
Fury of the Tempest |

Aw crap I didn't even get my character done, and I was amongst the first to express interest in this!
I don't know if it would of made any difference, but I feel REAL crap for not even getting my character started... I didn't even have an reason for it, just... didn't.
So yeah... no one probably cares but me, but sorry for not giving this game the attention it deserved.

Echos Myron |

Awesome! I'm excited to play this archetype. I've got some questions that I'd like some input on from everyone who made it.
I have a free teamwork feat at 1st level. What would be the most beneficial for us as a group?
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
Benefit(s): After initiative is rolled but before enemies' initiative is revealed, you may trade the results of your die roll (not including modifiers) with an adjacent ally who also possesses this feat.
I'm iffy of both Trade Initiative and Lookout, because that means I'd have to fire off my Rapid Tactician ability (which shares a teamwork feat with all allies within 30 ft) before combat starts, and sometimes, you just don't know when that would be.
Shake It Off sounds helpful, but bunching up takes coordination and makes us more of a target.
Precise Strike, again, would require coordination. Flanking is always awesome though, so I don't see why not. +1d6 at early levels goes a long way, but how useful would that be later on?
Paired Opportunists require that two or more threaten the same opponent to receive a +4. Meh.
If anyone has any other ideas, that would be appreciated.
ROLES
I haven't had a chance to go through every submission's build. What do we have in terms of party roles? I could gear Gavin towards front line combat (Sword & Board or Two-Handed), or a secondary combat role (Polearm), I don't mind either way. Out of Combat, Gav can serve as face if need be.
Sorry to hear that, Fury. I've been there before and it sucks. Hang in there though, you know how play-by-posts are.

Echos Myron |

Yeah, here's the ability
Rapid Tactician
At 1st level, as a move action the inspiring commander can grant any teamwork feat she knows to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 4th level and for every 3 levels thereafter.
Edit:
Oh wait, no. I misunderstood your question. It's not like Solo Tactics.