Following Orbin, I'm migrating Francois here, I've modded him a bit, lost the bravura and added a touch more flair - mostly for fun flavor purposes. Sorry Orbin you'll want to change your link.
Mostly complete. He wields a Mage's rapier without actual proficiency, and polymorphs his clothes into Imposter's plate armor again without proficiency (-2 Ref and -2 attack rolls), and he's not really strong enough to wield a light shield let alone a heavy one, but guess what, he does. Quite the harlequin, he's not your usual warlord by any stretch of the imagination, but he really believes himself to be the world's next famous wizard and the world's next best swordsman. Hmm. I suppose we shall see.
====== Created Using Wizards of the Coast D&D Character Builder ====== Francois, level 12 Half-Elf, Rogue|Warlord, Daring Blade Warlord Leadership: Battlefront Leader (Hybrid) (Proficiency with heavy shields and gain Battlefront shift power) Hybrid Warlord: Hybrid Warlord Fortitude Hybrid Talent: Rogue Tactics (Hybrid) Eldritch Strike: Eldritch Strike Charisma Rogue Tactics (Hybrid): Artful Dodger (Hybrid) +6 AC vs OAs Background: Hellion (+2 Athletics), Magic Scholar, Brash Duelist, Tarmalune
FINAL ABILITY SCORES Str 12, Con 18, Dex 20, Int 11, Wis 9, Cha 22.
STARTING ABILITY SCORES Str 11, Con 15, Dex 17, Int 10, Wis 8, Cha 17.
(Second stat is in effect while armor is polymorphed) AC: 32/24 Fort: 23 Reflex: 25/27 Will: 24 HP: 85 Surges: 10 Surge Value: 21 Speed: 5/6
TRAINED SKILLS (Ath, Acro, Bluff, End, Stealth, Thiev all get +2 while armor is polymorphed, and another +2 when not using shield but then a -3 AC and Ref) Streetwise +17, Athletics +10, Bluff +17, Acrobatics +12, Arcana +11, Diplomacy +19,
Multiclass Bard You gain training in one skill from the bard’s class skills list (Diplomacy). Once per day, you can use the bard’s majestic word power. In addition, you can wield bard implements.
Level 4: Harlequin Style (see Brash Assault and Deft Strike) Level 6: Weapon Expertise (Light Blade) Level 8: Reckless ScrambleShow
When a power lets you shift, you can instead choose to move that distance + 2 squares.
Whenever you hit with an opportunity attack, or when an enemy misses you with an opportunity attack, the enemy you hit or the enemy that missed you grants combat advantage to you until the end of your next turn.
Level 11: Versatile Master (Dilettante power becomes at-will) Level 12: Shield Specialization (+1 feat bonus to AC and Ref while wielding shield)
Minor Action Target: You or one ally in burst 10 Effect: The target can spend a healing surge and regain 2d6+6 (Cha) additional hit points. You also slide the target 1 square.
Minor Action, Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time
Standard Action, Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below. • Move up to 1 pound of material. • Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. • Color, clean, or soil items in 1 cubic foot for up to 1 hour. • Instantly light (or snuff out) a candle, a torch, or a small campfire. • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. • Make a small mark or symbol appear on a surface for up to 1 hour. • Produce out of nothingness a small item or image that exists until the end of your next turn. • Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.
Standard Action Target: One Creature Attack: +17 vs AC Hit: 1d8+9 damage and you slide the target 1 square. Special: This power counts as a melee basic attack
Standard Action Target: One creature (Melee or ranged) Attack: +17 vs AC Special: You can move 2 squares before this attack Hit: 1d8+9 damage Harlequin Style: You can move 3 squares before this attack, instead of 2. Add +6 (Cha) to your defenses against opportunity attacks provoked by this movement.
Standard Action Target: One creature Attack: +17 vs AC Hit: 1d8+9 damage Effect: The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack. Harlequin Style: Against the target of this exploit, you gain a bonus to defenses of +6 (Cha) until the start of your next turn.
Standard Action Target: Each enemy in Close Burst 1 you can see Attack: +17 vs AC Hit: 1d8+9 Effect: After the attack, you can shift a number of squares equal to the number of enemies you hit with this attack. During the shift, you can move through squares occupied by enemies you hit with this attack.
Minor Action, Stance Effect: Until the stance ends, whenever an enemy hits or misses you with a melee attack, you can use the Duelist's Prowess Attack Power against it.
Immediate Interrupt Requirement: The power Duelist's Prowess must be active in order to use this power. Trigger: An enemy adjacent to you attacks you Target: The triggering enemy Attack: +17 vs Ref Hit: 1d8+9 damage
Standard Action Target: One creature Attack: +17 vs AC Hit: 3d8+9 damage Effect: The target grants CA to an ally within 5 squares of it and gains vulnerable 6 to damage from that allies attacks (save ends both)
Immediate Interrupt Trigger: You are hit by a melee attack Effect: You gain a +6 (Cha) bonus to defenses against the attack, and you gain combat advantage against the triggering attacker until the end of your next turn.
Standard Action Target: One creature Attack: +17 vs AC Hit: 2d8+15 damage (Str+Cha) Until the start of your next turn, one ally within 5 squares of you gains a +6 (Cha) power bonus to his or her next attack roll. Effect: You take a -2 penalty to AC until the start of your next turn.
Standard Action Effect: Before the attack, you move your speed and can make an Athletics check to jump with a +10 bonus to the check. You do not provoke opportunity attacks during the jump. Target: One creature Attack: +17 vs Ref - The target grants combat advantage to you for the attack if you jumped 3 squares or more before the attack. Hit: 3d8+9 damage Miss: Half damage
Immediate Interrupt Trigger: An enemy within 3 squares of you makes a melee attack roll against your bloodied ally adjacent to you Target: The triggering enemy Effect: The target’s attack roll is against you instead of the bloodied ally. If the attack hits you, the ally gains 6 (Cha) temporary hit points.
Standard Action Target: One creature Attack: +17 vs AC Hit: 2d8+9 damage and the target grants combat advantage to you and your allies until the end of your next turn. Miss: The target is marked until the end of your next turn, and you regain the use of this power. Effect: Your target grants combat advantage to you for this attack.
Move Action Effect: You gain a +2 power bonus to AC and Reflex until the end of your next turn, then shift a number of squares equal to one-half your speed. Each ally that can see you gains a +2 power bonus to attack rolls until the end of your next turn.
You can spend an action point to mark each enemy that can see you until the end of your next turn instead of taking an extra action. You also gain 10 temporary hit points.
When you make a martial melee weapon attack, you can use Charisma for the attack roll and damage roll in place of the ability score required by the attack.
ITEMS Dagger (2), Mage's Rapier +3, Imposter's Gith Plate Armor +3, Recoil Shield Heavy Shield (heroic tier), Periapt of Cascading Health +2, Hedge Wizard's Gloves (heroic tier) Periapt of Cascading Health Item PowerShow
Minor Action Effect: You end one condition that a save can end.
Minor Action, Polymorph You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor’s enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action.
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You have me on as a Dwarven Wrathvoker, although I believe sartezalb wished to do that, I was looking at another leader. However, that seems like a perfectly good idea, as I have one already built from another game and I'd be the only controller.
I'll have him up as soon as I can. Hope you don't mind sartezalb?
@Rich - Sartezalb is on the wait list now, Joe_Puff is in with a Drow Paladin currently interacting with Brys's Kane by the Skyspire mountains. You can do whichever char you like. Mine has lost a lot of his warlord-ness in favor of rogue flavor.
Orbin, I remediated my basic attack through a Dilettante Eldritch Strike. So I'm back in the basic attack game. It's not overly fabulous, but it's decently average (+17 vs AC, 1d8+9 and slide target 1 square).
@Rich - I think "the more the merrier" applies to warlords as well. With 2.5 there's a good chance somebody's awesomely buffed at all times, and what's more perhaps we'll discover some unbeforeseen exquisite synergy, like granting 3-5 attacks to Kane not counting his turn, all while he has something like a +7 to attack and a +6 to damage rolls. Something like that.
(Of course, AoE attacks and status effects are useful too...)
Attack = +18 to hit, +20 with Brash Strike 6(lvl)+2(prof)+2(enhancement)+1(lyrandar-windrider when using a lightning power)+5(Str)+1(Expertise)+1(Fighter Weapon Talent)= +18 to hit.
Damage = 1d8+16 (14 on bursts (no armbands), and 20 on brash strike (+4 for Con with an axe) 5(Str)+2(enhancement)+2(armbands)+3(shard)+4(Con via Lyrandar Windrider)=+16 damage
Not having my weapon active on lightning reduces all my attacks by 1 and all my damage numbers by 4. Of course, my attacks all slide 2 as well, and I get CA from, sliding a guy, so I'm going to love me some granted attacks :D
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Ah, the PP, it's always the PP that adds the inexplicable weirdness. I grant some attacks too, so you'll want to stay adjacent to guys either of us are on. (Although he's a better, stronger attack granter, Francois' just a wannabe.)