stand the Fallen (PHB)


L15 - War Master’s Assault (MP)
L19 - Victory Surge (PHB)
L20 - Path of the Storm (MP)

Utility Powers:
L2 - Knight's Move (PHB)
L6 - Inspiring Reaction (PHB)
L10 - Instant Planning (MP)
L10 - Tactical Orders (MP 2)
L12 - Blood-Tested Inspiration (MP)

Skills:
Athletics (+20) --> +7 ability (Strength), +5 trained, +10 level, -2 shield
Diplomacy (+22) --> +7 ability (Charisma), +5 trained, +10 level
History (+18) --> +1 ability (Intelligence), +2 racial, +5 trained, +10 level
Intimidate (+24) --> +7 ability (Charisma), +2 racial, +5 trained, +10 level

Feats:
L1 - Mark of Healing (EPG)
L2 - Weapon Expertise (Heavy Blades) (PHB 2)
L4 - Armored Warlord (MP 2)


L6 - Toughness (PHB)

L8 - Inspiring Breath (MP 2)
L10 - Improved Inspiring Word (MP)
L12 - Fight On (MP 2)
L14 - Vexing Flanker (PHB 2)
L16 - Harlequin Style (D 373)
L18 - Impetuous Charger (MP)
L20 - Improved Initiative (PHB)
L21 - Shift the Field (MP 2)
L21 - Supreme Inspiration (MP)





Changes:

+11 HP
Ability Score Boosts: Strength +1 (24), Constitution +1 (14), Dexterity +1 (14), Intelligence +1 (12), Wisdom +1 (10), Charisma +1 (24)

New Epic Destiny: Warmaster (MP)
New Feats: Shift the Field (MP 2), Supreme Inspiration (MP) (replaces Improved Battlefront Shift)

Magic Items (Expected GP = 800,000):
L21 (225,000 gp): Ring of Tenacious Will (AV)
L20 (125,000 gp): Helm of Heroes (Paragon Tier) (PHB)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L18 (85,000 gp): +4 Vanguard Longsword (AV)
L17 (65,000 gp): +4 Dwarven Wyrmscale Armor (PHB)
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)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Battlestrider Greaves (PHB)
L12 (13,000 gp): Gloves of the Healer (Paragon Tier) (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): Battle Standard of Healing (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 792,880 gp

Discussion:
This level is important in that it grants you the Warmaster Epic Destiny, which will make you a true enabling force. Your toughness and versatility go up to the moon here, thanks to the awesome Ring of Tenacious Will. Last but not least, you pick up the godly Shift the Field and Supreme Inspiration feats, which serve to allow your entire party to shift pre-emptively and doubles your Inspiring Word's healing and buffing output, making you a veritable support force.


Level 22

Changes:
+5 HP

+1 to attacks, defenses, and checks

New Feat: Martial Mastery (MP)

, Superior Initiative (PHB 3) (replaces Improved Initiative)
New Utility Power: Rush of Battle (MP)





Magic Items (Expected GP = 1,200,000):
L23 (425,000 gp): +5 Vanguard Longsword (AV)
L21 (225,000 gp): Ring of Tenacious Will (AV)
L20 (125,000 gp): Helm of Heroes (Paragon Tier) (PHB)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L17 (65,000 gp): +4 Dwarven Wyrmscale Armor (PHB)
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)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Battlestrider Greaves (PHB)
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)
Nonmagical: Heavy Shield (PHB)
TOTAL: 1,154,880 gp

Discussion:
This level features a great additional attack power in Rush of Battle, as well as a way to recharge some of them in the form of Martial Mastery and some extra initiative in Superior Initiative. On the item front, you receive an upgrade to your main weapon, as well as some items to ensure that your blows find their mark.


Level 23

Changes: 
+5 HP


New Encounter Attack Power: Hold that Thought (MP 2) (replaces No Gambit is Wasted)

Magic Items (Expected GP = 1,600,000):

L23 (425,000 gp): +5 Vanguard Longsword (AV)
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
L21 (225,000 gp): Ring of Tenacious Will (AV)
L20 (125,000 gp): Helm of Heroes (Paragon Tier) (PHB)
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)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Battlestrider Greaves (PHB)
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)
Nonmagical: Heavy Shield (PHB)
TOTAL: 1,414,880 gp

Discussion:
At this level, you upgrade No Gambit is Wasted into the very powerful Hold that Thought for a free swing for you and a free reroll for an ally, and you upgrade your armor to Nagascale.


Level 24

Changes:

+5 HP

+1 to attacks, defenses, and checks
Ability Score Boosts: Strength +1 (25), Charisma +1 (25)

New Feat: Call to Glory (MP)



Magic Items (Expected GP = 2,100,000):
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L23 (425,000 gp): +5 Vanguard Longsword (AV)
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L21 (225,000 gp): Ring of Tenacious Will (AV)
L20 (125,000 gp): Helm of Heroes (Paragon Tier) (PHB)
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)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Battlestrider Greaves (PHB)
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: 2,044,880 gp

Discussion:
At this level, we decide to focus on our abilities as a buffer by taking the Call to Glory feat, as well as our abilities as a healer (upgrade to the Gloves) and Neck Slot items.


Level 25

Changes:

+5 HP



New Daily Attack Power: Relentless Assault (PHB) (replaces War Master’s Assault)

Magic Items (Expected GP = 2,800,000):


L23 (425,000 gp): +5 Steadfast Amulet (AV)
L23 (425,000 gp): +5 Vanguard Longsword (AV)
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
L22 (325,000 gp): +5 Farbond Spellblade Longsword (AV 2)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L21 (225,000 gp): Ring of Tenacious Will (AV)
L20 (125,000 gp): Helm of Heroes (Paragon Tier) (PHB)
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): Battlestrider Greaves (PHB)
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: 2,326,880 gp

Discussion:


You grab the awesome Relentless Assault power here; with allies that have greater-than-normal chances of scoring a critical (Avengers or Rangers, for instance), this power can be absolutely nuts. Either way, someone’s bound to crit once in the encounter, and by then it’s better than the power it replaced (War Master’s Assault). Also, you upgrade your backup weapon here.


Level 26

Changes:

+5 HP
+1 to attacks, defenses, and checks
New Feat: Robust Defenses (PHB 2)


New Utility Power: Spring the Trap (MP)

Magic Items (Expected GP = 4,000,000):
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L23 (425,000 gp): +5 Vanguard Longsword (AV)
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
L22 (325,000 gp): +5 Farbond Spellblade Longsword (AV 2)
L22 (325,000 gp): Boots of Speed (AV)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L21 (225,000 gp): Ring of Tenacious Will (AV)
L20 (125,000 gp): Helm of Heroes (Paragon Tier) (PHB)
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: 3,718,880 gp

Discussion:
At this level, you make your final Arms Slot upgrade, and you also pick up some mobility in the Boots of Speed, and you pick up the mindblowingly good nova enabler Spring the Trap. On the feat front, Robust Defenses helps pick up the defenses other than AC.


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):
L28 (2,125,000 gp): +6 Vanguard Longsword (AV)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
L22 (325,000 gp): +5 Farbond Spellblade Longsword (AV 2)
L22 (325,000 gp): Boots of Speed (AV)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L21 (225,000 gp): Ring of Tenacious Will (AV)
L20 (125,000 gp): Helm of Heroes (Paragon Tier) (PHB)
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: 5,418,880 gp

Discussion:

This level grants you a very nasty power in A Plan Comes Together, which can essentially end the enemy's turn before it starts by letting two allies thwack the enemy, daze him, and knock him down. Also, you grab your final weapon upgrade at this level.




Level 28

Changes:

+5 HP
+1 to attacks, defenses, and checks


Ability Score Boosts: Strength +1 (26), Charisma +1 (26)
New Feat: Epic Reflexes (PHB 2)

Magic Items (Expected GP = 8,000,000):

L28 (2,125,000 gp): +6 Vanguard Longsword (AV)
L27 (1,625,000 gp): +6 Dwarven Elderscale Armor (PHB)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L22 (325,000 gp): +5 Farbond Spellblade Longsword (AV 2)
L22 (325,000 gp): Boots of Speed (AV)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L21 (225,000 gp): Ring of Tenacious Will (AV)
L20 (125,000 gp): Helm of Heroes (Paragon Tier) (PHB)
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: 6,718,880 gp

Discussion:

This level features the last ability score boost to Strength and Charisma, as well as a boost for what is by far your weakest defense in the Epic Reflexes feat. Additionally, you purchase your last suit of armor here.


Level 29

Changes:

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

Magic Items (Expected GP = 10,000,000):


L28 (2,125,000 gp): +6 Steadfast Amulet (AV)
L28 (2,125,000 gp): +6 Vanguard Longsword (AV)
L27 (1,625,000 gp): +6 Dwarven Elderscale Armor (PHB)
L27 (1,625,000 gp): +6 Farbond Spellblade Longsword (AV 2)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L22 (325,000 gp): Boots of Speed (AV)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L21 (225,000 gp): Ring of Tenacious Will (AV)
L20 (125,000 gp): Helm of Heroes (Paragon Tier) (PHB)
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: 9,718,880 gp

Discussion:
This level features the incredible Defy Death power; while it may not provide mass healing the way Stand the Fallen did, it makes the enemy miss, punishes him with an out-of-turn 7[W] wallop, and allows your ally to heal! It just doesn’t get much better than that. You also get your final Neck slot and backup weapon upgrades here.




Level 30 Snapshot

Race: Dragonborn (PHB)

Class: Warlord (PHB)

Commanding Presence: Bravura Presence (MP)
Leader Feature: Battlefront Leader (MP 2)
Paragon Path: Battlelord of Kord (MP)
Epic Destiny: Warmaster (MP)





Ability Scores, with racial adjustments:


Strength 26 (+8)


Constitution 14 (+2)
Dexterity 14 (+2)
Intelligence 12 (+1)
Wisdom 10 (+0)
Charisma 26 (+8)

HP: 186 --> 12 base, +14 Constitution, +145 levels, +15 Toughness
Bloodied: 93 HP or less


Healing Surges: 16 --> 7 base, +8 Charisma, +1 Armored Warlord
Healing Surge Value: 48 HP

AC: 46 --> 10 base, +13 armor, +15 levels, +6 enhancement, +2 shield

Fortitude: 42 --> 10 base, +8 ability (Strength), +1 class, +15 level, +6 enhancement, +2 feat
Reflex: 41 --> 10 base, +2 ability (Dexterity), +15 level, +6 enhancement, +2 shield, +2 feat, +4 Epic Reflexes

Will: 42 --> 10 base, +8 ability (Charisma), +1 class, +15 level, +6 enhancement, +2 feat

Initiative: +25 --> +2 ability (Dexterity), +15 level
, +8 feat

Speed: 7 --> 6 base, +2 item, -1 armor



Inspiring Word:
Usage: Four times per encounter
Range: Close burst 15
Targets: You and one ally in burst, or two allies in burst
Effect: The target may spend a healing surge and regain an additional 8d6+8 HP. Also, the target may make a saving throw. The target gains a +2 bonus to attack rolls and a +8 bonus to damage rolls until the end of your next turn.


Racial Powers:
Dragon Breath (Fire) (PHB)

At-Will Attack Powers:
L1 - Brash Assault (MP)

L1 - Direct the Strike (MP 2)

Encounter Attack Powers:


L11 - Tempest of Triumph (MP)
L17 - Hail of Steel (PHB)
L23 - Hold that Thought (MP 2)
L27 - A Plan Comes Together (D 384)

Daily Attack Powers:

L19 - Victory Surge (PHB)

L20 - Path of the Storm (MP)


L25 - Relentless Assault (PHB)
L29 - Defy Death (PHB)

Utility Powers:
L2 - Knight's Move (PHB)
L6 - Inspiring Reaction (PHB)

L10 - Instant Planning (MP)
L10 - Tactical Orders (MP 2)
L12 - Blood-Tested Inspiration (MP)
L22 - Rush of Battle (MP)
L26 - Spring the Trap (MP)



Skills:
Athletics (+26) --> +8 ability (Strength), +5 trained, +15 level, -2 shield
Diplomacy (+28) --> +8 ability (Charisma), +5 trained, +15 level
History (+23) --> +1 ability (Intelligence), +2 racial, +5 trained, +15 level
Intimidate (+30) --> +8 ability (Charisma), +2 racial, +5 trained, +15 level

Feats
L1 - Mark of Healing (EPG)
L2 - Weapon Expertise (Heavy Blades) (PHB 2)
L4 - Armored Warlord (MP 2)
L6 - Toughness (PHB)


L8 - Inspiring Breath (MP 2)
L10 - Improved Inspiring Word (MP)
L12 - Fight On (MP 2)
L14 - Vexing Flanker (PHB 2)
L16 - Harlequin Style (D 373)
L18 - Impetuous Charger (MP)
L21 - Shift the Field (MP 2)
L21 - Supreme Inspiration (MP)
L22 - Superior Initiative (PHB 3)
L22 - Martial Mastery (MP)
L24 - Call to Glory (MP)
L26 - Robust Defenses (PHB 2)
L28 - Epic Reflexes (PHB)
L30 - Weapon Focus (Heavy Blades) (PHB)

Changes:

+5 HP
+1 to attacks, defenses, and checks
New Feat: Weapon Focus (Heavy Blades) (PHB)

Magic Items (Expected GP = 14,625,000):


L29 (2,625,000 gp): Ring of Free Time (AV 2)
L28 (2,125,000 gp): +6 Steadfast Amulet (AV)
L28 (2,125,000 gp): +6 Vanguard Longsword (AV)
L27 (1,625,000 gp): +6 Dwarven Elderscale Armor (PHB)
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): Diamond Scabbard (AV)
L22 (325,000 gp): Boots of Speed (AV)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L21 (225,000 gp): Ring of Tenacious Will (AV)
L20 (125,000 gp): Helm of Heroes (Paragon Tier) (PHB)
L13 (17,000 gp): Cord of Divine Favor (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): Battle Standard of Healing (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 12,896,880 gp

Discussion:
This is basically a victory-lap, let's-go-save-the-cosmos sort of level; all the upgrades have been made, and the all the gear you could want (and afford) has been purchased. Enjoy the power while you can; you earned it.



Build Goal and Tactics


The goal of this build was to make a Warlord that could enable his party to perform offensive explosions, or novas, more efficiently. To that end, this build has two specialties: granting attacks and buffing attacks, which makes your allies exponentially more dangerous. Don’t think he’s all about his allies, though; some of these buffs can apply to him, and he is well-armored and deals solid damage, especially while charging (which also enables your allies). However, this build is not for the faint of heart; you take plenty of risks to get these abilities (I am of the opinion it's well worth the price).

The tactics differ somewhat from other Warlords; this build is made to be in the front-line, giving and taking damage. He uses his healing powers to keep himself and his allies on their feet while they relentlessly pound the front. Also look to buff your allies; you believe in conserving resources by not giving your opponents a chance to hit you back if you can avoid it. A lot of powers grant allies free attacks, so look to be adjacent or flanking with them to maximize potential damage. Every once in a while, you can cut loose and unleash the nova, at which point you show why you're the boss. 



Questions/thoughts/comments are welcome.
This build is extremely similar to one I'm gonna be playing at some point. Aside from a few possible feat choices I'm mulling over, it's identical. Path of the Storm with a few other buffs is a frightening nova without a doubt. It's guaranteed death to at least one normal monster, can potentially kill an elite, and can take a good chunk out of a solo.

What do you think about Soldier of the Faith and Acolyte Power (Wrath of the Gods)? Soldier of the Faith will have its uses. Wrath of the Gods adds even more carnage to the nova while also buffing allies. That could be Cha x3 (Tempestuous Inspiration, Heart of the Titan, and Wrath of the Gods) to damage during Path of the Storm, though granted it's more resources expended. Also, what about Dragonborn Frenzy and Dragonborn Zeal? Both add to the damage you deal and DB Zeal gives you an auto raise, giving you two auto raises in epic. Toughness and Great Fortitude are already going to be taken, so the only other feat you need to qualify for DB Zeal is DB Frenzy, which is a decent feat in itself (though not stellar). However, you would have two feats (three if you count Soldier of the Faith, four if you count DB Frenzy) tied to two daily utility powers. Also, I'm debating taking Plate/Plate Spec in epic.
I actually had Soldier of the Faith and Acolyte Power (wrath of the gods) in an earlier version of the build; I kind of ran out of room for 'em. I'm not sure I would toss two feats for them, though. Dragonborn Zeal is cool, but I'm not sure it's worth tossing a Utility power for it. Dragonborn Frenzy is solid, but what would you remove?
I'd probably take DB Frenzy over Empowered Dragonbreath. As a dragonborn you want to fight bloodied most of the time anyway. DB Zeal enables you to fight bloodied with a lesser concern for being KO'd, and gives you a good buff and an auto raise if you do get KO'd (this becomes even better in epic with Divine Recovery). The more I think about it, the more I like Zeal. As for which utility to swap, I think it'd have to be the Battlelord's level 12. The actual Warlord utilities are just too good. Empowered Dragonbreath is nice, but it's a luxury in my opinion. Getting a bonus to damage (and a bonus to hit) with every attack while bloodied seems better because it will be used more often per encounter.

As for Soldier of the Faith and Acolyte Power I think I'm gonna take em at late epic, if I take them at all. I'm not even playing the character yet, so I have plenty of time to decide. Perhaps by the time I get to play this character, Divine Power will be out and there will be better Paladin MC feats. Plate/Plate Spec have gotten the permanent axe in my build. As I see it, it's impossible to fit them in and still take the amazing epic Warlord feats.

I am, however, now contemplating heavy shield/bastard sword over fullblade. Then I remind myself that I'm making a Bravura.:D

Heavy shield is the practical, logical, safe choice. But it's not as fun a wielding a fullblade.
And it costs an extra feat, something this build really can't afford.

I guess I could toss Empowered Dragon Breath for DB Frenzy. But I only have Hurl Breath available to toss for DB Zeal (DBZ, LOL), and that sucks, because Hurl Breath is real useful...
I don't really understand warlords, but looking over this he looks pretty fragile. Nearly all of the oomph seems to involve drawing extra attacks, and he doesn't seem even as tough as, say, a fighter. Never mind a barbarian. Is the plan to use all the inspiring words himself?
Actually I was gonna replace scale for heavy shield. You'd get better AC than scale (chain + heavy shield), and get a bonus to reflex, though incur a penalty to skill. You'd deal less damage and not have as much fun though. Fun is, of course, relative. I was envisioning a borderline crazy dragonborn that doesn't care much for his own safety (though does care for the safety of his comrades). I think either way you're good to go. It's really personal preference. Right now I lean toward fullblade. I'm currently playing an Eladrin Taclord sword and board. For that reason alone I'll probably end up with the fullblade.

Hurl Breath is the best breath feat. Being able to use breath without worrying about damaging your allies is gold. I can understand not taking DBZ in favor of Hurl Breath. I'm still debating it, though I'm leaning toward Zeal for reasons I already stated.

I just reread the playtest AV2 article and found some cool tattoos. They're wondrous items and a few would be nice to have. You can only have one tattoo at a time though. All abilities are properties which is a good thing.

Long Battle Tattoo - gain a bonus to damage with daily powers equal to the number of healing surges you have expended since your last encounter. A bit more damage to feed Path of the Storm.

Backlash Tattoo - the first time you become bloodied make a melee basic attack

Tattoo of the Wolverine - the first time you become bloodied gain a +1 to hit and +2 damage with your next attack/damage roll. The damage bonus increases at certain levels.

All are heroic tier items, though they're not exactly cheap.
I don't really understand warlords, but looking over this he looks pretty fragile. Nearly all of the oomph seems to involve drawing extra attacks, and he doesn't seem even as tough as, say, a fighter. Never mind a barbarian. Is the plan to use all the inspiring words himself?

Comparing a Warlord's toughness to a Fighter's toughness is unfair. Of course Fighters are tougher. The only class tougher than a Fighter is a Paladin. This Warlord is no more fragile than any other Warlord really, save those that use a heavy shield. You do draw more attention to yourself though relative to other Warlords as you will be granting CA often. This is why I brought up DB Frenzy and DB Zeal. I will say that this build does need a strong Defender, but then, everyone needs a strong Defender.

In heroic tier, the only powers that draw attacks are Brash Assault and Provoke Overextension. Brash Assault is a bit tricky to use and dependent on DM's. Provoke Overextension, however, forces an enemy to attack you if you hit. After that you have the odds stacked very much in your favor for your Defender buddy to ruin his day. In other words, you only use Provoke Overextension when you set it up with your Defender.

The way I see it, this guy focuses on concentration of fire. Pick a target you want brought down, and sick your party on em. I haven't played it, but it looks like you can take down enemies fast.

EDIT: This build could easily go Inspiring if Bravura seems too risky. Inspiring Warlords have some impressive novas these days after all. I can't speak for lordduskblade, but Bravura just seems like a lot of fun to me. I like its gambling nature.
Shielding swordmage is tougher again, but yes, I take the point. Spiritually, this guy is more akin to a barbarian than a fighter. But I'm reacting to the thought of this guy holding the front line, as in LDB's description.

I think this might be too subtle for me - I know how to play a barbarian and I know how to play a fighter, but I'm not sure how this would go. A kind of timed switch between the two. Wouldn't some work on AC go well with drawing more high risk heat? If you give yourself some protection you can gamble more often ;)
You're right. This guy is much more barbarian than he is fighter, if you want to compare him to another class. Really though, he's all Leader with some good damage potential. I have to speculate that Battlelord of Kord should be an amazing PP for Dragonborn Thaneborn barbarians assuming Cha will still be their secondary stat in PHB2. Also, it could be that PHB2 brings forth some two handed barbarian feats that this build will want. It's extremely feat intensive as is though.

I don't think lordduskblade is saying this build can hold the front line, nor should it. This guy helps hold the front line. Make no mistake, this guy folds fast without a Defender. You really have to have a group that has strong basic attacks for this build to allow his party to shine, and bring ultimate, glorious, not to mention inevitable victory. As for defenses, heavy shield could replace scale armor or some other feat (that's easier said than done though) if you value AC/Reflex defense.

Have you read what Battlelord of Kord gives?
Good PP.

Just reread the level 20 daily...

It would be outright superior to Blade Cascade...

OK, that would be fun even if it didn't always work. :surrender
Neat! This is very similar to a build that I made before. :D Except I focused more on nova-ing at lvl29 (since lvl 30 is oh so broken in 4e ). I calculated that this build could kill Orcus in 3 rounds (not quite solo because Perfect Front doesn't work solo ... on the other hand, it gives benefit to multiple allies, so I think it might be the best stance out of all of them).

Rending Axe + Reckless Assault + Sunder Armor + Perfect Front turns my 10 attacks into 24 hits lol (on average, ofc). (I maxed out CHA in my version).

Here are the calculations. Oh, how do I make it into a spoiler block?

hit rate 93.75% (hit rate)<br /> crit rate 27.75% (crit rate)<br /> <br /> [b]total additional <br /> average average average potential attack<br /> damage damage number # attacks rate of<br /> per hit of hits occurance<br /> [/b]731.3 78 9.375 10 93.75% (hit rate)<br /> 149.9 54 2.775 10 27.75% (crit rate)<br /> <br /> 405.8 78 5.203 20 26.02% (crit rate)x(hit rate)<br /> 83.2 54 1.540 20 7.70% (crit rate)x(crit rate)<br /> <br /> 225.2 78 2.888 40 7.22% (crit rate)x(crit rate)x(hit rate)<br /> 46.2 54 0.855 40 2.14% (crit rate)x(crit rate)x(crit rate)<br /> <br /> 125.0 78 1.603 80 2.00%<br /> 25.6 54 0.474 80 0.59%<br /> <br /> [b]1792.1 total damage!!![/b] <br /> <br /> Rounding the numbers a bit&#8230; <br /> Out of 10 attack, on average 9 attacks will hit, 3 of which are critical hits. <br /> Those 3 crits give you 6 more attacks, which on average 5 will hit and 1-2 will be criticals <br /> On average, you'll get 3 more attacks from those 1-2 criticals&#8230; <br /> (You get 2 attacks per critical... Rending Axe + Reckless Assault) <br /> <br /> [b]Damage Bonus Sources:[/b]<br /> +8 Strength<br /> +10 Charisma (Wrath of the Gods)<br /> +10 Charisma (Tempestuous Inspiration)<br /> +10 Charisma (Heart of the Titan)<br /> +6 Enhancement (+6 Rending Axe)<br /> +3 Feat (Weapon Focus)<br /> +6 Item (Iron Armbands of Power)<br /> +12 Power (Reckless Spiked Gauntlets at-will power)<br /> <br /> [b]required hit rate<br /> d20 roll hit rate 2d20<br /> to hit d20 drop low<br /> [/b]2+ 95.00% 99.75%<br /> 3+ 90.00% 99.00%<br /> 4+ 85.00% 97.75%<br /> 5+ 80.00% 96.00%<br /> 6+ 75.00% 93.75% &lt;&lt; hit chance<br /> 7+ 70.00% 91.00%<br /> 8+ 65.00% 87.75%<br /> 9+ 60.00% 84.00%<br /> 10+ 55.00% 79.75%<br /> 11+ 50.00% 75.00%<br /> 12+ 45.00% 69.75%<br /> 13+ 40.00% 64.00%<br /> 14+ 35.00% 57.75%<br /> 15+ 30.00% 51.00%<br /> 16+ 25.00% 43.75%<br /> 17+ 20.00% 36.00%<br /> 18+ 15.00% 27.75% &lt;&lt; crit chance<br /> 19+ 10.00% 19.00%<br /> 20+ 5.00% 9.75%

Oh I think you can duo Orcus at 22 with Battlelord + Infernal Strategist. Quickening Order + Instant Planning ;)

Fun Stuff!!! :D
Oh, how do I make it into a spoiler block?

sblock


lordduskblade,

I am considering playing a somewhat (Inspirational nova) similar build, but using a bastard sword or triple flail + shield rather than a fullblade. What weapon enchantments would you recommend? Bloodclaw is probably not worth it for me. I am considering Jagged because my stats won't reach Weapon Mastery levels (I have the exact same stat array as your Bravelord). Perhaps Dread, to set up a big party Nova once per day? Maybe Subtle? I should be flanking often with Wolf Pact Tactics...
Polearm Fighter Build Thread:The Reacher
Comparing a Warlord's toughness to a Fighter's toughness is unfair. Of course Fighters are tougher. The only class tougher than a Fighter is a Paladin.

Unless the fighter is a Battlerager tank build.
Unless the fighter is a Battlerager tank build.

They have more HP, but their defences are lower. Given a "normal" hit rate of about 50%, a +2-3 improvement to a defence is worth 20-25% less hits, so I think it could easily go to the higher defence types. A paladin is a little past a fighter, but a swordmage can be dramatically harder to hit.
Wow, this is a lot of feedback. Let's address it:

@LordofLeapin: Hm, tattoos... I'll have to take another look at AV2. Thanks for the find.

@anomalousman: LordofLeapin is right; this guy is meant to support the Melee characters on the front line. He actually originated because no one in my party wanted to play a Ranged character, so we made a Warlord to accommodate that. He excels in a Melee-heavy party, but his powers can also benefit Archer Rangers/Rogues or Warlocks. And the goal is damage first and foremost, and if he gets hit all the time, that means the only guy he has to heal is himself. :D

@Yugiyurigyu: Actually, you don't need to go that far; a Ranger/Pit Fighter and this Battlelord can take out Orcus in 2 turns (I ran the numbers on it, and they do it without needing to crit or roll anything over a 5), and are actually a more balanced party.

Use the [sblock=Title] command to make a spoiler block. When you're done, use the /sblock command (in brackets, of course).

@Shokatsuryou: You know, if I were going for Inspiring, I would actually pick a Half-Elf. You will reach Axe Mastery with your Constitution bonus, and the Half-Elf racial feat Inspired Tactics lets you sprinkle in some Taclord. That way, you can pick up a Rending Execution Axe (or Waraxe, if you're feeling a bit safer) and swing away, mein freund.

If not, you could go for Luckblade; a reroll is awesomesauce.

@kerberos: In sheer toughness, Battlerager wins. In longevity, the Shielding Swordmage likely gets hit less because of high defenses (and is only one Healing Surge behind) and therefore wins. Paladins could make a case for the longevity bit, though.
I am definitely considering half elf. My biggest concern is the lower attack bonus (Str 16, +2 weapon vs. dragonborn's Str 18, +3 weapon). However, the half elf gets so many goodies... dilettante (most likely for Righteous Brand), Dual Heritage (Action Surge! and other good feats), starting Con 15 for Axe Mastery, Deadly Axe, Plate Mail Proficiency/Specialization, and of course, Inspired Tactics as you just mentioned. I'll work on stating this out... I suspect I'm going to be hard pressed to fit in all the feats I might want. ;)

Sorry I pulled this thread a bit off-topic. We're supposed to be talking about your build. Well, I have a couple of questions about your build, if you don't mind:

Could you give a few examples of your typical Novas? While I am very interested in the combo that kills Orucs, it would be helpful to see what this dragonborn bravelord could do at each Tier, perhaps. I guessing the true craziness starts to kick in around the hail of steel, victory surge, path of the storm levels.

L25. +5 HP, new daily power: inspiring charge (replaces stand the fallen)

Just curious... why did you pick the level 19 daily Inspiring Charge here? I thought this guy would be more likely to go for something like Victorious Destiny or Relentless Assault or something. Is it just for the extra healing capability? (I like how it combos with the Impetuous Charger feat, though)
Polearm Fighter Build Thread:The Reacher
The lower attack bonus is a concern, but I wouldn't lose too much sleep about it. Your novas are more ally-dependent than the Dragonborn, so it's not that big a deal, and if you crit with that Execution Axe...

The choice of Inspiring Charge is a combination of the synergy with Impetuous Charger, and attempting to keep some of the healing capability from Stand the Fallen. Victorious Destiny is sweet, but it's a bit conditional, and I can't afford Weapon Mastery, which affects the use of Relentless Assault a bit.

Here's the Orcus-slayer nova. It requires 2 turns and a Ranger/Pit Fighter, but it works almost every time:

Ranger-Warlord Nova

Bravelord/Battlelord of Kord/Demigod:
Str 28, Con 15, Dex 13, Int 12, Wis 10, Cha 28

Relevant Feats:
Weapon Focus (heavy blades)
Weapon Proficiency (fullblade)

Relevant Gear:
+6 reckless fullblade
+6 bloodclaw spiked gauntlets
Iron armbands of power +6

Nova Turn:
Heart of the titan (ally)
Inspiring word
Instant planning
Inexorable surge (+46 to hit, 6d12+63)
Path of the storm (+44 to hit, 9 attacks, 2d12+63 each)

Damage Bonus: +63
+18 (bloodclaw weapon property)
+9 (Str)
+9 (Cha)
+6 enhancement (+6 weapon)
+3 feat (Weapon Focus)
+6 item (Iron Armbands of Power)
+12 power (reckless weapon property)

24d12+630 = 786 average damage


Ranger/Pit Fighter/Demigod:
Str 28, Con 17, Dex 16, Int 12, Wis 24, Cha 10

Relevant Feats:
Adept Power (quicksilver stance)
Student of the Sword
Two-Weapon Fighting
Weapon Focus (axes)
Weapon Proficiency (waraxe)

Relevant Gear:
+6 withering waraxe
+6 reckless spiked gauntlets
Iron armbands of power +6

Nova Turn:
Quicksilver stance (+43 to hit, 2d12+69)
Blade Cascade (+43 to hit, 5 attacks, 2d12+77, 2d12+76, 2d12+77, 2d12+76, 2d12+77)
Bravura Presence (+43 to hit, 2d12+62)
Cruel Cage of Steel (+45 to hit, 3 attacks, 2d12+77, 2d12+76, 1d12+77)
Hunter’s Quarry (3d8)

19d12+3d8+744 = 881 average damage

Damage Bonus: +77
+15 (Extra Damage Action)
+9 (Cha, heart of the titan)
+9 (Cha, inexorable surge)
+9 (Cha, inspiring word)
+9 (Str)
+7 (Wis)
+1 (Two-Weapon Fighting)
+6 enhancement (+6 weapon)
+3 feat (Weapon Focus)
+6 item (Iron Armbands of Power)
+12 power (reckless weapon property)

Total Average Damage: 1,667 damage

Orcus HP: 1,525


And that's crit-free, only needing to roll 5's, with only 2 people, assuming no CA (and you'll probably be flanking). If one of them crits (probably the Ranger), that's a lot more damage on that particular attack. The coolest part is that you can reproduce these circumstances easily. Orcus is going down :D
@Yugiyurigyu: Actually, you don't need to go that far; a Ranger/Pit Fighter and this Battlelord can take out Orcus in 2 turns (I ran the numbers on it, and they do it without needing to crit or roll anything over a 5), and are actually a more balanced party.

Oh, Battlelord + Infernal Strategist together can duo Orcus at level 22. :D
(I'm only 90% sure of this claim. I didn't completely work out all the numbers since it's probably not a practical party setup anyways, like you said.)

Anyways nice build.

I'm a fan of multiclassing Paladin. You not only get Wrath of the Gods, but also get access to the very nice Symbol of Sustenance. Luminary Ring goes well with Wrath of the Gods. I also had Ring of Tenacious Will on my build, since my Con is lower, but I can see Nullifying Ring being better than either one of those.

Since it sounds like you'll be getting hit a lot, I'd think that Ring of Tenacious Will would be perfect for this build. Get +7 more healing surges while giving up Ring of the Dragonborn Emperor.

Lol, too many good options to choose from!
sblock

Thanks!
I know if I looked up all the powers in your two round nova sequence I would be able to figure out what happens each round and when both you and your ally would need to take their action points, but it would be easier to follow along if you simply wrote first round above the actions that take place the first round and then wrote second round above the actions that take place in the second round. Also if you could write action point above the action that uses the action point. I don't know if my request is understandable, but if you do understand my request it would make your nova much more easy to replicate for non optimizers like myself.

Thanks for writing this build it makes me reassess my opinions about warlords that focus on charisma instead of intelligence as being subpar. It also makes me reassess my opinion about warlord powers that deal increased damage as being subpar. This doesn't mean that this is defacto template for building successful warlords, but it does mean that I have options other than taclord battle captain.

Also thanks for your work in writing excellent handbooks.
Ah. Yes, I do have to clarify it a touch. Will do later on, I promise.

And you're very welcome.
Minor updates have been posted.

I have also trimmed the nova turn to occur in only 1 turn, and I have incorporated it and all the details regarding its function in the main post.


MORE updates! The combo just got more convoluted.
excellent!

could you please also make a list for the bonusses to the attack roll?
I'm sure I'm missing some things there...

thanks,
AKW
Brash Assault is the weakest at-will in the game

It's flatly worse than a basic attack. Don't use it, ever, please. >_<
Two things:

First, in your level 30 example you say that the Dragonborn would use Flawless Snare as his first action, but in your build you say to take Inexorable Surge. Are you just picking Flawless snare for that example or was it a typo and you meant for people to take it in the actual build?

Secondly, why not use a Mordenkrad? Sure you lose +1 to attack bonus and the high crit property but you could gain the ability to reroll ones making the damage 4-12 if I'm reading it correctly.

Just wondering since im playing something akin to this build and am using a Mordenkrad for the steady chance to do more damage.
Two things:

First, in your level 30 example you say that the Dragonborn would use Flawless Snare as his first action, but in your build you say to take Inexorable Surge. Are you just picking Flawless snare for that example or was it a typo and you meant for people to take it in the actual build?

Secondly, why not use a Mordenkrad? Sure you lose +1 to attack bonus and the high crit property but you could gain the ability to reroll ones making the damage 4-12 if I'm reading it correctly.

Just wondering since im playing something akin to this build and am using a Mordenkrad for the steady chance to do more damage.

Thanks for the catch; I had changed the build, and had forgotten to update that bit. Flawless Snare is the power you want.

The reason I don't use a Mordenkrad is that hitting is sublimely important to the Warlord, even more so than dealing high damage. A lot of Warlord powers trigger only on a hit. While the Mordenkrad may be a bit better on nova turn when I buff the hit rate into the stratosphere, it's a bit weaker most of the time afterward. Not only that, but a Fullblade Critical hits harder than a Mordenkrad Critical thanks to high crit. The fact of the matter is Hammers require a significant Constitution investment to be the best weapon choice. I would recommend a Fullblade or an Execution Axe for this build.
Lordduskblade, I have enjoyed your insights into warlords in this post and in your warlords handbook. You proved that making a warlord part striker and taking pure damage powers can be a viable option. I often hear that a paladin is one of the weaker defenders because of its low damage dealing potential. I have seen some Tempus paladins that have good nova potential but I was wondering about a versatile paladin that multiclassed into the warlord class. I read every article in the defender section written in the last six months and no one had mentioned the possibility except you, but I didn't see an actual build. In the paladin handbook the writer mentions the complementary nature of warlord multiclassing but i didn't see an actual versatile builds that utilizes battlelord of Kord paragon class and other new additions from martial power. Anyway I am distracting from the beauty of your bravelord build, but it made me think of the possibilities of a paladin/warlord. You have made many well read posts so I figured I would get your attention here and ask that you please create a post on such a paladin mix. Perhaps I didn't look hard enough in the forums for a similar build. If a build already exists or if the MADness of the paladin warlord makes it an inferior post then just ignore this post. Anyway, I liked the new edits to your build. Another thing I thought I might mention is that Orcus seems underpowered now as the ultimate threat. Has anyone in the forums tried to optimize a legal npc party that might TPK a group of level 29 party adventurers.(level 29 not 30 to avoid level 30 cheese) Such an optimized group of villains would be a good benchmark for showing the optimization merits of certain builds. Of course certain enemies are more difficult against certain PCs i.e. fighters without range weapons have a harder time against foes that fly, so it might not be possible to optimize a group of NPCs without first knowing what they were up against. However, Wizard of the Coast in my mind needs to come up with more fitting challenges high level epic characters. The sweetspot so far of 4th edition seems to be level 6-26 in my opinion, with paragon tier being my favorite. Anyway sorry for hijacking your thread. At least it will bump your bravelord thread back to the front of the forums giving more people the opportunity to read your thread.
Nathan
Brash Assault is the weakest at-will in the game

It's flatly worse than a basic attack. Don't use it, ever, please. >_<

YMMV, but I've found it to be one of the absolute best in the game. Just because it's variable doesn't mean it's bad; and what's life without a little risk? I'm all for the risk if I can get a multiattack power out of it.

@njdemke: Thank you. I'm a bit short on time, but I think it'd run along the same lines as the Warlord.
njdemke, the main problem with a paladin that MC's warlord for Battlelord of Kord is that you can only use Inspiring Word once per day. This seriously limits the PP's usefulness until you get to level 20 when you can nova with Path of the Storm. After all, Tempestuous Inspiration is one of the major benefits of the PP. Also, you won't be able to get Heart of the Titan and Instant Planning as a Paladin unless you go Eternal Seeker. Even then, you wouldn't get Heart of the Titan until level 26. Last, your Battlelord utility is basically unusable, which sucks.

Because of the Battlelord's ability to boost Inspiring Word, it's best to stay Warlord and MC to Paladin. This isn't to say Paladin/Warlord MC would be horrible, but it wouldn't be as good as Warlord/Paladin due to Inspiring Word and the awesome Warlord utilities.
Thanks for the answer. I am not the best of optimizing and I liked the warlord/paladin build and assumed you could reverse it to get some more defender type abilities and keep things like instant planning. Anyway If Eternal seeker came with a plus two in both stats like demigod than I would choose it. It is hard to compare other epic destinies that don't get a bonus to stats since I hate missing in battle. But thanks again for the answer.
Nathan
I was relooking at your nova again and I had some comments. First your forgot in your new and improved nova that is at the top of the page to include instant planning. Since you have room for another minor action and you mention that you used instant planning to determine to hit numbers I assume that you simply forgot to include it in the write up, but that it is indeed necessary for the nova to work properly.

In your old nova you added up all the damage bonuses for the ranger and you misadded. It should have equalled 86 not 77 damage per hit for the ranger. This misaddition means your previous older nova was much more powerful than you originally thought. In the rangers numbers, you also didn't include mighty action which would add another plus one to hit and to damage. Also in the old nova I am confused why you used a withering weapon instead of a bloodclaw weapon which would add an additional 12 damage every attack and why you didn't use the helm of heroes trick which would grant the ranger an addional standard attack as a free action. I think the problem with older two round nova was that it was overkill. The ranger could complete all its actions in the two round nova example in only one round but the warlord needed two rounds because you spent one round casting heart of the Titan. Heart of the titan does increase damage but it is overkill and not necessary to kill any mob so far created in the monster manual.

I only mention the old method because I am unsure why you switched from inexorable surge to flawless snare. The only benefit that Flawless snare grants over Inexorable surge is that it can be done on a charge which grants you a plus one to attack and the ability to get to the enemy further away in one round, and it grants combat advantage to your ally which adds plus two to the ally's to hit bonus. Because you are not guaranteeing that the enemy will hit you between the warlords action and the rangers action you will not be getting the extra basic attacks. Inexorable surge would grant you on the other hand an additional 9 charisma damage per attack to the 11 attacks the ranger makes. Since all targets in the monster manual currently would be dead by round one according to your curent nova I do not mean to imply that a change in your new and improved nova build is necessary. However, for planning a fight in which there are multiple mobs besides one elite or solo it seems that inexorable would be preferrable. This is because the addional basic attacks that the flawless attack would grant if the target survived to attack the warlord, would be overkill and wasted because in fact nothing would survive round one which means that half the benefit of flawless is wasted. However, the benefit from inexorable surge, which is also wasted extra damage to the first target since all targets would currently die without the additonal charisma damage, could be switched to a new target i.e each new target would get the addional charisma damage. Imagine a case in which your DM created an alternate universe where Orcus cloned himself so that you had to fight two identical Orcuses.

Maybe I am missing something on why you included flawless snare. In your handbook you give flawless a black rating and inexorable a blue rating. Sculoose is even more damning of flawless and gives it a red rating, but he judges harshly powers that merely do damage. Since even you at one time felt that inexorable was superior, does that mean that your new incarnation of your nova build is a change in how you rate these two abilities or are you simply including flawless as a theoretical build to maximize damage on a nova but that you would prefer inexorable in a real life situation. I myself feel that inexorable is superior to flawless but I might not be understanding the true power of flawless. Perhaps if your DM doubles the hitpoints of Orcus. That would mean that the additional damage done by flawless would be useful, that is if Orcus attacked the warlord; the warlord survived; and thus the warlord granted basic attacks to all his allies. Then to determine which course of action is better flawless or inexorable you would need to add up all the damage done by the basic attacks of flawless and compare that to the extra charisma damage done over the course of a battle. The longer the battle went and the more creatures there were in the battle, the better inexorable would do in the comparison.

But assuming you explain why you switched from inexorable to flawless in your latest incarnation of your nova, I had another point of contention. Why do you not allow the ranger to use a double sword and take the fighter swap power that would grant rain of blows. Especially with the feat in epic tier called Martial Mastery that grants an extra use of an encounter power after the use of an action poin. This would grant the following:

Free action - Bravura Presence - Rain of blows
4d8 + 81 + 80 +81 + 80

Action point

Move action - Quicksilver stance
2d8 + 73

Standard action - Blade Cascade
10d8 + 81 + 80 + 81 +80 + 81

Standard action - Rain of blows
4d8 + 81 + 80 + 81 + 80

This would give the ranger a damage of 1220. With the extra charisma damage from inexorable surge this would be 9damage multiplied by 13 attacks to equal an additional 117 damage or 1337. Previously, the smaller weapon size of the double weapon does decrease damage potential a little but that is more than made up with the extra attacks that rain of blows would do. Perhaps there is some reason why you didn't include rain of blows and I am just missing it. Perhaps you didn't include it because there was no need to increase the damage potential of your warlord/ranger combo. You might have chosen a very typical ranger without trying to optimize it to show the power of the warlord. I realize that you wrote handbook for rangers so you understand much better than I do the nuances of ranger optimization. Of course at the moment the extra damage from rain of blows is unnecessary to kill any monster so far created because your nova example kills everything without this upgrade. However, such an extra upgrade in damage dealing potential could be useful in the future. I already mentioned doubling the hitpoints of a solo monster that is given in the monster manual as one example of making solos more difficult. Here is example from a game I played in. Our DM gave Orcus an artifact only usable by a deity that grants him the insubstantial condition so all attacks dealt half damage and killing Orcus was much more difficult than normal and any upgrade to damage dealing would have been appreciated. To add insult to injurty he also doubled Orcus' damage resistance And finally, the DM changed the wand of orcus to be ranged blast 4 so more targets were caught up in the weakening effect lessening damage dealing capacity of the Player characters. It was a oneshot battle that ended up in a TPK, but it was an interesting exercise. On a sidenote, it is hard to understand how Orcus can be an important deity like being when he can be killed in one round by two demigods in theoretical battles.

Nathan
I was relooking at your nova again and I had some comments. First your forgot in your new and improved nova that is at the top of the page to include instant planning. Since you have room for another minor action and you mention that you used instant planning to determine to hit numbers I assume that you simply forgot to include it in the write up, but that it is indeed necessary for the nova to work properly.

In your old nova you added up all the damage bonuses for the ranger and you misadded. It should have equalled 86 not 77 damage per hit for the ranger. This misaddition means your previous older nova was much more powerful than you originally thought. In the rangers numbers, you also didn't include mighty action which would add another plus one to hit and to damage. Also in the old nova I am confused why you used a withering weapon instead of a bloodclaw weapon which would add an additional 12 damage every attack and why you didn't use the helm of heroes trick which would grant the ranger an addional standard attack as a free action. I think the problem with older two round nova was that it was overkill. The ranger could complete all its actions in the two round nova example in only one round but the warlord needed two rounds because you spent one round casting heart of the Titan. Heart of the titan does increase damage but it is overkill and not necessary to kill any mob so far created in the monster manual.

I only mention the old method because I am unsure why you switched from inexorable surge to flawless snare. The only benefit that Flawless snare grants over Inexorable surge is that it can be done on a charge which grants you a plus one to attack and the ability to get to the enemy further away in one round, and it grants combat advantage to your ally which adds plus two to the ally's to hit bonus. Because you are not guaranteeing that the enemy will hit you between the warlords action and the rangers action you will not be getting the extra basic attacks. Inexorable surge would grant you on the other hand an additional 9 charisma damage per attack to the 11 attacks the ranger makes. Since all targets in the monster manual currently would be dead by round one according to your curent nova I do not mean to imply that a change in your new and improved nova build is necessary. However, for planning a fight in which there are multiple mobs besides one elite or solo it seems that inexorable would be preferrable. This is because the addional basic attacks that the flawless attack would grant if the target survived to attack the warlord, would be overkill and wasted because in fact nothing would survive round one which means that half the benefit of flawless is wasted. However, the benefit from inexorable surge, which is also wasted extra damage to the first target since all targets would currently die without the additonal charisma damage, could be switched to a new target i.e each new target would get the addional charisma damage. Imagine a case in which your DM created an alternate universe where Orcus cloned himself so that you had to fight two identical Orcuses.

Maybe I am missing something on why you included flawless snare. In your handbook you give flawless a black rating and inexorable a blue rating. Sculoose is even more damning of flawless and gives it a red rating, but he judges harshly powers that merely do damage. Since even you at one time felt that inexorable was superior, does that mean that your new incarnation of your nova build is a change in how you rate these two abilities or are you simply including flawless as a theoretical build to maximize damage on a nova but that you would prefer inexorable in a real life situation. I myself feel that inexorable is superior to flawless but I might not be understanding the true power of flawless. Perhaps if your DM doubles the hitpoints of Orcus. That would mean that the additional damage done by flawless would be useful, that is if Orcus attacked the warlord; the warlord survived; and thus the warlord granted basic attacks to all his allies. Then to determine which course of action is better flawless or inexorable you would need to add up all the damage done by the basic attacks of flawless and compare that to the extra charisma damage done over the course of a battle. The longer the battle went and the more creatures there were in the battle, the better inexorable would do in the comparison.

But assuming you explain why you switched from inexorable to flawless in your latest incarnation of your nova, I had another point of contention. Why do you not allow the ranger to use a double sword and take the fighter swap power that would grant rain of blows. Especially with the feat in epic tier called Martial Mastery that grants an extra use of an encounter power after the use of an action poin. This would grant the following:

Free action - Bravura Presence - Rain of blows
4d8 + 81 + 80 +81 + 80

Action point

Move action - Quicksilver stance
2d8 + 73

Standard action - Blade Cascade
10d8 + 81 + 80 + 81 +80 + 81

Standard action - Rain of blows
4d8 + 81 + 80 + 81 + 80

This would give the ranger a damage of 1220. With the extra charisma damage from inexorable surge this would be 9damage multiplied by 13 attacks to equal an additional 117 damage or 1337. Previously, the smaller weapon size of the double weapon does decrease damage potential a little but that is more than made up with the extra attacks that rain of blows would do. Perhaps there is some reason why you didn't include rain of blows and I am just missing it. Perhaps you didn't include it because there was no need to increase the damage potential of your warlord/ranger combo. You might have chosen a very typical ranger without trying to optimize it to show the power of the warlord. I realize that you wrote handbook for rangers so you understand much better than I do the nuances of ranger optimization. Of course at the moment the extra damage from rain of blows is unnecessary to kill any monster so far created because your nova example kills everything without this upgrade. However, such an extra upgrade in damage dealing potential could be useful in the future. I already mentioned doubling the hitpoints of a solo monster that is given in the monster manual as one example of making solos more difficult. Here is example from a game I played in. Our DM gave Orcus an artifact only usable by a deity that grants him the insubstantial condition so all attacks dealt half damage and killing Orcus was much more difficult than normal and any upgrade to damage dealing would have been appreciated. To add insult to injurty he also doubled Orcus' damage resistance And finally, the DM changed the wand of orcus to be ranged blast 4 so more targets were caught up in the weakening effect lessening damage dealing capacity of the Player characters. It was a oneshot battle that ended up in a TPK, but it was an interesting exercise. On a sidenote, it is hard to understand how Orcus can be an important deity like being when he can be killed in one round by two demigods in theoretical battles.

Nathan

Wow, you've given this some serious thought. Let me try to address your points...

Thanks for the catch; I have to add Instant Planning.

I did make some mistakes/omissions in the original nova; I realized them and fixed them as I saw them.

I was actually experimenting with Flawless Snare in theoretical scenarios for the added mobility and the Combat Advantage to the ally, but I agree, its benefits are pretty much wasted. I'll be returning Inexorable Surge to the build shortly.

There are a few reasons why I did not add Rain of Blows:
1. The point of the nova turn is to show the power of the Warlord, as you correctly mentioned.
2. The Ranger is a standard-issue TWF Ranger/Pit Fighter, and I prefer Waraxes over the Double Sword because of the huge effect on criticals, which add a lot more damage than Double Swords do (although this doesn't show up on nova turn calculations, it does show up on real-life simulations). I also prefer to use Cruel Cage of Steel because of the inherent +2 to hit and the fact that it stuns and therefore grants me combat advantage over Orcus (which is the reason that Flawless Snare is not so useful).
3. The damage is basically overkill, as you also said.

If your DM doubles Orcus' HP (which I actually approve of), here's what you do:
1. Add a Human Orbizard into the mix and buff him with Inspiring Word instead of the Ranger.
2. Use Guileful Switch.
3. Have the Wizard burn an AP and stunlock Orcus (+46 v. Will at this moment).
4. Beat on him until he dies.

Technically, this is the best way to take on Orcus; if not, someone has to be willing to take a tail slap and get stunned so the Warlord and Ranger can approach unimpeded. If you want, you can try to knock him unconscious with Sleep so you can coup-de-grace him to death, just for kicks.
Build update!

Since most people have been reacting rather poorly to the Reckless Spiked Gauntlets cheese (I freely admit it to be cheesy), I have removed it from the build, and you'll find that it loses none of its potency. Additionally, the Nova Turn has been updated to reflect the changes to the Ranger/Pit Fighter build.

Questions/thoughts/comments?
Build update!

Since most people have been reacting rather poorly to the Reckless Spiked Gauntlets cheese (I freely admit it to be cheesy), I have removed it from the build, and you'll find that it loses none of its potency. Additionally, the Nova Turn has been updated to reflect the changes to the Ranger/Pit Fighter build.

Questions/thoughts/comments?

Two things.

1) What reckless spiked gauntlet cheese are you referring to? (I are retarded... lol)

and

2) When i saw your nova turn up there I'm pretty sure i pooped out a live hampster ... It was that UBER!
Two things.

1) What reckless spiked gauntlet cheese are you referring to? (I are retarded... lol)

and

2) When i saw your nova turn up there I'm pretty sure i pooped out a live hampster ... It was that UBER!

1) Well, the thing is that there was this technicality running about the forums that you could use Spiked Gauntlets to use a weapon power such as the ones granted by Reckless or Bloodclaw in addition to the property on your weapon. Even though it can be done (maybe), people were reacting poorly to it, and there's no sense in optimizing something that won't be played. :D

2) Why, thank you; that is the result of some shuffling about, mostly by the Ranger in order to maximize the free attacks and buffs handed out by the Warlord. Each of them contributes about evenly in damage, even though the Ranger's doing all of the attacking.
2) Why, thank you; that is the result of some shuffling about, mostly by the Ranger in order to maximize the free attacks and buffs handed out by the Warlord. Each of them contributes about evenly in damage, even though the Ranger's doing all of the attacking.

I second Kuoh's sentiments on the uberness of the combined nova. Like in my previous posts, I have an almost identical build waiting in the wings. However, I never thought about adding a Ranger to the mix to see how crazy a two man nova could be. Also, while the Ranger is doing most of the attacking, that's his job...to attack and kill. Warlords, after all, are supposed to empower everyone else and make them better at what they do best.

I'm very interested to see what the Avenger could bring to the table here. An Avenger Punisher of the Gods might be where it's at.

Than again, a Ranger could go Punisher of the Gods too, and raise the damage to insane amounts of ridiculous overkill. I'm thinking two man nova-killing a level 40 solo (I know they don't exist) might be quite possible.
Avengers make me happy... you know... down there... :P lol

But seriously though. I just saw the avenger class features and such today and they're quite awesome. I'm really looking forward to playing one and if they live up to their hype of being even better at single target insta-death than the ranger I can't wait to see what you (LDB) could do adding one of them in here to compliment the warlord.
@Kuoh: Well, we'll see, but I doubt the Avenger will be able to match the Ranger in amount of attacks (check out the Nova Turn here, he's running with 21 [!] attacks), and multiattacking is king for damage.

Well, folks, I haven't made much of a change in the Warlord, but the Ranger he hangs around with has gotten significantly more lethal, to the point that he is the most lethal build right now; you can't get any more juice out of a single turn (no, not even Rain of Blows will get you more juice; I checked). That makes the amount of overkill damage this nova duo is dealing with regards to what is needed to slay a Solo this has reached the 4-digit range (1,000+ more damage than the highest-HP Solo monster). Padded sumo? I think not. :D

Questions/thoughts/comments?
Questions/thoughts/comments?

Yeah.... why must thou be smarter than me!? Grrr...

*drips jealousy all over the floor*
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