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Pathfinder 1E Pathfinder Marshall


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Not as written, no. A few abilities are too good or possible too early.

I'd make the one that lets you assist an ally adjacent to you an immediate action rather than a free action. You can still do some powerful stuff with all three abilities, but that makes it less abusable. Otherwise it's three power choices to do "spend a maneuver point any time an ally does anything to grant a bonus of 2+Charisma modifier as a free action". That seems a bit too powerful.

2 maneuver points to grant a standard action to an ally with no level requirement is too good. I'd be okay with a physical attack at mid levels (6ish), but the ability to grant that much action advantage is too much once spellcasting is figured in.

The spell resistance aura is crazy powerful. 10 + 4*aura bonus means it starts at SR 14 and goes up to SR 34 at 20th. I personally don't like an aura granting SR at all, unless the character has invested in some of the magic-related class options. If you feel you want to keep it, consider dropping the SR granted a bit.

I'd consider an ability or two that granted temporary hit points to allies in the form of inspiration.

I'm not sure why considered Scatter so much more powerful than Form Ranks. Were you intending it to be usable at any time, as an immediate action to interrupt other people?
 

Ok what if I move the 2 points for a standard action up to level 10-12?

That was the intent with scatter, that you get everyone else out of the way but end up more likely to take a fireball to the face yourself.

At level 20 a drow has 31 sr.

So what if I make it 7 + 4*bonus, and make it a special aura you have to learn as a squad tactic after learning a couple of the arcane tactics, or a certain number of arcana ranks?

Will implement change to the assist trick.

Should I try to implement int abilities?
How about spending a maneuver point to grant allies 3*bonus+your cha mod temp HP?
What about a recovery aura, every time an ally heals it heals an additional amount equal to aura bonus and all allies at less than 1/2 HP gain fast healing 1?
Maybe an ability that lets you spend maneuver points to cast mass heal or something?
Should aura focus be obtainable multiple times? give a bigger bonus?
 
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tweaked the spell resist aura into a squad tactic and reduced the power a smidge, added a thp granting ability, granting standard actions now requires level 12

is that better?
 


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