"Oh, me? I'm just a librarian, part of the lay clergy of Ioun, one who stumbled upon a weird place at a weird time. I don't know why those colleagues of mine drag me along, but they insist on it. They say I'm their lucky charm, but I don't quite think that's true. I'm kind of bad at fighting, you know? The best I can do with this ratty kitchen knife on a stick is vaguely distract someone with how much it's dead weight in my hands. But those folks... those folks are big heroes, and I guess they deserve it. Have you seen them fight? They always get the drop on the enemy, they strike and hurl spells at a pace I can't keep up with, their blows never fail to hit hard and strike home, they retaliate with the ferocity of a vengeful serpent, and they just seem to refuse to die. All I ever do in battle is look silly scuttling to and fro trying to look out for my own hide while those titans slay the dragon and fell the demon. I'd like to aspire to be like them some day, but I'll never catch up because of how big a head start they have. Still, one can dream, right?"
The tiger is actually a bugbear Stormwarden.
The following is a level 16 build centered upon the theme of never performing attack rolls, never making damage rolls, and never directly inflicting damage. The original foundation of the build was a hybrid shaman|warlord/invoker, but the attack powers in recent releases such as Martial Power 2 and the Class Acts: The Commando Warlord article of Dragon Magazine #384 render such a character feasible as a pure Tactical Presence warlord. From a mechanical standpoint, I would say that this build is moderately less efficient, effective, and practical as a generic Tactical Presence warlord due to an inferior power selection, but playing such a character should offer you a refreshing and unique experience possible with few to no other builds available. Additionally, not having to select the Eladrin Soldier and Weapon Expertise feats and the utter superfluousness of a magic weapon for you are two of the more notable benefits of this build. Level 16 was chosen for the level of the character for two reasons: it allows the multitudinous key feats of the character to be showcased, and the level 16 feature of the Battle Captain is exceedingly potent.
Apart from the gimmick of doing battle vicariously with the help of your allies' basic attacks, this build functions like any other level 16 eladrin Tactical Presence warlord/Battle Captain, only as a glaive-wielder rather than a greatspear-user. Polearm Gamble and Heavy Blade Opportunity allow Commander's Strike to be used on opportunity attacks. Combat Commander raises the initiative modifier of every party member by your Charisma or Intelligence modifier (+6), and the Cry Havoc level 11 feature augments your allies with a +2 bonus to attack rolls during the surprise round and the first round of combat. Not only do your allies gain a +3 bonus to attack rolls for any attack made through an action point due to your Tactical Presence class feature, but Tactical Assault bolsters the attack's damage rolls by +6 as well. Fight On and the lofty level of 16 grant you four uses of Inspiring Word each encounter. Apart from the gimmick of doing battle vicariously with the help of your allies' basic attacks, this build functions like any other level 16 eladrin Tactical Presence warlord/Battle Captain, only as a glaive-wielder rather than a greatspear-user. Polearm Gamble and Heavy Blade Opportunity allow Commander's Strike to be used on opportunity attacks. Combat Commander raises the initiative modifier of every party member by your Charisma or Intelligence modifier (+6), and the Cry Havoc level 11 feature augments your allies with a +2 bonus to attack rolls during the surprise round and the first round of combat. Not only do your allies gain a +3 bonus to attack rolls for any attack made through an action point due to your Tactical Presence class feature, but Tactical Assault bolsters the attack's damage rolls by +6 as well. Fight On and the lofty level of 16 grant you four uses of Inspiring Word each encounter. The Mark of Healing, Tactical Inspiration, and Tactician's Word feats, the Battle Inspiration feature, and a Mantle of the Golden General +4 make it such that the power heals for an additional 6 hit points and grants the target a +3 bonus to her next attack roll made before the start of your next turn. If the target is one of your allies, she also makes a saving throw with a +2 bonus and receives a +6 power bonus to attack rolls and speed until the end of your next turn.
As a Tactical Presence warlord, you are truly a leader to be envied by other classes of your role. (In fact, I believe with confidence that due to the sheer amount of support it has recently received, the warlord is, by a small margin, the most powerful amongst the leader classes, at least until other power source supplements are published.) Pacifistically refusing to attack an enemy using your own force of arms shall not change this state of affairs.
Initiative: +16 (8 half level + 2 Dexterity modifier + 6 Intelligence modifier [Combat Leader, Combat Commander]) Size: Medium Speed: 6 squares Vision: Low-light Passive Insight: 22 (10 base + 8 half level + 4 Wisdom modifier) Passive Perception: 22 (10 base + 8 half level + 4 Wisdom modifier) Trained Skills: Arcana (+2 racial), Endurance, Heal, History (+2 racial), Religion Languages: Common, Elven Special (Trance): Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Hit Points: 99 (87 warlord + 12 Constitution score) Bloodied: 49 Healing Surge Value: 24 Healing Surges per Day: 8 (7 warlord + 1 Constitution modifier) Special (Heroic-Tier Eager Hero's Tattoo): When you take a short rest, you gain temporary hit points equal to 5 + the number of healing surges you have spent since your last extended rest.
AC: 32 (10 base + 8 half level + 4 enhancement + 6 Intelligence modifier + 4 darkhide) Fortitude: 26 (10 base + 8 half level + 4 enhancement + 2 Strength modifier + 1 class + 1 Belt of Vim) Reflex: 29 (10 base + 8 half level + 4 enhancement + 6 Intelligence modifier + 1 Boots of Quickness) Will: 29 (10 base + 8 half level + 4 enhancement + 4 Wisdom modifier + 1 racial + 2 Regalia of the Golden General) Special (Davros Elden's Defensive Step): When you shift, you gain a +1 item bonus to AC until the end of your next turn. Special (Eladrin Will): You gain a +5 racial bonus to saving throws against charm effects.
Antipathy Gloves (Item): An enemy must spend 1 extra square of movement to enter a square adjacent to you. An enemy that is pushed, pulled, or slid moves through those squares as normal. Polearm Gamble (Feat): When a nonadjacent enemy enters a square adjacent to you, you can make an opportunity attack with a polearm against that enemy, but you grant combat advantage to that enemy until the end of the enemy's turn. Heavy Blade Opportunity (Feat): When you make an opportunity attack with a heavy blade, you can use an at-will attack that has the weapon keyword (Commander's Strike) instead of a basic attack.
Combat Leader (Feature), Combat Commander (Feat): You and each ally within 10 squares of you who can see and hear you gain a power bonus to initiative equal to your Intelligence modifier (+6). Cry Havoc (Feature): On the first round of combat (or both the first and the surprise round if your allies gain a surprise round), allies who start their turn within 10 squares of you gain a +2 bonus to attack rolls. Battle Action (Feature): When you spend an action point to take an extra action, your allies gain a +1 bonus to attack rolls until the start of your next turn. Your allies need to be able to see and hear you to gain this bonus. Tactical Presence (Feature), Tactical Assault (Feat): When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier (+3) and the damage roll equal to your Intelligence modifier (+6). Tactical Inspiration (Feat), Tactician's Word (Feat): The target of your Inspiring Word regains additional hit points equal to your Intelligence modifier (+6) and gains a bonus equal to one-half your Intelligence modifier (+3) to its next attack roll made before the start of your next turn. Battle Inspiration (Feature), Mark of Healing (Feat), Mantle of the Golden General +4 (Item): When you use your Inspiring Word power, allies you heal can make a saving throw with a +2 bonus and gain a power bonus to attack rolls and speed equal to your Intelligence modifier (+6) until the end of your next turn. Fight On (Feat): You can use your Inspiring Word one additional time per encounter. Golden Crown of Battle Command (Item): When you use a warlord power to grant a mele basic attack to an ally within your line of sight, that ally gains a +2 bonus to the attack roll and the damage roll.
Summoned Elderhide +4 (At-Will): Minor Action. You banish this armor to a secure extradimensional location. At any point in the future, unless you are wearing armor, you can use another minor action to recall the armor. The armor appears on you as though you had donned it normally. Davros Elden's Defensive Step (Encounter): Minor Action. Shift 2 squares. (You gain a +1 item bonus to AC until the end of your next turn.) Bracers of Escape (Daily): Immediate Interrupt. You can use this power when you are the target of a melee attack. You teleport 2 squares.
For those of you who would like to play this build at the heroic tier without any intention of ever reaching the paragon tier and gaining Heavy Blade Opportunity and Polearm Gamble, two feats that push back the much-beneficial Combat Commmander and Tactician's Word from level 11 to level 12 anyway, it would be best to settle for a pre-racial ability score spread of Strength 8, Constitution 13, Dexterity 10, Intelligence 18, Wisdom 13, and Charisma 10. A mundane whip should be in your main hand, and you need not even be proficient with it to avail of its one-handed reach. Meanwhile, your off-hand can carry a mundane spiked shield (I do not believe in the chicanery of Rhythm Blade Spiked Shields) for a +1 shield bonus to AC and Reflex.
AC: 26 (10 base + 4 half level + 2 enhancement + 6 Intelligence modifier + 3 hide + 1 light shield) Fortitude: 19 (10 base + 4 half level + 2 enhancement + 2 Constitution modifier + 1 class) Reflex: 23 (10 base + 4 half level + 2 enhancement + 6 Intelligence modifier + 1 light shield) Will: 20 (10 base + 4 half level + 2 enhancement + 2 Wisdom modifier + 1 class + 1 racial) Special (Resplendent Cloak +2): You and each ally within 10 squares of you gain a +2 bonus to Will against charm, fear, and illusion attacks. Special (Davros Elden's Defensive Step): When you shift, you gain a +1 item bonus to AC and Reflex until the end of your next turn. Special (Eladrin Will): You gain a +5 racial bonus to saving throws against charm effects. Special (Elven Battle Hide +2): You gain a +5 item bonus to saving throws against being slowed or immobilized.
Combat Leader (Feature), Combat Commander (Feat): You and each ally within 10 squares of you who can see and hear you gain a +2 power bonus to initiative. Tactical Presence (Feature), Tactical Assault (Feat), Improved Tactics (Feat): When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to 1 + one-half your Intelligence modifier (total of +4) and the damage roll equal to your Intelligence modifier (+6). Tactical Inspiration (Feat): The target of your Inspiring Word regains additional hit points equal to your Intelligence modifier (+6). Mark of Healing (Feat): When you use your Inspiring Word power, allies you heal can make a saving throw.
Davros Elden's Defensive Step (Encounter): Minor Action. Shift 2 squares. (You gain a +1 item bonus to AC and Reflex until the end of your next turn.) Elven Battle Hide +2 (Encounter): Minor Action. You gain a +2 power bonus to speed until the end of your next turn. Goggles of Aura Sight (Encounter): Minor Action. Choose a target within 10 squares of you. Learn the target's current and maximum hit point values, any current disease or poison conditions on the target, and any disease or poison effect the target can deal. Phylactery of Action (Encounter): No Action. Reroll a saving throw against any effect on you that applies one or more of these conditions: dazed, immobilized, petrified, restrained, or stunned. You must use the new result, even if it is lower.
What are you using that Wisdom for? Just power kickers? (I ask because I've got a Deva Taclord I was planning on doing the same thing with, and it's nice to see a full build)
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
I'm not qualified to critique the build, but I thought I'd give kudos for a build that actually makes me want to play a leader...which never happens.
Edit: even the artificer, which was by far my favorite 3.5e class, was soured for me by being made a leader. That should tell you just how big a difference this build makes for me!
What are you using that Wisdom for? Just power kickers? (I ask because I've got a Deva Taclord I was planning on doing the same thing with, and it's nice to see a full build)
With regards to powers, Wisdom is irrelevant. Without the Insightful Presence, the rider effect of Powerful Warning does not involve Wisdom at all. You can raise either Strength to improve your Fortitude, Constitution to increase your hit points and healing surges (and eventually, Fortitude as well), or Wisdom to upgrade your Will.
You are my hero for this character concept. My current bard somewhat plays on the idea of never meaning to hurt anyone. She just calls them names and tends to her allies needs, though she does do damage.
I haven't read through the build completely yet, but I greatly appreciate referencing where everything is. Since I don't have DDI, it will make it much easier to piece together what this character plays like.
Action Points - Tips and ideas for 4e D&D DMs and players. Extended Rest - The unpublished stories of heroism.
I have a similar build in the shaman handbook that is a panther shaman/taclord hybrid battle captain. I don't plan on getting MP2, but I may update it some based on this once the compendium is up to date. I think if DMs really want to have a DMPC this sort of build is the way to go.
If they ever update the shaman multilcassing feat to include watcher shamans, then a multiclass shaman feat could be a nice addition since that could potentially get your ranged characters a couple of more attacks per encounter.
It is definately a nifty thing - and I love the initial description of the character.
Personally, I've long had a vague thought in the back of my head of a kobold version of this that would spend his time following the party dragonborn around cheering "Hit him again! Hit him again!" but it's great to see fleshed out like this.
Does rhythm blade need to be offhand? If not, a +1 rhythm blade glaive might work out pretty well for this character, once you have the money to burn.
Worth noting that being willing to give up the HBO/PG combo would let you up your int by 2, and have con as your fort stat. It'd hit your initiative a bit, though, and your NADs would drop a bit.
Suggestions to adapt to an LFR Deva? (no Marks and not Eladrin, so significantly less healing. Bonus to Wisdom should make some feat qualification easier, but lack of bonus to Dex takes most of that away. Will be MC Avenger at low levels until I can retrain my d1, I think. (Use DoDW to actually hit with Lead the Attack. I hope))
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
Suggestions to adapt to an LFR Deva (no Marks and not Eladrin, so significantly less healing. Bonus to Wisdom should make some feat qualification easier, but lack of bonus to Dex takes most of that away. Will be MC Avenger at low levels until I can retrain my d1, I think. (Use DoDW to actually hit with Lead the Attack. I hope))
In your case, having an 18 preracial int becomes even a bit more tempting, since you don't use the dex for anything except initiative.
Of course, a nonproficient whip really does *feel* quite different from a glaive, but....