Might of Eden: Scholar General
Posted: July 22, 2009 Filed under: Classes, D&D 4e, Homebrew, RPG, Spirits Of Eden 1 Comment »Warlords in Eden are the more formal warriors of their ranks. Even a beastly orcish Warlord can be said to be refined compared to the ranks he leads, more intelligent in certain forms than any of his brethren. A certain kind of genius is required to be a Warlord which no other warrior can boast to have. A Warlord is a leader – either his words and passion, or his knowledge and study, must have a greater depth to it than those of a normal Fighter. This is key, because a Warlord is not a Fighter – he can pretend to be, but when faced with a situation with no army to lead, the differences become clear. A Warlord brings out the best in others by being a different kind of best than them – lacking this element, there is little for one to achieve.
Tacticians require knowledge and study almost on the level of the clergy and the mages of Eden. Many are true products of the armies of Eden. Some Warlords learn from experience, being sent immediately to deal with soldiers and civilians and displaying there the leadership qualities that earn them their position. Others are taught strategies by mentors, going through years of rigorous training. For some, the way of the Warlord is a culture that is passed on to them as any other martial art is, and only to those who have displayed a special touch when dealing with other people.
A Scholar General is a true student of war in ways that others are not. A Scholar General hungers for the history behind every aspect of war, for the tactics ascribed to every weapon, for the veritable game of chess that goes on in every move. They try to recreate those sweeps of historic brilliance in their own lives. They try to prepare for any situation, iconically seen carrying both blade and bow into battle. These Warlords are somewhat rare in Eden, and those who go this path through military training are often kept in reserve, going through less dangerous and more social tasks until such a time as they are truly, desperately required. But many do not even begin in the army – for theirs is a genius that is almost spontaneous, and a lad or lass with a good eye, sharp wits and a quickness for learning could pick up weapons and become one in an almost unassuming way.
FEATURES
Commanding Presence: You can choose the following benefit.
•Analytical Presence – When an ally who can see you spends an action point, that ally has a +2 bonus to attack rolls and damage rolls against one enemy of your choice that you and your ally can see until the start of that ally’s next turn. This bonus improves to +3 at 11th level and +4 at 21st level.
Scholarly Pursuits: If you select Analytical Presence, you lose proficiency with Chainmail and Shields, but can select an extra trained skill from the list of Warlord skills.
Versatile Arsenal: You can select this feature in place of Combat Leader. Hand Crossbows gain the Off-Hand property when you wield them, and as long as you wield a hand crossbow in your Off-Hand you gain a +1 shield bonus to AC and Reflex defense. If you have a weapon in your other hand, you can still load your off-hand hand crossbow as a free action.
LEVEL 1 AT WILL POWERS
Mousetrap Tactic Warlord Attack 1
You lure your target into turning its back, and allow an ally to strike it.
At-Will @ Martial, Weapon
Standard Action Ranged 5
Target: One Creature
Attack: Dexterity vs Will
Hit: You pull the target 2 squares. Then, choose one ally in range. That ally can shift your intelligence modifier squares and make a basic attack against the target.
Shouted Command Warlord Attack 1
You give your insight from a safe distance.
At-Will @ Martial, Weapon
Standard Action Close Blast 5
Target: One creature in blast you can see.
Attack: Strength or Dexterity vs AC
Hit: One ally in the burst can shift 1 square and deal its basic attack damage + 2 against the target.
Level 21: Basic attack damage + 3.
Distracting Shot Warlord Attack 1
Your bolt points to the monster’s fatal weakness.
At-Will @ Martial, Weapon
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage and the next ally to attack the target before the end of your next turn gains a +2 power bonus to its attack roll.
Level 21: 2[W] + Dexterity modifier damage.
Inciting Gambit Warlord Attack 1
A show of impudence goads the enemy into its own undoing.
At-Will @ Martial, Weapon
Standard Action Melee 1
Special: You can make an attack with this power using melee or ranged weapons.
Target: One creature
Attack: Strength (melee) or Dexterity (ranged) vs AC
Hit: Charisma modifier damage and you can slide the target 1 square to another square adjacent to you.
Effect: The target can make a melee basic attack against you as a free action. 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.
Weak Link Warlord Attack 1
You find the most effective way to cripple your enemy.
At-Will @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and the target takes a -2 penalty to the defense of your choice until the end of your next turn. If the target is bloodied, the penalty is -3 instead.
Level 21: 2[W] + Strength modifier damage.
LEVEL 1 ENCOUNTER POWERS
Luring Shot Warlord Attack 1
A bolt from afar draws enemies to the lone Warlord.
Encounter @ Martial, Weapon
Standard Action Ranged 5
Requirement: You must be wielding a ranged weapon.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage and you pull the target 2 squares. This movement provokes opportunity attacks.
Analytical Presence: You pull the target your charisma modifier squares.
Protected Path Warlord Attack 1
You pepper the enemy with shots so that an ally can escape.
Encounter @ Martial, Weapon
Standard Action Ranged 10
Requirement: You must be wielding a ranged weapon.
Target: One or Two creatures
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage and one ally in range can shift 2 squares.
Analytical Presence: The ally can shift 1 + your intelligence modifier squares.
Harry The Flank Warlord Attack 1
Your blade sinks into a painful spot, taking the target’s attention away from an ally.
Encounter @ Martial, Weapon
Minor Action Melee Weapon
Target: One creature you have combat advantage against.
Inspiring Presence: You do not need combat advantage to target a creature with this attack.
Attack: Strength vs. Reflex
Hit: 1[W] damage and you mark the target. One ally adjacent to the target can shift 1 square.
Analytical Presence: You have a +2 power bonus to this power’s damage roll.
Tactical Presence: Your ally can shift 2 squares instead.
Off-Hand Shot Warlord Attack 1
You harry an unbalanced opponent and force it back.
Encounter @ Martial, Weapon
Minor Action Ranged Weapon
Special: This attack does not provoke opportunity attacks from being adjacent to an enemy.
Target: One creature you successfully attacked in melee this turn.
Attack: Dexterity vs Reflex (off-hand)
Hit: 1[W] damage and you push the target 2 squares.
Analytical Presence: If the target ends its movement adjacent to one of your allies, during its next turn that ally gains a +2 power bonus to attack rolls against the target.
LEVEL 1 DAILY POWERS
Ranged Trip Warlord Attack 1
You strike an enemy in the foot and cause him to fall in agony.
Daily @ Martial, Weapon
Standard Action Ranged Weapon
Target: One Creature
Attack: Dexterity vs Fortitude
Hit: 1[W] + Dexterity modifier damage and you knock the target prone.
Miss: Half damage
Effect: The target is slowed (save ends).
Hook Through The Mail Warlord Attack 1
You continually attack your enemies, seeking to expose a breach in their defenses.
Daily @ Martial, Weapon, Stance
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged)
Hit: 2[W] + Strength (melee) or Dexterity (ranged) modifier damage.
Effect: Each time you attack an enemy, it has a -2 penalty to AC against attacks by your allies until the end of your next turn. You can end the stance as a minor action to give an ally a +2 bonus to attack rolls until the end of your next turn.
LEVEL 2 UTILITY POWERS
Fall Back Warlord Utility 2
You convince a harried ally to stand down, while moving to take that position.
Encounter @ Martial
Minor Action Close Burst 10
Target: One bloodied ally you can see.
Effect: The target can shift 2 squares as a free action.
LEVEL 3 ENCOUNTER POWERS
Possum’s Play Warlord Attack 3
You invite an attack upon yourself that will have deadly consequences for the aggressor.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Effect: You draw an opportunity attack from the target. After, make an attack with combat advantage against the target. If the target’s opportunity attack on you was successful, the target takes a -2 penalty to attack rolls and damage rolls until the end of your next turn.
Analytical Presence: The penalty is 1 + your intelligence modifier.
Tactical Presence: The target takes the penalty even if the opportunity attack was unsuccessful.
Inspiring Presence: You have a penalty to your AC against the opportunity attack equal to your charisma modifier and Resist 2 against the damage.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Warlord’s Diversion Warlord Attack 3
You keep your opponent’s attention, and defenses, divided.
Encounter @ Martial, Weapon
Standard Action Ranged 5
Requirement: You must be wielding a ranged weapon.
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage
Effect: You are marked by the target until the end of your next turn. The next attack against the target made by one of your allies before the end of your next turn has a +2 power bonus to its damage roll.
Analytical Presence: The bonus to the damage roll is equal to 1 + your charisma modifier.
Quick Load Shot Warlord Attack 3
You fire a quick shot from your crossbow to hamper an enemy.
Encounter @ Martial, Weapon
Requirement: You must be wielding a crossbow in your off-hand.
Minor Action Ranged Weapon
Target: One creature
Attack: Dexterity vs Reflex (off-hand)
Hit: 1[W] damage and the target has a -2 penalty to one defense of your choice when next attacked by one of your allies until the end of your next turn.
LEVEL 5 DAILY POWERS
Minion’s Nightmare Warlord Attack 5
You shower enemies in bolts and help your allies push in.
Daily @ Martial, Weapon
Standard Action Close Blast 5
Requirement: You must be wielding a ranged weapon.
Target: Each enemy in Blast you can see
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage.
Effect: All allies within the Blast can shift 2 squares. Until the end of the encounter, whenever you make a ranged attack, one ally you can see can shift 1 square.
Warlord’s Wall of Knives Warlord Attack 5
You shove an enemy across a deadly battlefield.
Daily @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs Fortitude
Hit: 1[W] + Strength modifier damage and you push the target 3 squares. This movement provokes opportunity attacks.
Effect: Until the end of the encounter, the target draws an opportunity attack whenever it is pushed into and out of a square adjacent to one of your allies.
LEVEL 6 UTILITY POWERS
Read The Battlefield Warlord Utility 6
Your watchful eyes help your allies find opportunities.
Encounter @ Martial
Immediate Reaction Ranged 10
Trigger: An ally in range misses with an opportunity attack.
Effect: Your ally rerolls that attack roll with a +4 power bonus, and must use the new result.
LEVEL 7 ENCOUNTER POWERS
Killer Wasp Sting Warlord Attack 7
Your attack perforates an opponent in a key area, rendering him vulnerable to attack.
Encounter @ Martial, Weapon
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged)
Hit: 1[W] + Strength (melee) or Dexterity (ranged) modifier damage and an ally adjacent to the target can make a basic attack against it, and this attack scores a critical on a roll of 19-20.
Analytical Presence: The attack scores a critical hit on a roll of 18-20.
Inspiring Presence: The ally has a +2 power bonus to its attack roll.
The Dark Below Warlord Attack 7
Under the cover of your attack, an ally slips by a foe.
Encounter @ Martial, Weapon
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged)
Hit: 2[W] + Strength (melee) or Dexterity (ranged) modifier damage.
Effect: You slide an ally you can see 2 squares. Until the end of its next turn, that ally has concealment against the target.
Analytical Presence: Instead of gaining concealment, the ally can make a stealth check to hide as a free action with a +2 power bonus to its skill check, even if it is being watched.
Tactical Presence: You slide the ally 3 squares instead.
LEVEL 9 DAILY POWERS
Concerted Fire Warlord Attack 9
You call for a blanket of ranged fire upon an enemy.
Daily @ Martial, Weapon, Stance
Standard Action Close Blast 3
Requirement: You must be wielding a ranged weapon.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: Until the end of the encounter, whenever you make a ranged attack, one ally you can see can make a ranged basic attack against the same target as you as an opportunity action.
Wizened Sparrow Warlord Attack 9
You are a constant presence on the battlefield, flitting between allies and enemies, observing the fight from every angle.
Daily @ Martial, Weapon, Stance
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage.
Effect: You can shift 2 squares. At the start of each of your turns, select one adjacent ally. That ally rolls twice for attack rolls and uses the highest result until the end of your next turn. You can end the stance as a minor action to shift 4 squares.
LEVEL 10 UTILITY POWERS
Analytic Advantage Warlord Utility 10
You guide your allies, sharing observations that help them succeed.
Encounter @ Martial
Minor Action Close Burst 5
Target: One ally in burst
Effect: When the target next attacks before the end of your next turn, it rolls twice for the attack roll and uses the highest result. If it rolls a 1 on any damage dice, it can reroll that damage dice until it rolls higher than 1.
LEVEL 13 ENCOUNTER POWERS
Sliding Flurry Warlord Attack 13
A series of shots lead your enemy right where you want it to go.
Encounter @ Martial, Weapon
Standard Action Ranged Weapon
Target: One creature
Effect: You slide the target 2 squares.
Analytical Presence: You slide the target 1 + your charisma modifier squares instead.
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Domino Effect Warlord Attack 13
By toppling over an enemy, you knock down those around him as well.
Encounter @ Martial, Weapon
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged)
Hit: 2[W] + Strength (melee) or Dexterity (ranged) modifier damage and you knock the target and all enemies adjacent to you or to the the target prone.
Analytical and Tactical Presence: One ally within 2 squares of the target gains a power bonus to damage rolls equal to your intelligence modifier against prone enemies until the end of your next turn.
Inspiring Presence: One ally within 2 squares of the target gains a power bonus to attack rolls equal to your charisma modifier against prone enemies until the end of your next turn.
Mass Combat Tactics Warlord Attack 13
You lead a tight formation of allies into the heat of battle.
Encounter @ Martial, Weapon
Standard Action Close Blast 3
Target: Each ally in blast
Effect: The target slides 3 squares and makes a melee basic attack.
Analytical Presence: The target has a bonus to the attack roll equal to your intelligence and a bonus to the damage roll equal to your charisma modifier.
LEVEL 15 DAILY POWERS
Warlord’s Champion Warlord Attack 15
Your orders and observations unlock the dreadful potential of one ally.
Daily @ Martial, Stance
Standard Action Ranged 10
Target: One creature
Attack: An ally adjacent to the target makes two melee basic attacks against it with combat advantage.
Damage: Ally’s basic attack damage.
Miss: Half damage per attack
Effect: Choose one ally you can see. As a minor action, you can command that ally shift 2 squares as a free action. If your ally makes a basic attack during your turn, it has a +2 power bonus to attack rolls with that attack. You can choose a different ally to receive both benefits as a minor action.
LEVEL 16 UTILITY POWERS
Just As Planned Warlord Utility 16
With your mind at work, everything will go your way.
Daily @ Martial
Minor Action Close Burst 5
Target: Each creature in burst you can see.
Effect: You slide each creature in the burst 2 squares.
LEVEL 17 ENCOUNTER POWERS
Great War Hound Warlord Attack 17
You shove an enemy into the grasp of an ally.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and you push the target 2 squares.
Effect: An ally of your choice can take a standard action to make an attack with an At-Will power against the target.
Analytical Presence: The ally can shift half your charisma modifier squares (minimum 1) before or after taking its standard action as a free action.
Inspiring Presence: The ally can take a minor action before or after its standard action.
Tactical Presence: The ally gains combat advantage against the target for the attack.
Severe Shot Warlord Attack 17
Your bolt digs into a vital spot and you command your allies to seize the opportunity.
Encounter @ Martial, Weapon
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage and the target is dazed until the end of your next turn.
Effect: The target has Vulnerability 5 to all damage during the next attack made against it by one of your allies before the end of your next turn.
Analytical Presence: The Vulnerability is equal to 5 + your intelligence modifier.
Fast Stinger Warlord Attack 17
You unleash a quick bolt that renders your target vulnerable for a brief moment.
Encounter @ Martial, Weapon
Requirement: You must be wielding a crossbow in your off-hand.
Minor Action Ranged Weapon
Target: One creature
Attack: Dexterity vs AC (off-hand)
Hit: 2[W] damage and the next attack against the target made by one of your allies before the end of your next turn scores a critical on a roll of 19-20.
LEVEL 19 DAILY POWERS
Combat Sniper’s Focus Warlord Attack 19
Your bolt knocks the opponent off-balance, and he can’t easily regain it.
Daily @ Martial, Weapon, Stance
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage.
Effect: Until the end of the encounter, you can make opportunity attacks from range against the target. They are treated as melee basic attacks with your ranged weapon that have Threatening Reach 5 for the purposes of when opportunity attacks are provoked (they still make use of dexterity for attack and damage rolls).
Occluded Strike Warlord Attack 19
A seemingly weak strike leads into a brutal blow.
Daily @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage.
Miss: Half damage
Effect: You slide a willing ally within 2 squares to a square adjacent to the target, and that ally can make a melee basic attack against the target with combat advantage. If it hits, the attack is treated as a critical hit.
LEVEL 22 UTILITY POWERS
Whence The Tide Turned Warlord Utility 22
An instant is all it takes for circumstances to shift considerably.
Daily @ Martial
Immediate Reaction Ranged 10
Trigger: An ally misses with an attack power.
Effect: Your ally rerolls the attack with a +4 power bonus and must use the new result. If the attack is still unsuccessful, the ally gains 1 action point that must be spent before the end of your next turn.
LEVEL 23 ENCOUNTER POWERS
Harried Messenger Warlord Attack 23
You arrive at a conclusion and depart the battle to deliver the intel to an ally nearby.
Encounter @ Martial, Weapon
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: Strength (melee) or Dexterity (ranged) vs. AC
Hit: 3[W] + Strength (melee) or Dexterity (ranged) modifier damage.
Effect: You can shift 3 squares, and if you end your movement adjacent to an ally, that ally can shift 3 squares and has a +2 power bonus to attack rolls until the end of your next turn.
Analytical Presence: The power bonus is equal to 1 + your intelligence modifier.
Tactical Presence: You can shift 2 + your intelligence modifier squares.
Zugzwang Warlord Attack 23
A strong strike disables your opponent’s movement, and that which it can take is quite painful.
Encounter @ Martial, Weapon
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: Strength (melee) or Dexterity (ranged) vs. AC
Hit: 2[W] + Strength (melee) or Dexterity (ranged) modifier damage and the target is dazed until the end of its next turn. For as long as it remains dazed, it takes your charisma modifier damage whenever it takes a move action and your intelligence modifier damage whenever it takes a standard action.
Analytical Presence: The damage is 3 + the named ability score modifier instead.
Inspiring Presence: If the target attacks you while dazed from this attack, it takes 5 damage.
Pride’s Great Spear Warlord Attack 23
You boldly charge into the battle in the hopes that your allies will follow.
Encounter @ Martial, Weapon
Standard Action Ranged 5
Requirement: You must be wielding a ranged and a melee weapon.
Target: One creature
Attack: Dexterity vs AC (off-hand)
Hit: 2[W] + Dexterity modifier damage.
Effect: You can shift until you are adjacent to the opponent and make a secondary attack against it.
Secondary Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and each ally ally within 5 squares can shift 2 squares and roll a saving throw against a condition a saving throw can end.
Analytical Presence: Each ally can shift your charisma modifier squares instead and has combat advantage against the target until the end of your next turn.
LEVEL 25 DAILY POWERS
War of Attrition Warlord Attack 25
You help your allies make the best of their resources and withstand the enemy.
Daily @ Martial, Weapon, Stance
Minor Action Close Burst 10
Target: Each ally in burst
Effect: Whenever the target misses with an encounter power, that power is not expended and you or the ally can regain hit points equal to your charisma modifier or make a basic attack against the target of the power with a bonus to the attack roll equal to your intelligence modifier. You can end the stance as a minor action, and if you do each ally can take a standard action to make an attack.
LEVEL 27 ENCOUNTER POWERS
Assisted Critical Warlord Attack 27
You closely aid an ally in the exploiting of a fatal weakness.
Encounter @ Martial, Weapon
Immediate Interrupt Melee Weapon
Trigger: Your ally attacks an enemy.
Effect: Make an attack against the same enemy as the triggering ally.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If you rolled a 16 or higher with this attack roll, your ally’s attack is a critical hit if successful.
Analytical Presence: If you rolled 17 minus your charisma modifier or higher with this attack roll, your ally’s attack is a critical hit if successful.
War Cry of the Intolerable WarWarlord Attack 27
Your voice brings the chaos of years past to the battlefields of years present.
Encounter @ Martial, Weapon
Standard Action Close Blast 5
Target: Each ally in blast
Effect: The target can shift 5 squares and make a basic attack against the target with a +2 power bonus to the attack roll. If the attack misses, the target can recover one of its spent encounter powers.
Analytical or Tactical Presence: You add 3 + your intelligence modifier to the damage dealt by this power.
Analytical or Inspiring Presence: You add 3 + your charisma modifier to the damage dealt by this power.
Obstructing Fire Warlord Attack 27
You try to slow an enemy down with blazing fast curtain of fire.
Encounter @ Martial, Weapon
Minor Action Close Blast 3
Requirement: You must be wielding a crossbow in your off-hand.
Target: One creature
Attack: Dexterity vs AC (off-hand)
Hit: 2[W] damage.
Effect: Each enemy in the blast is slowed until the end of your next turn. Allies in the blast have a +2 power bonus to attack rolls against enemies in the blast until the end of your next turn.
Analytical Presence: You add your intelligence modifier to the damage dealt by this power.
Great War Hawk Warlord Attack 27
Your arrow races across the battlefield to its intended target, and an ally’s blade follows its course.
Encounter @ Martial, Weapon
Standard Action Ranged Weapon
Attack: Dexterity Vs AC
Hit: 3[W] + Dexterity modifier damage.
Effect: One ally adjacent to the target gains a +5 power bonus to its next attack roll against the target made before the end of your next turn.
LEVEL 29 DAILY POWERS
Power of the King Warlord Attack 29
A whole war’s worth of battles flit before your eyes as your commands are received and followed.
Daily @ Martial, Weapon
Standard Action Close Burst 10
Target: One or two allies in burst you can see.
Effect: The target can shift its speed and take a standard action. If the standard action was taken to make an attack, the attack has a +4 power bonus to its attack and damage rolls.
The Victorious Unit Warlord Attack 29
Your command of the battlefield turns your group into a solid, unified squad.
Daily @ Martial, Weapon, Stance
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 4[W] + Dexterity modifier damage.
Effect: All allies within 10 squares of you gain a +2 power bonus to attack rolls and damage rolls. Whenever an ally makes a successful attack, he or she can give up any amount of his or her bonus to add that amount to the power bonus of another ally (for a maximum of +5). If an ally has a +5 bonus, you can end the stance as a standard action, and all of your allies can take a standard action to make an attack with a +5 power bonus to attack rolls and damage rolls.
Battlefield Analyst Paragon Path
“Your tactics remind me of Orc General Malduur Tooth. If I defeated him, what does it say about you?”
Prerequisite: Warlord Class, Analytical Presence, 11th level
Having studied hundreds of battles, creatures and tactics, your eyes, mind and voice have become your most valued tools to your allies and most fearful weapons to your enemies. Just a show of your vast knowledge is enough to frighten an enemy. You can dismantle an enemy’s defense without picking up a weapon – you observe, unnervingly quiet, until it is time for a quick, intense command that lays bare everything you’ve noted about your enemy.
BATTLEFIELD ANALYST PATH FEATURES
Analyst’s Action (11th Level): Whenever you spend an action point, one ally of your choice gains combat advantage against one enemy of your choice until the end of your next turn.
Unending Observation (11th Level): At the start of each of your turns, select one ally adjacent to you. That ally has a +1 bonus to attack rolls until the end of your next turn.
Unhindered Observation (16th level): As long as you have an action point, you have a +5 power bonus to AC against opportunity attacks.
BATTLEFIELD ANALYST POWERS
Enemy Insight Battlefield Analyst Attack 11
You observe the enemy’s movements and shout a command.
Encounter @ Martial, Psychic
Standard Action Ranged 10
Target: One non-minion creature
Attack: Strength or Dexterity +4 vs Will
Increase attack bonus to +6 at 21st level.
Hit: 2d6 + Strength or Dexterity modifier psychic damage.
Effect: Choose one ally you can see. That ally gains one of the following benefits of your choice until the end of your next turn.
•Combat advantage against the target
•Deals 2d6 extra damage with its next attack against the target
•Can shift 1 square before or after attacking the target
•Does not provoke opportunity attacks from the target
Perfect Prediction Battlefield Analyst Utility 12
After watching the enemy, you can tell almost exactly what they will do.
Encounter @ Martial
Minor Action Close Burst 5
Target: Each ally in burst you can see
Effect: The target gains 10 temporary hit points and a +2 power bonus to all defenses until the end of your next turn.
Battlefield Control Battlefield Analyst Attack 20
You partner with specific allies and offer them everything you’ve collected about the enemy.
Encounter @ Martial, Psychic
Standard Action Close Burst 10
Target: Each non-minion enemy in burst you can see
Attack: Strength or Dexterity +6 vs Will
Increase attack bonus to +8 at 21st level.
Hit: 2d10 + Strength or Dexterity modifier psychic damage.
Effect: Choose up to two allies in the burst. Each gains one of the following benefits of your choice until the end of the encounter.
•Can shift 2 squares as a minor action.
•Gains combat advantage against any marked target.
•Has a +4 power bonus to damage rolls.
•Has a +2 power bonus to all defenses.
•Does not provoke opportunity attacks.
Combat Sniper Paragon Path
“The second you make a mistake, my bow will let you know.”
Prerequisite: Warlord class, trained in Stealth or Bluff, 11th level
You are a leader who exploits your enemies’ mistakes. Your bolts fly to impair attacks, striking at joints, muscles, internal organs with deadly accuracy that leaves your enemies reeling and vulnerable, unable to fight at their full capacity. Even when the shafts of your bolts are broken off, the heads are dug in, or gaping wounds are left. By enfeebling your enemies with comparably weak but precise shots you ensure that your allies have prime targets to attack.
COMBAT SNIPER PATH FEATURES
Sniper’s Action (11th Level): Whenever you spend an action point, you can fire up to the long range of your weapon without penalty until the end of your next turn.
Shaken Enemies (11th Level): Allies have combat advantage against enemies who are weakened or dazed by your attacks. This bonus lasts as long as those conditions persist.
Crippling Jolt (11th level): Whenever you score a critical hit, the target of the critical attack is weakened until the end of its next turn.
Extended Opportunity (16th level): Whenever an enemy provokes an opportunity attack from an ally, you can make a ranged basic attack against that enemy as an opportunity action.
COMBAT SNIPER EXPLOITS
Hornet’s Venom Combat Sniper Attack 11
The head of your bolt within an enemy’s body is like poison through his veins.
Encounter @ Martial, Weapon
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity Vs. AC
Hit: 1[W] + Dexterity modifier and the target is weakened or dazed (your choice) until the end of your next turn.
The Foretold Arrow Combat Sniper Utility 12
Your focused eye ensures a critical blow.
Daily @ Martial
Minor Action Personal
Effect: Your ranged basic attacks weaken or daze (your choice) the target on a successful hit until the end of your next turn.
One Thousand Stings Combat Sniper Attack 20
A single bolt is a manyfold agony and bane upon your target.
Daily @ Martial, Weapon, Reliable
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity Vs. AC
Hit: 2[W] + Dexterity Modifier damage and the target is weakened (save ends) and dazed (save ends).
Master Tactician Paragon Path
“Move as I say, and the enemy will fold before us.”
Prerequisite: Warlord class, trained in History, 11th level
You are a leader who reads the battlefield. You know combat is a series of steps, units moving across a chess board. While you may be strong yourself, you need your allies to be able to win. Your allies are your pieces, and the key to the battle. Others trust your intellect and those who put themselves at your command have the reassurance that you will help them bring down the enemy. Glory does not matter – only the quickest, most efficient victory will make do.
MASTER TACTICIAN PATH FEATURES
Tactician’s Action (11th Level): You can spend an action point to allow all allies who can see and hear you to shift two squares, instead of taking an extra action.
Concentrated Assault (11th Level): When you attack an enemy marked by an ally, that ally gains a +1 bonus to attack and damage rolls against that enemy until the end of your next turn.
Extended Advantage (16th level): As long as you are wielding a ranged weapon, you can flank with an ally from up to 3 squares away from an enemy, as long as you meet the other criteria for flanking that enemy.
MASTER TACTICIAN EXPLOITS
Castling Maneuver Master Tactician Attack 11
You fire at an enemy in order to break away from combat.
Encounter @ Martial, Weapon
Standard Action Ranged Weapon
Target: One adjacent creature
Attack: Dexterity Vs. AC; this attack does not provoke opportunity attacks.
Hit: 2[W] + Dexterity modifier
Effect: You can shift up to two squares away from the target. If your movement would put you adjacent to an ally, that ally can trade places with you and then shift up to two squares closer to the target.
Opening Move Master Tactician Utility 12
Pulling the strings, you divide the board just how you want it.
Daily @ Martial
Special: This must be used during the surprise round (if there was one) or during the first round of combat.
Minor Action Close Burst 5
Target: All allies in burst
Effect: Attacks made by you and your allies mark the enemies targeted by those attacks until the end of your next turn. If an enemy violates this mark, it grants combat advantage to all of your allies until the end of your next turn.
King And Rooks Master Tactician Attack 20
You drive an enemy into the range of more powerful pieces.
Daily @ Martial, Weapon, Reliable
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity Vs. AC
Hit: 3[W] + Dexterity Modifier and you slide the target 3 squares. If the target enters a square adjacent to one of your allies, that ally can make a melee basic attack against the target with combat advantage.







I admit to being originally concerned at you re-doing this; I really liked the idea of a purely ranged Warlord. In retrospect, that was stupid of me because this still came out badass. You could make a totally ranged Warlord if you want with it anyway, but it gives the much more awesome ability to do melee AND ranged.
It helps that this is pretty much what I would be like if I was in the army/a General.