| Evil Lincoln |
Would it make sense to have a feat or feat chain that allowed you to grant extra actions to other creatures? I wouldn't rule out a class ability, but let's call it a feat for now.
There's plenty of precedent for this in spells, obviously, and in some prestige classes (Pathfinder Chronicler, I think).
What if there were a low level feat that let you sacrifice a standard action to grant another creature a free move action. It would get better from there, both by sweetening the action granted (maybe standard at 6th level) and alleviating the cost (move action, then perhaps even in place of an attack on a full attack run), increasing the number of creatures affected, and the range of the effect.
Limitations; of course the creature needs to understand your language. I don't think the action should be useable for spellcasting, although I would consider a caveat that merely limited the utility of this. Maybe a spellcraft roll is necessary for the commander to grant a spellcasting action?
The feat would have a charisma 13, pre-req, but I would build it with an eye toward houseruling it in as a bonus feat for any class that doesn't have full- or bard- spells per day.
Lots of potential here. What do you all think? Anyone tried it?
| Urath DM |
The Marshal is a "Leader" class. It buffs allies with auras that grant some interesting benefits, and it has very strong Diplomacy skill bonuses. The ability to grant Move actions to allies begins with 1/day at level 4 (? from memory) and grows up to 5/day.
There may still be a niche for the class in some campaigns, but the Cavalier's Tactician feature may overlap a bit of it.
The illustration of the character reminds me a great deal of Viggo Mortensen's Aragorn in the Lord of the Rings movies, especially in the battle scenes in Helm's Deep.
| Tim4488 |
I'm all for this. First two ideas look dead-on: Standard for a Move, then Standard for a Standard at 6th. I like the Spellcraft roll, wouldn't want to rule out a leader of mages altogether, but it should be a little tricker. Here's a thought - maybe a separate feat, or a separate use of the second feat, that lets them sacrifice their Immediate Action for the round to let an ally Counterspell with no Spellcraft roll? It's such a rarely used action, after all, it might be nice to encourage it. Imagine "Ezren! Quick, we can't take another fireball!"
As for the Attack-for-a-Standard idea, I'm less sure on that, not because it's a bad idea but just because I'm not sure when that would be balanced. Too high of a level and no one will take it, but too low feels off too. Hrm.
Anyway, love the ideas, keep it coming.
Skeld
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Would it make sense to have a feat or feat chain that allowed you to grant extra actions to other creatures?
I believe Nobles in Star Wars Saga Edition can do something like this (with the right feats/talents). My memory is fuzzy, but seems like there are certain actions (or rather, reactions) that could trigger their ability to grants attacks or actions to other characters.
-Skeld
| Evil Lincoln |
Full-disclosure: My design philosophy is that there is a caster-martial disparity, and I try to correct for that in my rules. Once the game starts, I try to correct for it with GMing.
Allowing martial and skill types to bulk up the number of actions they get might address the disparity in full-attack vs. move+spell. Making these bonus actions not apply to spell-casting, or harder to apply to spell-casting, seems fair to me.
Actions are a very volatile aspect of the system to monkey with. I really appreciate any input on how this should work.
| Urath DM |
I don't think that allowing the leader to grant others extra Standard Actions would be that great an idea. The core allows you to "trade down" a Standard for a Move action, but not the reverse. That indicates to me that Standard Actions are "more valuable" than Move Actions in general. The game is also balanced in many ways by making the use of feat (or set of feats) a Standard Action. The Action economy is already quite powerful, where multiple "haste-type" effects are not allowed to stack. Granting additional Move Actions allows the PCs to get into position for Full Attack and other Full Round actions using their "normal" allotment. A bonus Standard Action is likely a little too good.
| Twigs |
Have you seen the new Co-Ordinated charge teamwork feat in UC? Sounds like what you're looking for, if you ask me. I'd hesitate to grant more than one attack. If you were to homebrew it as an ability, I'd model it around the Order of the Lion Calavier's capstone.
As a side note, I have an old Pathfinder conversion of the 3.5 Marshall if you're interested, as I'd always planned on playing one. I can send it your way, if you're interested.
| Twigs |
Twigs wrote:Go ahead and throw it up
As a side note, I have an old Pathfinder conversion of the 3.5 Marshall if you're interested, as I'd always planned on playing one. I can send it your way, if you're interested.
Did a quick search and found the source. Props to SmiloDan. HERE IT IS.
| Kaisoku |
The ENWorld War of the Burning Sky campaign had a Commander class and "Leadership" feats.
The class was a sort of combination of Fighter and Bard style of class. Fighting ability, but a bunch of leadership/give others benefits type of stuff.
The link above has a tab for the "Intro Pack" that has the player's guide in it. The full writeup for the Commander class and related feats are all in there, free.