Express Warlord4

Level

KXP

1

0

2

15

3

33.75

4

56.25

5

82.5

6

112.5

7

150

8

195

9

247.5

10

307.5

11

390

12

480

13

585

14

705

15

855

16

1035

17

1245

18

1485

19

1785

20

2145

21

2625

22

3150

23

3825

24

4650

25

5625

26

6750

27

8250

28

10125

29

12375

30

15000

31

18000

32

21375

33

25125

34

29250

35

33750

36

38625

144312038038857

Requisites:

Str 20, (Int or Chr) 20

Alignment:

any

HD/level:

15 hp

Weapon Prof.:

4+level

To Hit Table:

Mon

Save Table:

War

Reference:

PH4

Groups:

Warrior

Complexity:

CF = 5

Knows Warlord4 Powers. Type all become At-Will

Note: xN weapon dmg includes strength, specialization, pluses to dmg, ect.

Level N (every level): +1 instance of Tac move.

Level N (every level): +1 b action.

Level N (every level): +1 to two ability scores.

Level N (every level): Spend 4 Weapon proficiencies: +1 instance of exceptional Str, Int, or Cha.

Level N (every level): You get LVL’s worth of picks to select powers. You may save up picks to get higher level picks.

Level N (every level): Choose a power. 1P goes to 1V. CF=6: V go to 0 (free) actions. Free actions are limited to LVL/r in this way. CF=7: 0 (free) go to 1N (no action at all). Limited to 1/half segment this way.

Level 1: +7*(Con score) hp.

Level 1: + LVL Feats.

Level 1: Action Point: 1N, 1/t: +1RS action for 1 segment.

Level 1: Choose one of these. This choice also affects the results of some powers.

A. Inspiring Presence: Whenever a party member uses a Quick action, they are cured (your Chr bonus)*LVL hp.

B. Tactical Presence: All party members get ++(your Int modifier)/2 TH.

Level 1: 1V: Cure LVLd6 hp.

Level 2: When using Warlord4 Powers, you may ignore “Roll TH”.

 

 

 

 

Warlord4 Powers

Level

Type

Warlord4 Power

Effect

1

At-Will

Commander's Strike

1P: An ally of your choice makes a melee basic attack against the target with +(your Int mod) TH/dmg.

1

At-Will

Furious Smash

1P: Deal (your Str mod) dmg, an ally in your group gets +(your Chr mod) TH/dmg with one attack.

1

At-Will

Viper's Strike

1P: Roll TH, if hit, deal weapon dmg (x2 dmg at LVL=21), and an ally gets an attack on him.

1

At-Will

Wolf Pack Tactics

1P: Roll TH, if hit, deal weapon dmg (x2 dmg at LVL=21), and an ally can leave this group without parting shots.

1

Encounter

Guarding Attack

1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, and an ally gets +2 AC for 1t. If you have Inspiring Presence, AC is +1+(your Chr mod) instead.

1

Encounter

Hammer and Anvil

1P, 1/t: Roll TH, if hit, deal weapon dmg, an ally in your group gets an attack on him at +(your Chr mod) TH/dmg.

1

Encounter

Leaf on the Wind

1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, and you or an ally swap places with the target.

1

Encounter

Warlord's Favor

1P, 1/t: Roll TH, if hit, deal weapon dmg, an ally gets +2 TH vs. that target for 1t. If you have Tactical Presence, the bonus is +1+(your Int mod) instead.

1

Daily

Bastion of Defense

1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, your allies get +1 AC/saves for 1t, and +5+(your Chr mod) temporary hp.

1

Daily

Lead the Attack

1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, your allies get +1+(your Int mod) TH vs. the target for 1t.

1

Daily

Pin the Foe

1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, the target cannot leave this group as long as at least 2 PCs there.

1

Daily

White Raven Onslaught

1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, an ally moves 10', whenever you or an ally in your group hit, you may move an ally 10'.

2

Utility

Aid the Injured

1S, 1/t: Target is cured 7+(your Con mod) hp.

2

Utility

Crescendo of Violence

0, an ally just critted, 1/t: Ally gains +(your Chr mod) temporary hp.

2

Utility

Knight's Move

1V, 1/t: Target gets +1V and can use an extra 1V this segment instead of his 1Z action.

2

Utility

Shake It Off

1V, 1/t: Target gets another save vs. an effect with +(your Chr mod) bonus.

3

Encounter

Hold the Line

1P, 1/t: Roll TH, if hit, deal weapon dmg, allies in your group get +2 AC and are immobile for 1t (they can drop the immobility).

3

Encounter

Inspiring War Cry

1bP, 1/t: Roll TH, if hit, deal weapon dmg, one ally makes a save.

3

Encounter

Steel Monsoon

1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, an ally can move 10'. If you have Tactical Presence, the number of allies who can shift = (your Int mod).

3

Encounter

Warlord's Strike

1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, all your allies get +2 dmg vs. that target for 1t. If you have Inspiring Presence, the bonus is +1+(your Chr mod) instead.

5

Daily

Stand the Fallen

1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, each ally is cured 7+(your Con mod)+(your Chr mod) hp.

5

Daily

Turning Point

1bP, 1/d: Roll TH, if hit, deal x2 weapon dmg, an ally makes a save.

5

Daily

Villain's Nightmare

1bP, 1/d: Roll TH, if hit, deal x3 weapon dmg, counter someone moving.

6

Utility

Guide the Charge

0, an ally is charging, 1/t: Ally gets +(your Int mod) dmg and pushes the enemy 20'.

6

Utility

Inspiring Reaction

0, you or someone in your group takes dmg, 1/t: Cure 7+(your Con mod)+(your Chr mod) hp

6

Utility

Quick Step

0, 1/d: An ally gets +12" movement rate for 1t.

6

Utility

Stand Tough

1V, 1/d: Allies in a group are cured 10+(your Chr mod) hp.

7

Encounter

Lion's Roar

1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, you or an ally is cured 7+(your Con mod) hp. If you have Inspiring Presence, cured an additional (your Chr mod) hp.

7

Encounter

Sunder Armor

1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, any attack on the target gets +2 crit range for 1t.

7

Encounter

Surprise Attack

1P, 1/t: Roll TH, if hit, deal weapon dmg, an ally gets an attack to use right now. If you have Tactical Presence, he gets +(your Int mod) TH.

7

Encounter

Surround Foe

1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, a willing ally joins your group.

9

Daily

Iron Dragon Charge

1P+1V, 1/d: Roll TH, if hit, deal x3 weapon dmg, for 1t an ally can spend 1V while attacking to deal x2 dmg with one attack to a target.

9

Daily

Knock Them Down

1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, target is prone, all allies may make a physical attack (for no damage, if hits, knocks their target prone).

9

Daily

White Raven Strike

1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, one or two allies gain 15 temporary hp. If you dropped the target with this attack, they get an additional (your Chr mod) temporary hp.

10

Utility

Defensive Rally

1S, 1/d: Allies in a group are cured 7+(your Con mod) hp, can reroll a save, and get +2 AC/saves for 1t.

10

Utility

Ease Suffering

1V, 1/d: Allies ignore ongoing damage (damage that occurs every round or segment) for 1t.

10

Utility

Tactical Shift

0, a creature hits an ally, 1/d: The ally Blinks away (Blink Wounding). They are still hit the one time.

13

Encounter

Beat Them into the Ground

1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, target is prone, all allies may make a physical attack (for no damage, if hits, knocks their target prone). If you have Tactical Presence, your allies get +(your Int mod) TH with this.

13

Encounter

Bolstering Blow

1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, an ally gains 10 temporary hp. If you have Inspiring Presence, he gains an additional (your Chr mod) temporary hp.

13

Encounter

Denying Smite

1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, choose an ally, the target cannot attack that ally for 1t.

13

Encounter

Fury of the Sirocco

1P, 1/t: Roll TH against everyone in a group, if hit, deal weapon dmg. (Whirl)

15

Daily

Make Them Bleed

1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, plus 5 dmg /s (Fort save ends) for 1t. For 1t, whenever anyone hits that target, they get 5 dmg /s (Fort save ends) for 1t.

15

Daily

Renew the Troops

1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, all allies is cured 7+(your Con mod)+(your Chr mod) hp.

15

Daily

Warlord's Gambit

1P, 1/d: Roll TH, if hit, deal x4 weapon dmg, target gets +2 TH/dmg vs. you, whenever he attacks you, an ally can attack him.

16

Utility

Hero's Defiance

1bS, 1/d: The target succeeds on a saving throw.

16

Utility

Warlord's Banner

1S, 1/t: Allies in a group are cured 7+(your Con mod) hp, and get +2 TH for 1t.

16

Utility

White Raven Formation

1S, 1/d: Each ally in a group get and can use +1V action this segment.

17

Encounter

Battle On

1bP, 1/t: Roll TH, if hit, deal x3 weapon dmg, all allies that are saving make a saving throw.

17

Encounter

Hail of Steel

1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, and all allies within 50' make a physical attack against him.

17

Encounter

Thunderous Fury

1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, target is dazed for 1t. If you have Tactical Presence, allies get +(your Int mod) TH against him.

17

Encounter

Warlord's Rush

1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, allies within sight can move at their movement rate.

19

Daily

Break the Tempo

1P, 1/d: Roll TH, if hit, deal x4 weapon dmg, the next time the target attacks, you can spend 1Z and attack him once, if you hit, deal weapon dmg and he is at -(your Int mod) TH.

19

Daily

Victory Surge

1P, 1/d: Roll TH, if hit, deal x2 weapon dmg, for 1t all allies get +1 attack per segment.

19

Daily

Windmill of Doom

1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, all allies in your group get an attack against the target.

22

Utility

Heart of the Titan

1S, 1/d: Target gains 7+(your Con mod)+(your Chr mod) temporary hp. Until the target loses as many temporary hit points as he or she gained from this power, the target adds your Charisma modifier to damage rolls and can't be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.

22

Utility

Heroic Surge

0, you or any ally takes damage, 1/d: All allies in a group is cured 7+(your Con mod)+(your Chr mod) hp.

22

Utility

Own the Battlefield

1S, 1/d: You move everyone in a group (you can merge two groups or split a group into smaller groups).

23

Encounter

Great Dragon War Cry

1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, and the target is weakened for 1t. If you have Inspiring Presence, allies gain +(your Chr mod) TH vs. him.

23

Encounter

Pillar to Post

1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, an ally in your group can attack him, if he hits, you get an extra attack against the target too.

23

Encounter

Rabbits and Wolves

1P, 1/t: Roll TH, if hit, deal x4 weapon dmg, one or two allies can move their movement rate.

23

Encounter

Sudden Assault

1P, 1/t: Roll TH, if hit, deal weapon dmg, and an ally gets and can use +1S action this segment. If you have Tactical Presence, this ally gets +(your Int mod) TH vs. your group this segment.

25

Daily

Relentless Assault

1P, 1/d: Roll TH, if hit, deal x5 weapon dmg, for 1 turn whenever you or an ally scores a crit, they get +1 attack.

25

Daily

Stir the Hornet's Nest

1P, 1/d: Roll TH, if hit, deal x6 weapon dmg, your allies get +(your Int mod) ranged TH vs. that target for 1t.

25

Daily

White Raven's Call

1P, 1/d: Roll TH, if hit, deal x6 weapon dmg, you and your allies each get an additional saving throw against a bad effect on them.

27

Encounter

Chimera Battlestrike

1V, 1/t: Roll TH against everyone in a group, if hit, deal x3 weapon dmg.

27

Encounter

Devastating Charge

1P+1V, 1/t: Roll TH, if hit, deal x4 weapon dmg, all allies get +(your Chr mod) dmg when charging.

27

Encounter

Incite Heroism

1P, 1/t: Roll TH, if hit, deal x4 weapon dmg, all allies get 20 temporary hp. If you have Inspiring Presence, each ally gets +(your Chr bonus) temporary hp.

27

Encounter

Warlord's Doom

1P, 1/t: Roll TH, if hit, deal x4 weapon dmg, target will fail his next save.

29

Daily

Defy Death

0, a creature attacks an ally, 1/d: You are in their group, Roll TH, if hit, deal x7 weapon dmg, and the target's attack misses.

29

Daily

Stand Invincible

1P, 1/d: Roll TH, if hit, deal x7 weapon dmg, allies in your group get +4 AC/saves and DR 5 for 1t.