Warlord homebrew critique.
Posted: Wed Jan 13, 2010 4:02 am
So I was looking at the Warlord class from 4e D&D and have always liked the idea of the class, so I was bored and decided to try and make a C&C parallel that's not too over-powered. Here now is my take on the Warlord for C&C. I haven't decided which XP progression chart to use, although I would lean toward the Fighter's. Anyway, here he is:
-----------------------------------------
Warlord (Intelligence)
Upon the field of battle, there are those that stand out and set themselves apart from the fighting masses. Relying on brain instead of mere brawn, these individuals lead by inspiring word and intelligent stratagem, often carrying the battle and emboldening those around them with the will to fight on.
Whether an aspiring clan-chief or the king's top general, these men rely on a sturdy suit of armor and a good weapon just as much as a sound strategy. Years of martial practice and study enable the Warlord to be at home in the heaviest armors and wield the stoutest weapons with ease. They are the penultimate battlefield leaders.
Abilities
Combat Leadership: You and each ally within 25 ft. who can see and hear you gain a +1 bonus to their Initiative roll. At 6th level this bonus increases to +2.
Tactical Stratagem: You grant one ally that you can see a bonus to their next attack roll equal to your Intelligence modifier.
Heartening Word: You grant one ally who can hear you temporary HP equal to their full HP. Any damage taken is subtracted from these temporary HP first and they are lost after the encounter is over. You may use this ability a number of times per encounter equal to your Intelligence modifier (with a minimum of once per encounter).
Phalanx Defense: You grant all allies that can hear you, and who are adjacent to you or another ally, a +1 bonus to their AC and all saving throws until the start of your next turn.
Shake It Off: When a character takes enough damage to reduce their current HP to 0 or less, they can make a Constitution check to remain on their feet a number of rounds equal to their Constitution modifier (minimum of 1 round). While in this state, the character can only take one action per round.
PRIME ATTRIBUTE: Intelligence
ALIGNMENT: Any
HIT DICE: d8
WEAPONS: Any
ARMOR: Any
ABILITIES: Combat Leadership, Tactical Stratagem, Heartening Word, Phalanx Defense, Shake It Off
-------------------------------------------
So there he is. Suggestions? Anything seem to over-powered, under-powered, or totally out of line with C&C?
Edit: Changed the wording of Heartening Word ability to make usage a number of times "per encounter" instead of the original "per day".
-----------------------------------------
Warlord (Intelligence)
Upon the field of battle, there are those that stand out and set themselves apart from the fighting masses. Relying on brain instead of mere brawn, these individuals lead by inspiring word and intelligent stratagem, often carrying the battle and emboldening those around them with the will to fight on.
Whether an aspiring clan-chief or the king's top general, these men rely on a sturdy suit of armor and a good weapon just as much as a sound strategy. Years of martial practice and study enable the Warlord to be at home in the heaviest armors and wield the stoutest weapons with ease. They are the penultimate battlefield leaders.
Abilities
Combat Leadership: You and each ally within 25 ft. who can see and hear you gain a +1 bonus to their Initiative roll. At 6th level this bonus increases to +2.
Tactical Stratagem: You grant one ally that you can see a bonus to their next attack roll equal to your Intelligence modifier.
Heartening Word: You grant one ally who can hear you temporary HP equal to their full HP. Any damage taken is subtracted from these temporary HP first and they are lost after the encounter is over. You may use this ability a number of times per encounter equal to your Intelligence modifier (with a minimum of once per encounter).
Phalanx Defense: You grant all allies that can hear you, and who are adjacent to you or another ally, a +1 bonus to their AC and all saving throws until the start of your next turn.
Shake It Off: When a character takes enough damage to reduce their current HP to 0 or less, they can make a Constitution check to remain on their feet a number of rounds equal to their Constitution modifier (minimum of 1 round). While in this state, the character can only take one action per round.
PRIME ATTRIBUTE: Intelligence
ALIGNMENT: Any
HIT DICE: d8
WEAPONS: Any
ARMOR: Any
ABILITIES: Combat Leadership, Tactical Stratagem, Heartening Word, Phalanx Defense, Shake It Off
-------------------------------------------
So there he is. Suggestions? Anything seem to over-powered, under-powered, or totally out of line with C&C?
Edit: Changed the wording of Heartening Word ability to make usage a number of times "per encounter" instead of the original "per day".