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4e Bar Brawling, Part 2: Azamon Fyori

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Azamon Fyori was (in this campaign) a tiefling resourceful warlord. He was much less of a sociopath than some of that player's previous characters! He normally fought with sword and shield, and (like all tieflings before the rework of their racial power) was all about the fire damage.

As you can see from comparing these powers to Norman's, I was inconsistent in applying keywords to attacks, and in this case sometimes outright incorrect (since, in essence, nothing granted a Weapon keyword here). Varying up his attack stat to use Int was not a significant hindrance. Azamon also preserved a few more of his normal abilities than other characters did, simply because it made sense to me at the time, and because they weren't tuned off of his weapon damage (that's Warlords for you). I didn't give him any beer-themed powers because he was not played as being the drunkard that some of the other characters were.

Finally, I'd like to comment on some of what's going on with Tail Slap. Even though 4e tieflings are drawn with thick, powerful-looking tails, there's no real reference to this anywhere else in the race's powers and abilities. I'm fine with the reasoning that a tail slap shouldn't do enough damage to matter in lethal combat, but in a bar brawl? A tail slap should totally matter. As to the reference to resetting, my campaign had a long-running but eventually discarded house rule that gave each player dice to reset their encounter and daily powers. At some other point, I'll discuss this rule and its effects on the game. The rules for Tail Slap make it much easier to reset than other powers. I had figured that it was comparatively weak enough that I'd be okay with the player using that attack every time it triggered if he felt like spending dice for it. At this point, I don't remember whether or not he used it at all.

At-will Attacks

Commander’s Strike Warlord Attack 1
With a shout, you command an ally to attack.
At-Will ✦ Martial, Weapon
Standard Action -- Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally’s basic attack damage + 3.

Improvised Attack Warlord Attack 1
In a pinch, just about anything is a weapon.
At-will
Standard Action               Melee
Target: One creature
Attack: Int + 2 vs AC
Hit: 1d8 + Str + Int damage


Encounter Attacks

Ettin-Killing Gambit Warlord Attack 1
One enemy’s skull is hard enough to be a weapon against another enemy.
At-will
Standard Action               Melee 1
Target: Two creatures
Attack: Str vs Fortitude, two attacks
Hit: 1d6 + Str damage, and the target is stunned until the end of your next turn.

Infernal Wrath Tiefling Racial Power
You call upon your furious nature to improve your odds of harming your foe.
Encounter
Minor Action -- Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add 3 extra damage.

Tail Slap Warlord Attack 3
People tend to forget your tail is even there until they’re stepping on it or you’re slapping them around with it.
Encounter
Immediate Reaction
Trigger: An enemy misses you with a melee attack
Attack: Str vs AC
Hit: 1d4 + Str damage.
Special: Reset this ability on a roll of 1 or better on a reset die. Reset this ability when you take your second wind. Reset this ability when you first become bloodied.


Daily Attacks

Loose Plank Warlord Attack 1
You stomp on one part of a loose floorboard, and the other end flies up to strike an enemy’s jaw.Daily
Standard Action               Melee 3, special
Target: One creature
Attack: Str vs Reflex
Hit: 3d6 + Str damage, and the target is dazed (save ends).
Special: Only use this attack if there are no other creatures between you and your target.


Utility Powers

Adaptive Stratagem Warlord Utility 2
Your companion has the ability and the will. You provide the plan and the motivation.
Encounter ✦ Martial
Minor Action Close burst 10
Target: One ally in burst
Effect: Until the end of your next turn, the ally gains a +3 power bonus to damage rolls and a +3 power bonus to saving throws.

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