
apllaw21 |
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I just completed a level 1 campaign intro naval battle objective scenario playing a commander.
My commander character:
versatile human, cannoneer/artillerist background, Int +4, Dex +3, Ch +2 Str +1,
Drilled tactics: Reload!, Naval Training (defensive retreat and coordinating maneuvers were not drilled
Feats: Plant Banner, Deceptive Tactics (via natural ambition), Incredible Initiative, Hefty Hauler
Squadmates: 2 Ballista crews of 2 people each
Armor: studded leather Weapons: Arbalest crossbow, rapier
The commander is a just-out-of-academy naval ensign in charge of two scorpion ballistas on a small, swift pirate hunter galley. The galley is pursuing a fast smuggler ship to retrieve a certain high priority cargo item known only to the captain. As the galley is closing in and getting ready to board the smuggler ship, a kraken surfaces and attacks the smuggler ship.
My character's objectives:
1. Fire the ballistas on the kraken
2. Damage the kraken with ballista fire.
3. Once the kraken has destroyed both ships, escape on a rowboat.
My guy met all of his objectives. The stars were plant banner and reload. By planting his banner at the central mast, the increase in his command aura to 40' each direction enabled both the bow and stern ballista crews to benefit from his reload tactic. Ordinarily, a ballista requires 5+ actions to fire, meaning most of the time - and all of the time with a moving target - firing will be once every other round. When the ensign used two Reload! actions on his turn, each one allowed a 2-action reload to be performed as a reaction by one of the crew members, doubling the rate of fire. Since the chance of the kraken not critically succeeding at his artillery basic reflex save was very low, the extra attacks were very helpful in achieving objective #2.
The naval training was great in this scenario as well, especially since it is not limited by the banner emanation. Unfortunately, it didn't save his squadmates from the deadly poisonous kraken ink.
I felt the pain of his second rate fighter power in melee and ranged combat (firing his crossbow and attacking a tentacle), with his dex mod one off the maximum, low strength, and trained rather than expert in martial. I think most commanders would want strength for their combat ability score, but dex made more sense for a naval artillery commander. But the reduction in direct combat ability was more than offset by the commander powers, which were awesome and thematic. The warfare lore was really useful. He felt very cinematic, but did not overpower the other player characters.
I'll update at higher levels, but the introduction to this class I have had was very fun and satisfying. The scenario was pretty niche in terms of using less broadly applicable tactics but the Reload! would work great with a crossbow platoon for sure.