Planescape: Primal, The next Age
Gaius Julius Caesar
Level 5 Warlord Str: 16 Dex: 10 Con: 14 Int: 16 Wis: 10 Cha: 20
HP: 46 Surges Per Day: 9
Trained Skills: Diplomacy, History, Intimidate, Athletics
Feats: Armor Proficiency: Scale, shield proficioncy: Heavy, Improved rescources, Inspired Defense.
Class Features: Combat Leadership, Commanding Presence(rescourceful), Inspiring Word
Opening Shove Warlord Attack 1 You knock your foe off-balance while shouting a quick command to an ally. At-Will ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Reflex Hit: You push the target 1 square. Then choose one ally you can see. That ally either shifts a number of squares equal to your Intelligence modifier or makes a melee basic attack against the target.
Wolf Pack Tactics * Step by step, you and your friends surround the enemy. At-Will Martial, Weapon Standard Action Melee Weapon Target: One Creature Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action. Attack: Strength V. AC Hit: 1(W)+ Strength Modifer damage Increase Damage to 2(W) + Str modifier at 21st level
Inspiring Word * You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal. Encounter(special) Martial, Healing Special: You can use this power twice per encounter, but only once per round. at 16th level, you can use inspiring word three times per encounter. Minor Action Close Burst 5 Target: you or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 Hit Points The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th Level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
Bloody Ending * Warlord Attack 3 You cunningly aim to finish off a wounded foe. Encounter ✦ Martial, Weapon Standard Action Melee weapon Target: One bloodied creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier + Intelligence modifier damage. Resourceful Presence: Your allies gain a +2 power bonus to attack rolls against the enemy until the end of your next turn.
Hammer Formation * Warlord Attack 1 You signal your allies to attack with abandon, dishing out as much damage as possible. Encounter ✦ Martial, Weapon Standard Action Ranged weapon Requirement: You must be wielding a heavy thrown weapon. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and each ally adjacent to you deals 1[W] extra damage on a hit with the next attack he or she makes before the start of your next turn. Resourceful Presence: Each ally within a number of squares equal to your Charisma modifier can deal the extra damage.
Situational Advantage * Warlord Attack 5 Your attack against an unprepared enemy gives you and your allies a decided advantage. Daily ✦ Martial, Weapon Standard Action Ranged weapon Requirement: You must be wielding a heavy thrown weapon. Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Miss: Half damage. Effect: Until the end of your next turn, you and each ally within 10 squares of you deal extra damage equal to your Intelligence modifier when hitting with combat advantage. Resourceful Presence: Your extra damage is 1[W] + Intelligence modifier instead.
Staggering Spin * Warlord Attack 5 With a wild, wheeling attack, you send your foes careening into your allies’ waiting weapons. Daily ✦ Martial, Weapon Standard Action Close burst 1 Target: Each enemy in burst Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and you push the target 1 square. If the target is then adjacent to any of your allies, those allies can make a melee basic attack against the target as an opportunity action. Miss: Half damage, and no push.
*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 his or her choice of a power bonus to damage rolls equal to your Intelligence modifier or a power bonus to saving throws equal to your Charisma modifier. Resourceful Presence: The ally gains both bonuses.