Community

 
Jump Menu:
Post Reply
Page 5 of 31  •  Prev 1 ... 3 4 5 6 7 ... 31 Next
Switch to Forum Live View Warlord, mechanics and sub-classes.
8 months ago  ::  Oct 09, 2012 - 6:37AM #41
mellored
Date Joined: Jul 8, 2008
Posts: 19,468

Oct 8, 2012 -- 7:36PM, mrpopstar wrote:

Anyway yes that's one of the things I think the painting would be good for, for spell casters I imagine a painted target would take a penalty to saves or something. Yes the Warlord should be able to work with ranged attackers, there should not be a class that the warlord cannot boost with the possible exception of lazy lords, and similar builds, even then I think there might be some tricks that a warlord and a pacifist cleric could pull off.


How will these effects significantly differ from the bard's? (If they bard again claims them as part of his repetoire.)


Not much.  

Except bards claim them as part of their repetoir.  They will dabble in it.
Warlords will claim it as their focus.  They will master it.

So take the bard, drop the spells casting and rogue skills, and double down on the bard song.  Expanding the bonuses to cover more things, like movement and action granting.

guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
Quick Reply
Cancel
8 months ago  ::  Oct 09, 2012 - 6:46AM #42
mellored
Date Joined: Jul 8, 2008
Posts: 19,468

Why can't a warlord grant a full damage attack?


IMO, it should.  No bonus, but no penalty either.

Because a warlord's damage would not be the same as a rogue's or DPS fighter. It would be sacraficing a low damage attack for a high damage attack.


Except the fighter doesn't get more CS dice.  So it's really a moderate attack.

And it would lead to the combo of the rogue spending her turn hiding and sacraficing their action (gaining advantage) while the warlord allowed her to attack again with advantage and sneak. Sneak damage every round. 


I don't see anything wrong with that combo.

Plus, the fighter could just prone things for the rogue, which would result in even more damage, since the fighter only has to give up 1d6, and not his whole attack.  And by level 3, you can get advantage everyturn anyways.

guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
Quick Reply
Cancel
8 months ago  ::  Oct 09, 2012 - 6:54AM #43
sleypy
Date Joined: Jun 1, 2011
Posts: 1,353

Oct 8, 2012 -- 10:01PM, The_Jester wrote:

Likewise an initiative bonus might be nice. The pre-combat shifting seems a little finicky for Theatre of the Mind so I don't see that working as well.



I don't know about that. In TotM I can easily see it being a description like this:


When I see that the confrontation is turning violent I signal my allies to form rank.

I shout "The thug means to escape!" and I give the command to pursue the criminal.


I think things like that give it enough valuable even in theater of the mind. It also has a fluff use suchas the warlord giving the signal and the fighter draws steel in the attempt to intimidate. Probably no mechanical advantage in it, but it feeds into the flavor of the warlord.

Love 4e?  Concerned about its future? join the Old Guard of 4th Edition
Reality Refracted: Social Contracts
D & D: A Documentary Kickstarter (http://kck.st/SyKNzf)


Dreaming the Impossible Dream Show
Imagine a world where the first-time D&D player rolls stats, picks a race, picks a class, picks an alignment, and buys gear to create a character. Imagine if an experienced player, maybe the person helping our theoretical player learn the ropes, could also make a character by rolling ability scores and picking a race, class, feat, skills, class features, spells or powers, and so on. Those two players used different paths to build characters, but the system design allows them to play at the same table. -Mearl
Quick Reply
Cancel
8 months ago  ::  Oct 09, 2012 - 8:22AM #44
mellored
Date Joined: Jul 8, 2008
Posts: 19,468
So i just looked at the tv-tropes.  And they litterally have the same sub-classes.


Tactical: The Mastermind. They often assemble their team for a specific purpose, and have clear goals in mind from the beginning. They tend to rely on their smarts and ability to be one step ahead of their competition. In a more heroic light they're typically The Smart GuyThe Strategist, or a Guile Hero. Darker versions are usually evil geniuses or the Big Bad, and masters of manipulation. Tends to work from thebehind the scenes but be careful as Authority Equals Asskicking may still be in effect.


Resourceful: Levelheaded. The most practical, experienced, mature, or neutral member of the group. The most naturally qualified to take the responsibility of the team on their shoulders. Driven by either a sense of caring towards their teammates or a sense of duty towards their goals. Most likely to suffer from The Chains of Commanding. An effective type II is usually The Captain, but they may have to fend off persistent dissenters and other loose cannons to maintain order. Can either command from homebase or act as field leader. They prefer to have a plan worked out, but are willing and able to act when the time comes regardless.


Bravada: Headstrong. The most outspoken and outgoing membersBeing so determined they often lead their team both in and out of trouble, and inspire the team to work through problems. Often noted for their bravery. Character development usually dictates that they take on more Type II traits as time goes on and they learn the difference between courage and recklessness. Tends to overlap with Type IV. Almost always on the front lines.


Inspiring: Charismatic. The Face of the team, either because they're the most feared, most skilledmost loved and respectedchosen by destiny, or are the most personally invested in the team's goals. In contrast to type I's, their personality is what brings, and keeps, the team together. At an impasse, everyone else is willing to agree to what they want to do and won't argue. The strongest type fours are the core of their group, weaker ones are mascots or figure heads. May overlap with or evolve into any of the other three types.




Coincidence? or did WoTC just get lazy 

guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
Quick Reply
Cancel
8 months ago  ::  Oct 09, 2012 - 8:27AM #45
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,702

Oct 9, 2012 -- 8:22AM, mellored wrote:

So i just looked at the tv-tropes.  And they litterally have the same sub-classes.


Tactical: The Mastermind. They often assemble their team for a specific purpose, and have clear goals in mind from the beginning. They tend to rely on their smarts and ability to be one step ahead of their competition. In a more heroic light they're typically The Smart GuyThe Strategist, or a Guile Hero. Darker versions are usually evil geniuses or the Big Bad, and masters of manipulation. Tends to work from thebehind the scenes but be careful as Authority Equals Asskicking may still be in effect.


Resourceful: Levelheaded. The most practical, experienced, mature, or neutral member of the group. The most naturally qualified to take the responsibility of the team on their shoulders. Driven by either a sense of caring towards their teammates or a sense of duty towards their goals. Most likely to suffer from The Chains of Commanding. An effective type II is usually The Captain, but they may have to fend off persistent dissenters and other loose cannons to maintain order. Can either command from homebase or act as field leader. They prefer to have a plan worked out, but are willing and able to act when the time comes regardless.


Bravada: Headstrong. The most outspoken and outgoing membersBeing so determined they often lead their team both in and out of trouble, and inspire the team to work through problems. Often noted for their bravery. Character development usually dictates that they take on more Type II traits as time goes on and they learn the difference between courage and recklessness. Tends to overlap with Type IV. Almost always on the front lines.


Inspiring: Charismatic. The Face of the team, either because they're the most feared, most skilledmost loved and respectedchosen by destiny, or are the most personally invested in the team's goals. In contrast to type I's, their personality is what brings, and keeps, the team together. At an impasse, everyone else is willing to agree to what they want to do and won't argue. The strongest type fours are the core of their group, weaker ones are mascots or figure heads. May overlap with or evolve into any of the other three types.





Awesome... but I think an Intimidating leader ... needs  its own category.

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

Quick Reply
Cancel
8 months ago  ::  Oct 09, 2012 - 8:31AM #46
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,702

Oct 9, 2012 -- 8:22AM, mellored wrote:


Coincidence? or did WoTC just get lazy 




I think tvtropes is where to research rpgs that is for certain.

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

Quick Reply
Cancel
8 months ago  ::  Oct 09, 2012 - 8:33AM #47
mellored
Date Joined: Jul 8, 2008
Posts: 19,468

Oct 9, 2012 -- 8:27AM, Garthanos wrote:

Awesome... but I think an Intimidating leader ... needs  its own category.


I don't see how it would really be different from inspiring, except more of an evil style.  (fight on, or they'll i'll kill your families).  Most feared is on the list.

How about something just a more neutral word, like motivating?

guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
Quick Reply
Cancel
8 months ago  ::  Oct 09, 2012 - 8:47AM #48
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,702

Oct 9, 2012 -- 8:33AM, mellored wrote:

Oct 9, 2012 -- 8:27AM, Garthanos wrote:

Awesome... but I think an Intimidating leader ... needs  its own category.


I don't see how it would really be different from inspiring, except more of an evil style.  (fight on, or they'll i'll kill your families).  Most feared is on the list.

How about something just a more neutral word, like motivating?




I want warlords who exploit enemy fear... not ally (ofcourse I suppose that might be an element of tact-lord)

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

Quick Reply
Cancel
8 months ago  ::  Oct 09, 2012 - 9:30AM #49
mellored
Date Joined: Jul 8, 2008
Posts: 19,468

Oct 9, 2012 -- 8:47AM, Garthanos wrote:

Oct 9, 2012 -- 8:33AM, mellored wrote:

Oct 9, 2012 -- 8:27AM, Garthanos wrote:

Awesome... but I think an Intimidating leader ... needs  its own category.


I don't see how it would really be different from inspiring, except more of an evil style.  (fight on, or they'll i'll kill your families).  Most feared is on the list.

How about something just a more neutral word, like motivating?


I want warlords who exploit enemy fear... not ally (ofcourse I suppose that might be an element of tact-lord)


Ah.  hmm...

I like the idea of having negative powers like False Orders (tactical), Incite Mutany (resourceful), Provoke Over Extension (bravada), and Discouraging Cry (inspirational).

But i'm debating weather it should be it's own class  (blackguard and paladin) or just a different subset (death clerics).

guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
Quick Reply
Cancel
8 months ago  ::  Oct 09, 2012 - 9:37AM #50
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,702

Oct 9, 2012 -- 9:30AM, mellored wrote:

Ah.  hmm...

I like the idea of having negative powers like False Orders (tactical), Incite Mutany (resourceful), Provoke Over Extension (bravada), and Discouraging Cry (inspirational).

But i'm debating weather it should be it's own class  (blackguard and paladin) or just a different subset (death clerics).



Cool thats the thinking...  4e had a friendly fire move that I like where the Warlord manipulated the enemy in to the path of one there own sides attacks. Take it up a notch.

But I think it could just be a diversification on the main class.

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

Quick Reply
Cancel
Page 5 of 31  •  Prev 1 ... 3 4 5 6 7 ... 31 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing