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Commander base class
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<blockquote data-quote="1Mac" data-source="post: 5505964" data-attributes="member: 48998"><p>This is a pretty good take on a Marshall style class. You've got the bread-and-butter commands (improve attack, etc.), but you've also a lot of flavorful abilities as well. Some are a little campaign-specific, but that's a feature, I think. I also like that you avoided adding a ton of fighter feats to the class and instead used a lot of unique abilities. The new feats are cool too, particularly the multiclass ones.</p><p></p><p>I have some nitpicks, of course, and naturally what I have to say about them is disproportionate to their impact on the class. It's very good overall. Anyway, here they are:</p><p></p><p>1.) Challenging Battle Cry: I'd avoid standard compulsive aggro abilities in favor of something more like marking in 4e. That is, have the challenge inflict an attack penalty to the target, unless he attacks the Commander. It involves no more bookkeeping than compelling him to attack you, and it means that if an NPC uses this power on PCs, they still have some choice as to whether or not to attack.</p><p></p><p>Also, avoid powers where you have to spend a resource and beat a target's saving throw to get any effect. You did a good job of avoiding this problem with Demoralizing Battle Cry, where there is a lesser effect if the target beats their saving throw. You could do something similar with Challenging Battle Cry.</p><p></p><p>So here's my rewrite:</p><p></p><p>Challenging Battle Cry (Command)</p><p>Level Requirement: 4</p><p>Target an enemy within 30’ that you have line of sight to. That enemy must make a Will save (DC 10 + ½ your level + your Charisma modifier) or suffer a penalty equal to your Command bonus for any attack that doesn't target you. If he passes, he suffers a penalty equal to half your Command bonus for any attack that doesn't target you. This penalty lasts until the round after the target attacks you.</p><p></p><p>2.) Stand and Fight: I'm not sure about this. It's a lot of DR, but the duration is so limited. I guess the idea is to time it just when it's needed most. I almost wonder if it shouldn't then be an immediate action; otherwise it's hard to predict when to use it.</p><p></p><p>3.) Cunning Commander: I'm not sure what about this requires a feat. If a player wants to use Intelligence instead of Charisma, that should just be a class option. It's not as though the class synergizes better with Int-based characters over Cha-based characters.</p><p></p><p>4.) Bonus feats: Again, I like that you kept these to a minimum. I wonder if you shouldn't limit bonus feats to Tactical feats and feats that have a Command bonus as a prerequisite (i.e. the feats you created for the class). It fits the flavor of the class better.</p><p></p><p>By the way, if you're looking for a commercially available commander-type class, the <a href="http://www.rpgnow.com/product_info.php?cPath=5251&products_id=78828" target="_blank">War Master</a> from Super Genius Games fits the bill and is pretty solid.</p></blockquote><p></p>
[QUOTE="1Mac, post: 5505964, member: 48998"] This is a pretty good take on a Marshall style class. You've got the bread-and-butter commands (improve attack, etc.), but you've also a lot of flavorful abilities as well. Some are a little campaign-specific, but that's a feature, I think. I also like that you avoided adding a ton of fighter feats to the class and instead used a lot of unique abilities. The new feats are cool too, particularly the multiclass ones. I have some nitpicks, of course, and naturally what I have to say about them is disproportionate to their impact on the class. It's very good overall. Anyway, here they are: 1.) Challenging Battle Cry: I'd avoid standard compulsive aggro abilities in favor of something more like marking in 4e. That is, have the challenge inflict an attack penalty to the target, unless he attacks the Commander. It involves no more bookkeeping than compelling him to attack you, and it means that if an NPC uses this power on PCs, they still have some choice as to whether or not to attack. Also, avoid powers where you have to spend a resource and beat a target's saving throw to get any effect. You did a good job of avoiding this problem with Demoralizing Battle Cry, where there is a lesser effect if the target beats their saving throw. You could do something similar with Challenging Battle Cry. So here's my rewrite: Challenging Battle Cry (Command) Level Requirement: 4 Target an enemy within 30’ that you have line of sight to. That enemy must make a Will save (DC 10 + ½ your level + your Charisma modifier) or suffer a penalty equal to your Command bonus for any attack that doesn't target you. If he passes, he suffers a penalty equal to half your Command bonus for any attack that doesn't target you. This penalty lasts until the round after the target attacks you. 2.) Stand and Fight: I'm not sure about this. It's a lot of DR, but the duration is so limited. I guess the idea is to time it just when it's needed most. I almost wonder if it shouldn't then be an immediate action; otherwise it's hard to predict when to use it. 3.) Cunning Commander: I'm not sure what about this requires a feat. If a player wants to use Intelligence instead of Charisma, that should just be a class option. It's not as though the class synergizes better with Int-based characters over Cha-based characters. 4.) Bonus feats: Again, I like that you kept these to a minimum. I wonder if you shouldn't limit bonus feats to Tactical feats and feats that have a Command bonus as a prerequisite (i.e. the feats you created for the class). It fits the flavor of the class better. By the way, if you're looking for a commercially available commander-type class, the [URL="http://www.rpgnow.com/product_info.php?cPath=5251&products_id=78828"]War Master[/URL] from Super Genius Games fits the bill and is pretty solid. [/QUOTE]
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