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

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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 a 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 subject of the triggering action (either by being the source of an effect, or its target), it cannot be of a CR any lower than two less than the highest CR of any enemy currently active in the engagement, and if the enemy's attack is the ''inspiration'' trigger, that attack must not be compelled by any of the field marshall's allies. 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).
 
''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 a 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 subject of the triggering action (either by being the source of an effect, or its target), it cannot be of a CR any lower than two less than the highest CR of any enemy currently active in the engagement, and if the enemy's attack is the ''inspiration'' trigger, that attack must not be compelled by any of the field marshall's allies. 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).
 +
: It's a flavorful mechanic, I like it. Lots of work to do.
 +
: I'm not sure why the first level gives two of these a day. Since it grows only by +1, it seems odd to get two of these a day. I mean, the argument is probably that they're all sort of crappy and trait sized instead of feat sized, but being able to get a menu of options daily is certainly heavier than a trait. I'd rather the the menu of crappy expand. Also, being able to do this in an hour is mechanically like having "whatever power I absolutely need prepared" about 80% of the time. 
 +
: Also, "inspiration" doesn't sound like a competence modifier, it sounds like a morale modifier. Morale is probably marginally crappier than competence strictly speaking, but not by much and if that's fluff getting in crunch, I can still sleep at night.
 +
: Also. It's too much reading? Are some of these moving parts really necessary. It's a trigger which is fine but already a "busier" power than normal, but that trigger has a checklist of conditions - not all of them simple - plus at least one roll? That's going to take a lot of action economy for basically marginal bonuses. There shouldn't be a pre-flight checklist long enough to warrant a "finally."
 +
  
 
*''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.
 
*''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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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]])
 +
: Several types of undead radiate it, most halfway worthwhile outsiders can do it as a special, as can some aberrations and anything with 5 caster levels. That's off the top of my head, not comprehensive. I don't hate the power though. Also: the spell that removes fear entirely is anywhere between a level 5 and level 6 spell, so that's worth noting when balancing. 
  
 
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]])
 
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]])
 +
: I mean, the explanation for competence is essentially a mechanical one, yeah?
  
 
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 (there is a bit of flavor around the "fortunes of battle" or whatever that does sweeten that pill a bit for me, though). -[[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). 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 (there is a bit of flavor around the "fortunes of battle" or whatever that does sweeten that pill a bit for me, though). -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])
 +
: Why does the duration have to be variable? I mean, especially if the variable is 1-4?
  
 
''Sundering light'' is the least in-flavor (it's more "paragon of righteous light" rather than "paragon of guidance"), but I do like the image of it, so I'm keeping it around to inspire me to come up with something that's a bit more within the conceit. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])
 
''Sundering light'' is the least in-flavor (it's more "paragon of righteous light" rather than "paragon of guidance"), but I do like the image of it, so I'm keeping it around to inspire me to come up with something that's a bit more within the conceit. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])
 +
:Good luck.

Revision as of 20:02, 3 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 of its people, raised to a one to believe in Odessa as a 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 formidable 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)

Weapon and Armor Proficiency: The field marshall is proficient with all simple and martial weapons and with light armor, medium armor, and all shields (except tower shields).

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 a 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 subject of the triggering action (either by being the source of an effect, or its target), it cannot be of a CR any lower than two less than the highest CR of any enemy currently active in the engagement, and if the enemy's attack is the inspiration trigger, that attack must not be compelled by any of the field marshall's allies. 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).

It's a flavorful mechanic, I like it. Lots of work to do.
I'm not sure why the first level gives two of these a day. Since it grows only by +1, it seems odd to get two of these a day. I mean, the argument is probably that they're all sort of crappy and trait sized instead of feat sized, but being able to get a menu of options daily is certainly heavier than a trait. I'd rather the the menu of crappy expand. Also, being able to do this in an hour is mechanically like having "whatever power I absolutely need prepared" about 80% of the time.
Also, "inspiration" doesn't sound like a competence modifier, it sounds like a morale modifier. Morale is probably marginally crappier than competence strictly speaking, but not by much and if that's fluff getting in crunch, I can still sleep at night.
Also. It's too much reading? Are some of these moving parts really necessary. It's a trigger which is fine but already a "busier" power than normal, but that trigger has a checklist of conditions - not all of them simple - plus at least one roll? That's going to take a lot of action economy for basically marginal bonuses. There shouldn't be a pre-flight checklist long enough to warrant a "finally."


  • 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 her hitpoints in a single attack from an enemy. All allies in range gain DR/2 for the duration of the inspiration.
  • 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, plus the usual criteria for triggering an inspiration with an enemy target.
  • Tactical Defense: 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. "Impersonal" damage sources (such as traps, falling damage, drowning, or something similar) cannot trigger this effect, nor can nonlethal damage.

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, whenever she would have been subject to a fear effect were it not for this ability, 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)

Several types of undead radiate it, most halfway worthwhile outsiders can do it as a special, as can some aberrations and anything with 5 caster levels. That's off the top of my head, not comprehensive. I don't hate the power though. Also: the spell that removes fear entirely is anywhere between a level 5 and level 6 spell, so that's worth noting when balancing.

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)

I mean, the explanation for competence is essentially a mechanical one, yeah?

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 (there is a bit of flavor around the "fortunes of battle" or whatever that does sweeten that pill a bit for me, though). -slitherrr (talk)

Why does the duration have to be variable? I mean, especially if the variable is 1-4?

Sundering light is the least in-flavor (it's more "paragon of righteous light" rather than "paragon of guidance"), but I do like the image of it, so I'm keeping it around to inspire me to come up with something that's a bit more within the conceit. -slitherrr (talk)

Good luck.