Express Warlord4


Level KXP Spells
TH
10(none)+2
215(none)+3
333.75(none)+4
456.25(none)+5
582.5(none)+6
6112.5(none)+7
7150(none)+8
8195(none)+9
9247.5(none)+10
10307.5(none)+11
11390(none)+12
12480(none)+13
13585(none)+14
14705(none)+15
15855(none)+16
161035(none)+17
171245(none)+18
181485(none)+19
191785(none)+20
202145(none)+21
212625(none)+22
223150(none)+23
233825(none)+24
244650(none)+25
255625(none)+26
266750(none)+27
278250(none)+28
2810125(none)+29
2912375(none)+30
3015000(none)+31
3118000(none)+32
3221375(none)+33
3325125(none)+34
3429250(none)+35
3533750(none)+36
3638625(none)+37
Requisites:Str 20, (Int or Chr) 20
Alignment:any
HD/level:15 hp
Weapon Prof.:4+level
To Hit Table:Mon++1
Save Table:War++1
Reference:PH4
Groups:Warrior
Complexity:CF=5
Knows Warlord4 Powers. Type all become At-Will (ignore 1/d, 1/t, etc.)
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
1At-WillCommander's Strike1P: An ally of your choice makes a melee basic attack against the target with +(your Int mod) TH/dmg.
1At-WillFurious Smash1P: Deal (your Str mod) dmg, an ally in your group gets +(your Chr mod) TH/dmg with one attack.
1At-WillViper's Strike1P: Roll TH, if hit, deal weapon dmg (x2 dmg at LVL=21), and an ally gets an attack on him.
1At-WillWolf Pack Tactics1P: Roll TH, if hit, deal weapon dmg (x2 dmg at LVL=21), and an ally can leave this group without parting shots.
1EncounterGuarding Attack1P, 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.
1EncounterHammer and Anvil1P, 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.
1EncounterLeaf on the Wind1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, and you or an ally swap places with the target.
1EncounterWarlord's Favor1P, 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.
1DailyBastion of Defense1P, 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.
1DailyLead the Attack1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, your allies get +1+(your Int mod) TH vs. the target for 1t.
1DailyPin the Foe1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, the target cannot leave this group as long as at least 2 PCs there.
1DailyWhite Raven Onslaught1P, 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'.
2UtilityAid the Injured1S, 1/t: Target is cured 7+(your Con mod) hp.
2UtilityCrescendo of Violence0, an ally just critted, 1/t: Ally gains +(your Chr mod) temporary hp.
2UtilityKnight's Move1V, 1/t: Target gets +1V and can use an extra 1V this segment instead of his 1Z action.
2UtilityShake It Off1V, 1/t: Target gets another save vs. an effect with +(your Chr mod) bonus.
3EncounterHold the Line1P, 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).
3EncounterInspiring War Cry1bP, 1/t: Roll TH, if hit, deal weapon dmg, one ally makes a save.
3EncounterSteel Monsoon1P, 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).
3EncounterWarlord's Strike1P, 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.
5DailyStand the Fallen1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, each ally is cured 7+(your Con mod)+(your Chr mod) hp.
5DailyTurning Point1bP, 1/d: Roll TH, if hit, deal x2 weapon dmg, an ally makes a save.
5DailyVillain's Nightmare1bP, 1/d: Roll TH, if hit, deal x3 weapon dmg, counter someone moving.
6UtilityGuide the Charge0, an ally is charging, 1/t: Ally gets +(your Int mod) dmg and pushes the enemy 20'.
6UtilityInspiring Reaction0, you or someone in your group takes dmg, 1/t: Cure 7+(your Con mod)+(your Chr mod) hp
6UtilityQuick Step0, 1/d: An ally gets +12" movement rate for 1t.
6UtilityStand Tough1V, 1/d: Allies in a group are cured 10+(your Chr mod) hp.
7EncounterLion's Roar1P, 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.
7EncounterSunder Armor1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, any attack on the target gets +2 crit range for 1t.
7EncounterSurprise Attack1P, 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.
7EncounterSurround Foe1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, a willing ally joins your group.
9DailyIron Dragon Charge1P+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.
9DailyKnock Them Down1P, 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).
9DailyWhite Raven Strike1P, 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.
10UtilityDefensive Rally1S, 1/d: Allies in a group are cured 7+(your Con mod) hp, can reroll a save, and get +2 AC/saves for 1t.
10UtilityEase Suffering1V, 1/d: Allies ignore ongoing damage (damage that occurs every round or segment) for 1t.
10UtilityTactical Shift0, a creature hits an ally, 1/d: The ally Blinks away (Blink Wounding). They are still hit the one time.
13EncounterBeat Them into the Ground1P, 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.
13EncounterBolstering Blow1P, 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.
13EncounterDenying Smite1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, choose an ally, the target cannot attack that ally for 1t.
13EncounterFury of the Sirocco1P, 1/t: Roll TH against everyone in a group, if hit, deal weapon dmg. (Whirl)
15DailyMake Them Bleed1P, 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.
15DailyRenew the Troops1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, all allies is cured 7+(your Con mod)+(your Chr mod) hp.
15DailyWarlord's Gambit1P, 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.
16UtilityHero's Defiance1bS, 1/d: The target succeeds on a saving throw.
16UtilityWarlord's Banner1S, 1/t: Allies in a group are cured 7+(your Con mod) hp, and get +2 TH for 1t.
16UtilityWhite Raven Formation1S, 1/d: Each ally in a group get and can use +1V action this segment.
17EncounterBattle On1bP, 1/t: Roll TH, if hit, deal x3 weapon dmg, all allies that are saving make a saving throw.
17EncounterHail of Steel1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, and all allies within 50' make a physical attack against him.
17EncounterThunderous Fury1P, 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.
17EncounterWarlord's Rush1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, allies within sight can move at their movement rate.
19DailyBreak the Tempo1P, 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.
19DailyVictory Surge1P, 1/d: Roll TH, if hit, deal x2 weapon dmg, for 1t all allies get +1 attack per segment.
19DailyWindmill of Doom1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, all allies in your group get an attack against the target.
22UtilityHeart of the Titan1S, 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.
22UtilityHeroic Surge0, you or any ally takes damage, 1/d: All allies in a group is cured 7+(your Con mod)+(your Chr mod) hp.
22UtilityOwn the Battlefield1S, 1/d: You move everyone in a group (you can merge two groups or split a group into smaller groups).
23EncounterGreat Dragon War Cry1P, 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.
23EncounterPillar to Post1P, 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.
23EncounterRabbits and Wolves1P, 1/t: Roll TH, if hit, deal x4 weapon dmg, one or two allies can move their movement rate.
23EncounterSudden Assault1P, 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.
25DailyRelentless Assault1P, 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.