Coordinated Charge


Advice

Grand Lodge

Anyone have any experience with Coordinated Charge? It looks awesome, but could also be very finicky, since everyone on your team needs to be able to take an Immediate to use it.

My Skald just hit 13 (probably BR1/Skald 12) for BaB 10, and I'm thinking about investing in the pre-reqs so I can hand it out with Battle Song of the People's Revolt.

In a unicorn situation, everyone else goes first, before the bad guys, and delays until I go. Then I activate Battle Song, cast Haste, my familiar charges, everyone (including me) piles on with more charges. Then everyone gets their full attacks.

But it's quite an investment, and kind of hurts my ability to rage song. I need to decide if it's worth the risks os not quite working.


Since you can hand it out, it could be good. But you'll probably run into problems of charging lanes and difficult terrain. Remember you can't charge through allies either.

If you're like my group we tend to be either single file or double file and you would end up in a situation where only the front 2 characters can charge.

If everyone wants to build towards embracing a charging it could be really good. If they don't want to invest towards it (feather step slippers, dragon style, etc) I would probably just ignore it.

Grand Lodge

This is for PFS, so it'll be very haphazard. But I do have a flying familiar who'll help, so hopefully me (reach) +2 more melee folks will be able to charge/pounce out of it. But I'm leaning towards skipping it.

Although a level 13 Beast Totem Battle Scion handing out pouncing charges+followup full attacks like candy sounds brutal, for another character.


Yeah, I don't think this would work well in PFS where you don't know your group.

But for a home group to play with that is willing to build around it with you, it could be incredibly devastating.

Grand Lodge

I have only used it with a Eldritch Guardian Martial Master fighter. Because it is a bit of a unicorn feat, as you say, the situations don't come up that often thus it was grabbed with martial flexibility. What makes the feat hard to use is "creature that is no further away from you than your speed". You are getting a half-charge as I read it.

I found most opportunities arose mid-fight. Kill one person and wanting to run over to another. For my build it was devastatingly effective. Familiar charged followed by the fighter. Usually into a gang up, outflank, menacing weapon situation.

If you have other teamwork feats you like and you're getting this in place of a spell (favored class bonus) I would say just take it. I would treat the feat like a spell. If you see a time when 2 people are in range to charge, and not threatened/threatening throw it up. You lose a move (to activated it), then gain it back (in the charge). Your teammates get to charge. You take your free attack (from the charge) and use your remaining standard action to start your normal song. You lose no actions and others others gain. Just treat it as a spell for when the situation arises.


A bit off topic, but a mutation master + eldritch guardian can get a lot of play out of this. Pick a flying familiar and take the wings mutation for yourself, so you don't have to worry about difficult terrain.

For added hilarity, aim your build at picking up pummeling charge. Then your familiar can charge and pummel, triggering you to charge and pummel and when you get to your turn you're right there, so you get another full attack. It's a really tight build and takes a long time to actually complete, but it's pretty fun and funny.

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