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 -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.

  • 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.
  • 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.

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 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.

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 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. -slitherrr (talk)