C&C Warlord
Posted: Thu Oct 27, 2011 2:06 pm
Well Met All!
I hope I am posting this in the correct place. If there is one thing I really like about D&D4e that I'd love to pull into C&C, it's the Warlord class. I am looking for what the best way to convert the 4e Warlord to C&C might be. SO, check out the following and let me know what you think...
Note: this warlord design is based off the C&C knight. Where the knight abilities can be used once per day, affecting great numbers of targets for multiple rounds, the warlord abilities affect a single target for a single round, but can do so multiple times per day.
I am seeing where the knights is the brave leader, commanding large numbers on an epic battlefield, the warlorld is the "in the trenches" leader, affecting single individuals more directly.
Knight abilities are posted in italics, while the warlord are in red. (for comparison). Thoughts? To tough? Not tough enough? Good/bad? Thanks in advance!!
INSPIRE: The mere presence of a knight upon the field of battle can alter the mood of armies and change the tide of combat. This gives the knight the ability to inspire companions and followers. Any person friendly to a knight’s immediate endeavor gains a bonus to hit equal to the knight’s charisma modifier. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. The number of persons that are affected increases as the knight gains levels. At 1st level, the knight can affect up to 12 creatures. The ability affects up to 25 creatures at 3rd level, up to 50 creatures at 5th level, up to 250 creatures at 7th level, up to 1000 creatures at 9th level, up to 5,000 creatures at 12th level and 20,000 creatures at 16th level. This ability cannot be used in conjunction with embolden or demoralize.
TACTICAL PRESENCE: A warlord directs squads and small tactical groups with grit, determination and experience. A warlord can use his tactical presence to guide and direct companions and followers. Any time the warlord uses this ability, one ally within line of sight of the warlord, that can hear and understand the warlords commands, gains a bonus to hit equal to the warlords charisma modifier. To use this ability, the warlord must announce the use of Tactical Presence on the target allies turn, before the attack die is roll. This bonus lasts only for that one attack however a warlord can use this ability a number of times per day equal to 2, +1 for every 4 levels of experience (as shown here):
1st -3rd level, 2 times a day.
4th -7th level, 3 times a day
8th -11th level, 4 times a day
12th – 15th level, 5 times a day
This bonus to hit increases also by +1 for every 8 levels of experience (charisma +1 at level 8, charisma +2 at level 16, charisma + 3 at level 24, etc to a maximum of +5).
EMBOLDEN: At 3rd level, the knight’s confidence and fearlessness in the face of danger instills courage in their companions and followers. Any companions or followers within 30 feet of the knight gains a bonus of +1 to strength, constitution, dexterity, and intelligence saving throws, and a +2 to wisdom and charisma saving throws. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. This ability cannot be used in conjunction with demoralize or inspire.
SHAKE IT OFF: At 3rd level, using nothing more than a shout of encouragement, a warlord can impart increased resilience. To use this ability one ally within line of sight of the warlord, that can hear and understand the warlords commands, gains a +3 bonus to a single saving throw. To use this ability, the warlord must announce the use of Shake It Off on the target allies turn, before the saving throw die is roll. This bonus lasts only for that one saving throw however as a warlord can use this ability a number of times per day equal to his charisma modifier.
DEMORALIZE: At 5th level, the knight causes fear and dread in the ranks of foes and enemy forces. Enemies to the knight’s immediate endeavor suffer a penalty of -4 to charisma checks. In addition, the affected foes must successfully save versus fear at a -4 penalty or suffer a -1 penalty to hit. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. The number of creatures that can be affected increases as the knight gains levels. At 5th level, the knight can affect up to 25 creatures. The ability affects up to 100 creatures at 7th level, up to 250 creatures at 9th level, up to 1,000 creatures at 12th level and 5,000 creatures at 16th level. This ability cannot be use in conjunction with embolden and inspire.
Commanders Strike: At 8th level, the warlord can shout tactical directions to aid his companions in taking down their enemies quickly. To use this ability one ally within line of sight of the warlord, that can hear and understand the warlords commands, takes either a melee or a ranged attack at a target of the warlords choosing. This attack must be something that can be completed in one action (swing a weapon, fire an arrow, etc) and cannot be used for casting spells. The warlord cannot direct targets to move, unless they use the charge action. The warlord uses this ability on his turn, but this does not count as his action for that turn. This ability may be used a number of times per day equal to 2, +1 for every 4 levels of experience (as tactical presence) but only once per turn.
BATTLEFIELD DOMINANCE: At 8th level, the knight can use all three abilities; demoralize, embolden and inspire in the same round. This is in addition to their regular use individually.
I have nothing to match up with Battlefield Dominance, and may not need anything
CALL-TO-ARMS: At 10th level, a knight reaches a level of renown that allows him to attract followers to his cause. By establishing a stronghold, a knight can attract 2d10 followers of 0 level every month. For every 40 followers that flock to the knight’s standard, a 1st level knight heeds the call as well. When 80 followers have been attracted, a knight of at least 5th level is attracted. This cycle repeats until the knight can no longer pay for the upkeep of his followers. Thus, when 120 followers are reached, another 1st level knight comes, and when 160 followers are reached, another 5th level knight arrives. Followers must be supported or they leave. 0 level followers require 2 gp per month and 1st level knights cost 100 gp per month. Every knight of a higher level requires 100 gp per level per month.
Probably run Call to Arms pretty much the same, but maybe smaller numbers.
PRIME ATTRIBUTE: Charisma
HIT DICE: d10
ALIGNMENT: Any
WEAPONS ALLOWED: Any except Code-of-Conduct limitations
WEAPONS ALLOWED: Any
ARMOR ALLOWED: Any
ABILITIES: Birthright mount, horsemanship, weapon training, inspire, embolden, demoralize, call-to-arms
ABILITIES: Tactical Presence, Shake it off, Commanders Strike
Advances as a Knight
I hope I am posting this in the correct place. If there is one thing I really like about D&D4e that I'd love to pull into C&C, it's the Warlord class. I am looking for what the best way to convert the 4e Warlord to C&C might be. SO, check out the following and let me know what you think...
Note: this warlord design is based off the C&C knight. Where the knight abilities can be used once per day, affecting great numbers of targets for multiple rounds, the warlord abilities affect a single target for a single round, but can do so multiple times per day.
I am seeing where the knights is the brave leader, commanding large numbers on an epic battlefield, the warlorld is the "in the trenches" leader, affecting single individuals more directly.
Knight abilities are posted in italics, while the warlord are in red. (for comparison). Thoughts? To tough? Not tough enough? Good/bad? Thanks in advance!!
INSPIRE: The mere presence of a knight upon the field of battle can alter the mood of armies and change the tide of combat. This gives the knight the ability to inspire companions and followers. Any person friendly to a knight’s immediate endeavor gains a bonus to hit equal to the knight’s charisma modifier. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. The number of persons that are affected increases as the knight gains levels. At 1st level, the knight can affect up to 12 creatures. The ability affects up to 25 creatures at 3rd level, up to 50 creatures at 5th level, up to 250 creatures at 7th level, up to 1000 creatures at 9th level, up to 5,000 creatures at 12th level and 20,000 creatures at 16th level. This ability cannot be used in conjunction with embolden or demoralize.
TACTICAL PRESENCE: A warlord directs squads and small tactical groups with grit, determination and experience. A warlord can use his tactical presence to guide and direct companions and followers. Any time the warlord uses this ability, one ally within line of sight of the warlord, that can hear and understand the warlords commands, gains a bonus to hit equal to the warlords charisma modifier. To use this ability, the warlord must announce the use of Tactical Presence on the target allies turn, before the attack die is roll. This bonus lasts only for that one attack however a warlord can use this ability a number of times per day equal to 2, +1 for every 4 levels of experience (as shown here):
1st -3rd level, 2 times a day.
4th -7th level, 3 times a day
8th -11th level, 4 times a day
12th – 15th level, 5 times a day
This bonus to hit increases also by +1 for every 8 levels of experience (charisma +1 at level 8, charisma +2 at level 16, charisma + 3 at level 24, etc to a maximum of +5).
EMBOLDEN: At 3rd level, the knight’s confidence and fearlessness in the face of danger instills courage in their companions and followers. Any companions or followers within 30 feet of the knight gains a bonus of +1 to strength, constitution, dexterity, and intelligence saving throws, and a +2 to wisdom and charisma saving throws. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. This ability cannot be used in conjunction with demoralize or inspire.
SHAKE IT OFF: At 3rd level, using nothing more than a shout of encouragement, a warlord can impart increased resilience. To use this ability one ally within line of sight of the warlord, that can hear and understand the warlords commands, gains a +3 bonus to a single saving throw. To use this ability, the warlord must announce the use of Shake It Off on the target allies turn, before the saving throw die is roll. This bonus lasts only for that one saving throw however as a warlord can use this ability a number of times per day equal to his charisma modifier.
DEMORALIZE: At 5th level, the knight causes fear and dread in the ranks of foes and enemy forces. Enemies to the knight’s immediate endeavor suffer a penalty of -4 to charisma checks. In addition, the affected foes must successfully save versus fear at a -4 penalty or suffer a -1 penalty to hit. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. The number of creatures that can be affected increases as the knight gains levels. At 5th level, the knight can affect up to 25 creatures. The ability affects up to 100 creatures at 7th level, up to 250 creatures at 9th level, up to 1,000 creatures at 12th level and 5,000 creatures at 16th level. This ability cannot be use in conjunction with embolden and inspire.
Commanders Strike: At 8th level, the warlord can shout tactical directions to aid his companions in taking down their enemies quickly. To use this ability one ally within line of sight of the warlord, that can hear and understand the warlords commands, takes either a melee or a ranged attack at a target of the warlords choosing. This attack must be something that can be completed in one action (swing a weapon, fire an arrow, etc) and cannot be used for casting spells. The warlord cannot direct targets to move, unless they use the charge action. The warlord uses this ability on his turn, but this does not count as his action for that turn. This ability may be used a number of times per day equal to 2, +1 for every 4 levels of experience (as tactical presence) but only once per turn.
BATTLEFIELD DOMINANCE: At 8th level, the knight can use all three abilities; demoralize, embolden and inspire in the same round. This is in addition to their regular use individually.
I have nothing to match up with Battlefield Dominance, and may not need anything
CALL-TO-ARMS: At 10th level, a knight reaches a level of renown that allows him to attract followers to his cause. By establishing a stronghold, a knight can attract 2d10 followers of 0 level every month. For every 40 followers that flock to the knight’s standard, a 1st level knight heeds the call as well. When 80 followers have been attracted, a knight of at least 5th level is attracted. This cycle repeats until the knight can no longer pay for the upkeep of his followers. Thus, when 120 followers are reached, another 1st level knight comes, and when 160 followers are reached, another 5th level knight arrives. Followers must be supported or they leave. 0 level followers require 2 gp per month and 1st level knights cost 100 gp per month. Every knight of a higher level requires 100 gp per level per month.
Probably run Call to Arms pretty much the same, but maybe smaller numbers.
PRIME ATTRIBUTE: Charisma
HIT DICE: d10
ALIGNMENT: Any
WEAPONS ALLOWED: Any except Code-of-Conduct limitations
WEAPONS ALLOWED: Any
ARMOR ALLOWED: Any
ABILITIES: Birthright mount, horsemanship, weapon training, inspire, embolden, demoralize, call-to-arms
ABILITIES: Tactical Presence, Shake it off, Commanders Strike
Advances as a Knight