Difference between revisions of "Talk:Field Marshall (Pathfinder)"

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abs and I were kicking around a rework for this, to get around the "I never remember who is in my fucking aura" problem. Rough draft is below, discussion goes below that -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])
 
abs and I were kicking around a rework for this, to get around the "I never remember who is in my fucking aura" problem. Rough draft is below, discussion goes below that -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])
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Inclusion in the list of "inspirations" shouldn't be taken as a desire for inclusion, only as a starting point for ideas--they're not my pets and I'm not particularly attached to them, only to the idea that the field marshall can contribute in a meaningful and unique way to party success. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])
  
 
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''Lead by Example'' (ex): The field marshall inspires by doing. Beginning at first level, the field marshall may spend an hour of practice as part of her morning routine to choose two ''inspirations'' from the list below, plus another every two levels (three at third, four at fifth). The field marshall may never have more ''inspirations'' available than that allotment, but may switch out any ''inspiration'' for another in any later practice period. These ''inspirations'' can be used a number of times per day equal to the field marshall's level, plus half her Charisma modifier. Unless otherwise specified, triggering an inspiration is an immediate action, gives a competence bonus, and affects any ally that can see the field marshall for 1d4 rounds. When an enemy is the target of the triggering action, it cannot be of a CR any lower than two less than the highest CR of any enemy currently active in the engagement.
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''Lead by Example'' (ex): The field marshall inspires by doing. Beginning at first level, the field marshall may spend an hour of practice as part of her morning routine to choose two ''inspirations'' from the list below, plus another every two levels (three at third, four at fifth). The field marshall may never have more ''inspirations'' available than that allotment, but may switch out any ''inspiration'' for another in any later practice period. These ''inspirations'' can be used a number of times per day equal to the field marshall's level, plus half her Charisma modifier. Unless otherwise specified, triggering an inspiration is an immediate action, gives a competence bonus, and affects any ally that can see the field marshall for 1d4 rounds. When an enemy is the target of the triggering action, it cannot be of a CR any lower than two less than the highest CR of any enemy currently active in the engagement. Finally, if the triggering effect is applied to multiple allies at the same time that it is applied to the field marshall, any bonuses from the ''inspiration'' do not apply to that effect (in other words, the ''inspiration'' effect does not apply until after the triggering effect is resolved).
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*''Break the Line'': This ''inspiration'' can be triggered whenever the field marshall makes a charge against an enemy. The field marshall provides a +2 bonus to attack and damage to any ally that makes a charge until the beginning of the Field Marshall's next turn.
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*''Press the attack'': This ''inspiration'' can be triggered whenever the field marshall lands a blow on the enemy. Additional attacks against that enemy are made with a +1 bonus for the duration of the ''inspiration''.
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*''Hold Fast'': This ''inspiration'' can be triggered whenever the field marshall takes a quarter or more of their hitpoints in a single attack from an enemy. All allies in range gain DR/2 for the duration of the ''inspiration''. The enemy must not be compelled into the attack by one of the field marshall's allies (through means magical or otherwise) for this ''inspiration'' to be applicable.
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*''Resolve'': This ''inspiration'' can be triggered whenever the field marshall makes a successful Will save, or successfully resists a fear effect that would require a will save (even if the field marshall did not need to make a save due to ''unroutable'', below). Allies in range get a +2 bonus to Will saves for the duration of the ''inspiration''. This ''inspiration'' cannot be used with the reactive usage of ''heroic rally'', below.
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*''Abeyance'': This ''inspiration'' can be triggered whenever the field marshall successfully resists a curse effect. Allies in range have any curse that is currently in effect suspended for the duration of the ''inspiration''.
  
*''Break the Line'': This inspiration can be triggered whenever the field marshall makes a charge against an enemy. The field marshall provides a +2 bonus to attack and damage to any ally that makes a charge on the following turn.
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*''Sundering Light'': This ''inspiration'' can be triggered whenever the field marshall successfully destroys a qualifying enemy, and is in range of an ally with ''searing light'' memorized. Any single ally who meets the criterion may cast ''searing light'' as an immediate action, with a +2 bonus to attack/damage. A qualifying enemy is any with the undead template and a CR greater than or equal to the field marshall's character level minus 4.
  
*''Press the attack'': This inspiration can be triggered whenever the field marshall lands a blow on the enemy. Additional attacks against that enemy are made with a +1 bonus for the duration of the effect.
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*''Tactical Example'': This ''inspiration'' can be triggered whenever the field marshall successfully defends against a combat maneuver. Allies in range get a +4 to CMD for the duration of the ''inspiration''.
  
 
''Guiding Light'' (ex): Starting at first level, the field marshall may cast ''light'' as a cantrip.
 
''Guiding Light'' (ex): Starting at first level, the field marshall may cast ''light'' as a cantrip.
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''Heroic Rally'' (ex): Starting at second level, the field marshall may cast ''remove fear'' as a caster equal to twice her field marshall class level, and may do so a number of times per day equal to your field marshall class level plus her Charisma modifier. At field marshall level 4, this becomes a move action.
 
''Heroic Rally'' (ex): Starting at second level, the field marshall may cast ''remove fear'' as a caster equal to twice her field marshall class level, and may do so a number of times per day equal to your field marshall class level plus her Charisma modifier. At field marshall level 4, this becomes a move action.
  
''Beacon of Valor'' (ex): Starting at third level, the field marshall may use her ''heroic rally'' feature to cast ''continual flame''. The field marshall may only have one such continual flame in effect at a time. Any ally who rests for a full day bathed in this light gains a new will save against any continuing emotion effect, even if they would not otherwise receive one. If they would get such a will save, it is instead made with a +2 morale bonus.
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''Beacon of Valor'' (ex): Starting at third level, the field marshall may spend a usage of her ''heroic rally'' feature to cast ''continual flame''. The field marshall may only have one such continual flame in effect at a time. Any ally who rests for a full day bathed in this light gains a new will save against any continuing emotion effect, even if they would not otherwise receive one. If they would get such a will save, it is instead made with a +2 morale bonus.
  
 
''Unroutable'' (ex): Starting at fifth level, the field marshall becomes immune to fear from any source. In addition, when she is ever subjected to a fear effect, she may use ''heroic rally'' as an immediate action. The targets of this rally must have also been targeted by the same fear effect that triggered the action.
 
''Unroutable'' (ex): Starting at fifth level, the field marshall becomes immune to fear from any source. In addition, when she is ever subjected to a fear effect, she may use ''heroic rally'' as an immediate action. The targets of this rally must have also been targeted by the same fear effect that triggered the action.
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So, what I like is the capper ability ("unroutable"), since it's pretty unique and powerful, but also really niche (how many things actually rely on fear effects at high levels, except dragons?). It could be toned down, though--maybe removing the immediate action, or making it so that it just bumps fear effects a step down (panicked becomes frightened becomes shaken), or both. I need to sit down and brainstorm more triggers and effects for inspirations, but that's just a matter of trawling through other classes and coming up with appropriate eye-for-an-eye things to fit their buffs. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])
 
So, what I like is the capper ability ("unroutable"), since it's pretty unique and powerful, but also really niche (how many things actually rely on fear effects at high levels, except dragons?). It could be toned down, though--maybe removing the immediate action, or making it so that it just bumps fear effects a step down (panicked becomes frightened becomes shaken), or both. I need to sit down and brainstorm more triggers and effects for inspirations, but that's just a matter of trawling through other classes and coming up with appropriate eye-for-an-eye things to fit their buffs. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])
  
The competence bonus nature of the inspirations comes directly from the [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/battle-herald battle herald], and is made to synergize-but-not-stack with bard bonuses, so anything the field marshall gives bonuses to will have to take bard abilities into count. In fact, the battle herald was a huge inspiration for this class, and should be looked at heavily by anything who has feedback here. The idea is that the battle herald is a bard in the vanguard, while the field marshall ''is'' the vanguard. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])
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The competence bonus nature of the inspirations comes directly from the [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/battle-herald battle herald], and is made to synergize-but-not-stack with bard bonuses, so anything the field marshall gives bonuses to will have to take bard abilities into count. In fact, the battle herald was a huge inspiration for this class, and should be looked at heavily by anyone who has feedback here. The idea is that the battle herald is a bard in the vanguard, while the field marshall ''is'' the vanguard. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])
  
Another thing I'm iffy on is how to balance times/day of the field marshall's workhorse. The battle herald solves the problem my making it act like bard song (and bard is a class prereq), but that doesn't work for the field marshall, who can't guarantee any bard levels. Similarly, doing anything like the barbarian's rounds/day or whatever means that the field marshall leaves the class with a pretty pitiful number of rounds for actually doing what they're good at (since they don't get twenty levels to pile on uses/day). -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])
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Another thing I'm iffy on is how to balance times/day of the field marshall's workhorse. The battle herald solves the problem my making it act like bard song (and bard is a class prereq), but that doesn't work for the field marshall, who can't guarantee any bard levels. Similarly, doing anything like the barbarian's rounds/day or whatever means that the field marshall leaves the class with a pretty pitiful number of rounds for actually doing what they're good at (since they don't get twenty levels to pile on uses/day). The current mechanic tries to compromise that, but I'm not a huge fan of variable-length durations and am willing to accept other ideas. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])

Revision as of 21:13, 1 November 2015

abs and I were kicking around a rework for this, to get around the "I never remember who is in my fucking aura" problem. Rough draft is below, discussion goes below that -slitherrr (talk)

Inclusion in the list of "inspirations" shouldn't be taken as a desire for inclusion, only as a starting point for ideas--they're not my pets and I'm not particularly attached to them, only to the idea that the field marshall can contribute in a meaningful and unique way to party success. -slitherrr (talk)


DRAFT

Odessa is the preeminent Human kingdom on the mainland, despite having no large scale or professional army to speak for most of its history. Instead, when war comes, it relies on the heart its people, raised to a one to believe in Odessa, the nation. While there is no shortage of storied generals giving direction from the back lines, it is those paragons of the Odessan spirit, the Field Marshalls, that lead the vanguard. Through their example, the soldiers under their command are inspired to go beyond themselves, giving their all for the army's purpose.

Role: The Field Marshall is made to be on the front line. While she may not be the most formiddable individual combatant on the field, her strength of will inspires the best out of those she leads, and anyone who finds themselves facing an army led by a Field Marshall's charge will ignore her influence at their peril.

Prerequisites: BaB: +6, Leadership Feat, Diplomacy: 4 Ranks, Intimidate: 4 Ranks, Knowledge (Geography): 2 ranks, Knowledge (Nobility): 2 Ranks, Knowledge (History): 2 Ranks

Hit Dice: d8

Skill Points: 4 + Int modifier

Class Skills: Acrobatics, Climb, Diplomacy, Gather Information, Handle Animal, Intimidate, Knowledge (Nobility), Knowledge (History), Knowledge (Geography), Linguistics, Perception, Ride, Sense Motive, Survival, Swim

× Level BaB Fort Ref Will Ability
1 +1 +2 +0 +2 lead by example (2), guiding light
2 +2 +3 +0 +3 heroic rally (standard action)
3 +3 +3 +1 +3 lead by example (3), beacon of valor
4 +4 +4 +1 +4 heroic rally (move action)
5 +5 +4 +2 +4 unroutable, lead by example (4)

Lead by Example (ex): The field marshall inspires by doing. Beginning at first level, the field marshall may spend an hour of practice as part of her morning routine to choose two inspirations from the list below, plus another every two levels (three at third, four at fifth). The field marshall may never have more inspirations available than that allotment, but may switch out any inspiration for another in any later practice period. These inspirations can be used a number of times per day equal to the field marshall's level, plus half her Charisma modifier. Unless otherwise specified, triggering an inspiration is an immediate action, gives a competence bonus, and affects any ally that can see the field marshall for 1d4 rounds. When an enemy is the target of the triggering action, it cannot be of a CR any lower than two less than the highest CR of any enemy currently active in the engagement. Finally, if the triggering effect is applied to multiple allies at the same time that it is applied to the field marshall, any bonuses from the inspiration do not apply to that effect (in other words, the inspiration effect does not apply until after the triggering effect is resolved).

  • Break the Line: This inspiration can be triggered whenever the field marshall makes a charge against an enemy. The field marshall provides a +2 bonus to attack and damage to any ally that makes a charge until the beginning of the Field Marshall's next turn.
  • Press the attack: This inspiration can be triggered whenever the field marshall lands a blow on the enemy. Additional attacks against that enemy are made with a +1 bonus for the duration of the inspiration.
  • Hold Fast: This inspiration can be triggered whenever the field marshall takes a quarter or more of their hitpoints in a single attack from an enemy. All allies in range gain DR/2 for the duration of the inspiration. The enemy must not be compelled into the attack by one of the field marshall's allies (through means magical or otherwise) for this inspiration to be applicable.
  • Resolve: This inspiration can be triggered whenever the field marshall makes a successful Will save, or successfully resists a fear effect that would require a will save (even if the field marshall did not need to make a save due to unroutable, below). Allies in range get a +2 bonus to Will saves for the duration of the inspiration. This inspiration cannot be used with the reactive usage of heroic rally, below.
  • Abeyance: This inspiration can be triggered whenever the field marshall successfully resists a curse effect. Allies in range have any curse that is currently in effect suspended for the duration of the inspiration.
  • Sundering Light: This inspiration can be triggered whenever the field marshall successfully destroys a qualifying enemy, and is in range of an ally with searing light memorized. Any single ally who meets the criterion may cast searing light as an immediate action, with a +2 bonus to attack/damage. A qualifying enemy is any with the undead template and a CR greater than or equal to the field marshall's character level minus 4.
  • Tactical Example: This inspiration can be triggered whenever the field marshall successfully defends against a combat maneuver. Allies in range get a +4 to CMD for the duration of the inspiration.

Guiding Light (ex): Starting at first level, the field marshall may cast light as a cantrip.

Heroic Rally (ex): Starting at second level, the field marshall may cast remove fear as a caster equal to twice her field marshall class level, and may do so a number of times per day equal to your field marshall class level plus her Charisma modifier. At field marshall level 4, this becomes a move action.

Beacon of Valor (ex): Starting at third level, the field marshall may spend a usage of her heroic rally feature to cast continual flame. The field marshall may only have one such continual flame in effect at a time. Any ally who rests for a full day bathed in this light gains a new will save against any continuing emotion effect, even if they would not otherwise receive one. If they would get such a will save, it is instead made with a +2 morale bonus.

Unroutable (ex): Starting at fifth level, the field marshall becomes immune to fear from any source. In addition, when she is ever subjected to a fear effect, she may use heroic rally as an immediate action. The targets of this rally must have also been targeted by the same fear effect that triggered the action.

DRAFT


So, what I like is the capper ability ("unroutable"), since it's pretty unique and powerful, but also really niche (how many things actually rely on fear effects at high levels, except dragons?). It could be toned down, though--maybe removing the immediate action, or making it so that it just bumps fear effects a step down (panicked becomes frightened becomes shaken), or both. I need to sit down and brainstorm more triggers and effects for inspirations, but that's just a matter of trawling through other classes and coming up with appropriate eye-for-an-eye things to fit their buffs. -slitherrr (talk)

The competence bonus nature of the inspirations comes directly from the battle herald, and is made to synergize-but-not-stack with bard bonuses, so anything the field marshall gives bonuses to will have to take bard abilities into count. In fact, the battle herald was a huge inspiration for this class, and should be looked at heavily by anyone who has feedback here. The idea is that the battle herald is a bard in the vanguard, while the field marshall is the vanguard. -slitherrr (talk)

Another thing I'm iffy on is how to balance times/day of the field marshall's workhorse. The battle herald solves the problem my making it act like bard song (and bard is a class prereq), but that doesn't work for the field marshall, who can't guarantee any bard levels. Similarly, doing anything like the barbarian's rounds/day or whatever means that the field marshall leaves the class with a pretty pitiful number of rounds for actually doing what they're good at (since they don't get twenty levels to pile on uses/day). The current mechanic tries to compromise that, but I'm not a huge fan of variable-length durations and am willing to accept other ideas. -slitherrr (talk)