Been debating the wording on "Plant Banner." Do the temp hp refill each round, or does the duration of the original hp extend each round? The way it's worded, it seems like they just get extended, not refilled. Not sure if that's the intention though.
@@theebadluckgamer If that's how it works, it's extremely strong. Compare to the Wood Kineticist Aura Junction: Life-giving blossoms spring up around you. Any ally that begins its turn in the aura gains 1 temporary Hit Point that lasts until the start of its next turn. This increases to 2 temporary Hit Points if you're 10th level or higher and to 3 temporary Hit Points if you're 15th level or higher. I think it's renewing the duration, not reapplying the burst, meaning whatever number of thp you have that are about to expire will instead be extended for another round.
Great channel! I appreciate your content. PF2e [for me] is the most balanced, scalable, and INTUITIVE system. Unlike DND, it is great at high levels. IF one trusts the system design [for the most part], one is rewarded MANY times over [unlike DND... sorry, old DND gamer and have many complaints]. Commander sounds great! I'm REALLY looking forward to Palantine [Detective?] Investigator [as I had to homebrew a similar concept]. Paizo GETS it. MUCH easier to homebrew a consistent and balanced system than a wonky, random, selfish game. As a GM, I find it MUCH easier to run. That said: I would prefer Wisdom-based Commanders for "past" [experience-based] tactics and strategy. I get the decision, but I also realize Paizo would have to integrate "negatives" in later levels to balance out this approach. In other words, I get the decision even if I would have "tried" [and likely given up] the Wisdom & [perhaps] Charisma route. YOUR video revealed the inevitable surprise and joy elements Paizo always seems to incorporate to breathe FLAVOR into each class/tradition/archetype etc.... THANK YOU.
Just had a thought, Commander would probably be the least problematic DMPC class. Anyone else agree? EDIT: Also, Valkyrie's Charge is a great last heroic action if you are about to suffer a TPK.
I don't know, telling/suggesting the player characters what to do with their (extra) reactions sounds awfully like the GM playing/puppeteering both sides of a battle. Personally I think a good GMPC class (if necessary) might be a cleric. Someone who focuses on healing. Or a Champion to be a tank for the party (if they lack a good tank). Probably should be a character with simple mechanics and playstyle since the GM likely already has enough on their plate. Personally, if the party needs an extra character to fill a gap in party roles (ie healer and/or tank), I'm in favor of having one or more players control the extra characters actions. We did that for a bit in a group I was in, and it went well.
I just wish there were more varied basic tactics as it is most level 1 commander's folios will look quite similar. The basic tactics can be categorized into 3 groups. *Generally Good:* (Nearly all commanders will take 2-3 of these at level 1) Mountaineering Training - incredibly useful in Exploration mode, and occasionally clutch in certain battles. End It - Widespread AoE action denial? Yes please! This will be useable at least 1-2 times in most battles. Strike Hard - Commander may have a martial chassis, but they really aren't built to be a damage dealer. Giving your fighter, barbarian, or well-positioned rogue squadmate a free 0 MAP attack will usually do a lot more than you can in 1-2 attacks. *Mobility:* (Nearly all commanders will take 1-2 of these at level 1) Defensive Retreat, Form Up, Passage of Lines, and Pincer Attack - They all give extra movement to your squadmates (not you) with various pros & cons. None of them are outright terrible, but they diminish in value the more of them you have. *Niche:* (Great with the right campaign/party, otherwise infrequently or never useful) Naval Training - great in some campaigns, negligible or no use in most. Coordinating Maneuvers and Double Team - dependent on Reposition/Shove, so that means a squadmate (not you) with a free hand (or shove weapon for DT). Reload & Shields Up - require 1+ squadmates (not you) to have reload weapons or shields/parry weapons.
I am extremely interested in playing a Commander, but our gaming group has dwindled to just three people, including the DM. So having Commander have a little bit more support towards solo gameplay would be great. I think it's already looking good with Animal Companion feats, however nimble/savage is at level 10 instead of 8 as common with archetypes. I could be more beneficial to just go with an archetype for the Companion mechanics. Cavalier maybe.
On paper this is the kind of video I should love, but all the incorrect readings on what is supposed to be a deep analysis really ruin it. How can I trust you to give good advice and feedback when I can't trust you to read the same words off a screen that I am? Drilled Reactions says once per round yet you are talking about it triggering with every tactic used in a turn. End it requires the enemy to be outnumbered *AND* an enemy get reduced to zero.
Here's my thought. Hobgoblin commander. All the healing feats of the commander and all the cantorian feats from the hobgoblin will give you a basically unkillable party
Some corrections, drilled reactions specify once per round, not once per tactic, and secondly any character can only benefit from any tactic, not just your own, once per round meaning stwckinng commanders is a very bad idea, too many cooks in the kitchen
I really would like to see some more options for more cases, even maybe more caster friendly, or some subclasses for more specific styles, all of this to give more flavour to the class and flexibility to its fantasy. Not to mention how the plant banner to be less detrimental. Bur i really like the initial impression of this class and already have some ideas to make characters with it.
I have a few comment and questions: - “Form Up does not require your allies to be in reach of your banner”. Are you sure about that? The description states “all squadmates affected by your commander’s banner”. - Do you still need hands free with a climb speed? If that is the case will Mountaineering Training just not work on certain allies? - “One ally gets a free reaction Strike from Demoralizing Charge”. Both allies get a free reaction with Drilled Reflexes. I see a lot of potential with Demoralizing Charge in a team with two martials/Fighters. I am theorizing a team with two Fighters and one Commander. Both Fighters take Opportune Backstab from the Rogue archetype. The Fighters Stride into flanking position with Demoralizing Charge and start triggering each other’s Opportune Backstabs. The idea is to kill enemies before they can get a turn. What do you think about this strategy?
“Form Up does not require your allies to be in reach of your banner”. Are you sure about that? The description states “all squadmates affected by your commander’s banner”. This tatic doesnt have the Banner trait, so you dont need to wield it, but your allies need to be in the reach. So you can plant the banner or attach it to your mount and use the tatic. "End It!" and "Strike Hard!" have the Banner trait, so you need to have it on your hand (or wherever you keep it). So yeah, I think this was a slip.
Do you still need hands free with a climb speed? If that is the case will Mountaineering Training just not work on certain allies? Yes. From Nethys: "A climb Speed allows you to move up or down inclines and vertical surfaces. Most creatures need to succeed at Athletics checks to Climb, but if you have a climb Speed, you automatically succeed and move up to your climb Speed instead of the listed distance." And on Climb action requires you have two hands free (but if you have more than 2 hands, you are fine). Some feats, spells and equipment allows you to do this with one hand or just walk on ceiling, but this need to be on the text. So this tatic is incredible in exploration at low levels, but not that much useful on combat.
“One ally gets a free reaction Strike from Demoralizing Charge”. Both allies get a free reaction with Drilled Reflexes. I see a lot of potential with Demoralizing Charge in a team with two martials/Fighters. No, just one of them by standart. Every Commander can give one extra reaction by round, so just one of the two squadmates receive it. But the feat Drilled Reflexes can expand this to two per round. So yeah, they can do that, but not just every Commander and not for free, but is probably the best feat at level 10.
@@Kaziel1919 Thank you for answering my questions. I am not sure if Mountaineering Training can be used outside combat. The rules on page 3 (Tactics & Preparing and Changing Tactics) imply that tactics only work inside combat: “These are combat techniques and coordinated maneuvers you can instruct you allies in, enabling them to respond to your signals in combat.” & “Enabling these allies to respond to your tactics in combat.”
@@saprone8885 When a trait says you can only use it on encounter mode it says explicitly. Like Stance feats from martial classes. The books refer to combat as Encounter Mode by the way, if this is not on text "combat" is usually just flavor. Normally this applies more to Stances because this enable them to do cool stuff without breaking the game with players spawning them everywhere everytime.
1:41 "Having a commander in your team is like having another party member" I hope so lol
i want to play a Commander who is a member of the thieves guild now.
This is the Cavalier/Battle Herald i was waiting for so long to Pathfinder 2e
I wonder if anyone gets it if i say
"WOLF PACK! FORM OF! WOLF SUBMARINE!" *activates Naval Training*
I reckon this is going to be my favourite class. A supportive yet not passive class that can be in the frontline? Yes, please.
Same here, in Path 1e my favorite class was Inspiring Commander + Battle Herald and this is the same class theme
New viewer here not to be weird, but your voice is very smooth and soothing to listen to. Very good for long videos reviewing stuff like this.
He seems like the quiet yet cool guy at high school that introduces you into TTRPG and you spend your teenage years playing with him on Saturdays.
small correction. drilled reaction only works once per round. until you get a feat that gives you a second at higher levels.
Still only once per round. Just that two of your targets can get free reactions.
Been debating the wording on "Plant Banner."
Do the temp hp refill each round, or does the duration of the original hp extend each round? The way it's worded, it seems like they just get extended, not refilled. Not sure if that's the intention though.
It states in the ability the the hitpoints are "renewed" so the are replenished every start of the allie's turn
@@theebadluckgamer If that's how it works, it's extremely strong. Compare to the Wood Kineticist Aura Junction:
Life-giving blossoms spring up around you. Any ally that begins its turn in the aura gains 1 temporary Hit Point that lasts until the start of its next turn. This increases to 2 temporary Hit Points if you're 10th level or higher and to 3 temporary Hit Points if you're 15th level or higher.
I think it's renewing the duration, not reapplying the burst, meaning whatever number of thp you have that are about to expire will instead be extended for another round.
Great channel! I appreciate your content. PF2e [for me] is the most balanced, scalable, and INTUITIVE system. Unlike DND, it is great at high levels. IF one trusts the system design [for the most part], one is rewarded MANY times over [unlike DND... sorry, old DND gamer and have many complaints]. Commander sounds great! I'm REALLY looking forward to Palantine [Detective?] Investigator [as I had to homebrew a similar concept]. Paizo GETS it. MUCH easier to homebrew a consistent and balanced system than a wonky, random, selfish game. As a GM, I find it MUCH easier to run.
That said: I would prefer Wisdom-based Commanders for "past" [experience-based] tactics and strategy. I get the decision, but I also realize Paizo would have to integrate "negatives" in later levels to balance out this approach. In other words, I get the decision even if I would have "tried" [and likely given up] the Wisdom & [perhaps] Charisma route. YOUR video revealed the inevitable surprise and joy elements Paizo always seems to incorporate to breathe FLAVOR into each class/tradition/archetype etc....
THANK YOU.
just got my pdfs!
Choosing Int or Wisdom as main stat would be cool
Just had a thought, Commander would probably be the least problematic DMPC class. Anyone else agree?
EDIT: Also, Valkyrie's Charge is a great last heroic action if you are about to suffer a TPK.
I don't know, telling/suggesting the player characters what to do with their (extra) reactions sounds awfully like the GM playing/puppeteering both sides of a battle.
Personally I think a good GMPC class (if necessary) might be a cleric. Someone who focuses on healing. Or a Champion to be a tank for the party (if they lack a good tank). Probably should be a character with simple mechanics and playstyle since the GM likely already has enough on their plate.
Personally, if the party needs an extra character to fill a gap in party roles (ie healer and/or tank), I'm in favor of having one or more players control the extra characters actions. We did that for a bit in a group I was in, and it went well.
@@rylandrc Very fair point.
I see it as a good temporary mentor, and a way to let a player pick up the Commander as a free Archetype sown the line. That could work very well.
Honestly the commander feels pretty perfect already , very interesting
I just wish there were more varied basic tactics as it is most level 1 commander's folios will look quite similar.
The basic tactics can be categorized into 3 groups.
*Generally Good:* (Nearly all commanders will take 2-3 of these at level 1)
Mountaineering Training - incredibly useful in Exploration mode, and occasionally clutch in certain battles.
End It - Widespread AoE action denial? Yes please! This will be useable at least 1-2 times in most battles.
Strike Hard - Commander may have a martial chassis, but they really aren't built to be a damage dealer. Giving your fighter, barbarian, or well-positioned rogue squadmate a free 0 MAP attack will usually do a lot more than you can in 1-2 attacks.
*Mobility:* (Nearly all commanders will take 1-2 of these at level 1)
Defensive Retreat, Form Up, Passage of Lines, and Pincer Attack - They all give extra movement to your squadmates (not you) with various pros & cons. None of them are outright terrible, but they diminish in value the more of them you have.
*Niche:* (Great with the right campaign/party, otherwise infrequently or never useful)
Naval Training - great in some campaigns, negligible or no use in most.
Coordinating Maneuvers and Double Team - dependent on Reposition/Shove, so that means a squadmate (not you) with a free hand (or shove weapon for DT).
Reload & Shields Up - require 1+ squadmates (not you) to have reload weapons or shields/parry weapons.
I am extremely interested in playing a Commander, but our gaming group has dwindled to just three people, including the DM. So having Commander have a little bit more support towards solo gameplay would be great. I think it's already looking good with Animal Companion feats, however nimble/savage is at level 10 instead of 8 as common with archetypes. I could be more beneficial to just go with an archetype for the Companion mechanics. Cavalier maybe.
On paper this is the kind of video I should love, but all the incorrect readings on what is supposed to be a deep analysis really ruin it. How can I trust you to give good advice and feedback when I can't trust you to read the same words off a screen that I am?
Drilled Reactions says once per round yet you are talking about it triggering with every tactic used in a turn.
End it requires the enemy to be outnumbered *AND* an enemy get reduced to zero.
Here's my thought. Hobgoblin commander. All the healing feats of the commander and all the cantorian feats from the hobgoblin will give you a basically unkillable party
It has been a while since I've watched one of your videos. Thanks for covering the new plates class. I am going to play the commander in my next game.
Some corrections, drilled reactions specify once per round, not once per tactic, and secondly any character can only benefit from any tactic, not just your own, once per round meaning stwckinng commanders is a very bad idea, too many cooks in the kitchen
I really would like to see some more options for more cases, even maybe more caster friendly, or some subclasses for more specific styles, all of this to give more flavour to the class and flexibility to its fantasy. Not to mention how the plant banner to be less detrimental.
Bur i really like the initial impression of this class and already have some ideas to make characters with it.
I have a few comment and questions:
- “Form Up does not require your allies to be in reach of your banner”. Are you sure about that? The description states “all squadmates affected by your commander’s banner”.
- Do you still need hands free with a climb speed? If that is the case will Mountaineering Training just not work on certain allies?
- “One ally gets a free reaction Strike from Demoralizing Charge”. Both allies get a free reaction with Drilled Reflexes. I see a lot of potential with Demoralizing Charge in a team with two martials/Fighters.
I am theorizing a team with two Fighters and one Commander. Both Fighters take Opportune Backstab from the Rogue archetype. The Fighters Stride into flanking position with Demoralizing Charge and start triggering each other’s Opportune Backstabs. The idea is to kill enemies before they can get a turn. What do you think about this strategy?
“Form Up does not require your allies to be in reach of your banner”. Are you sure about that? The description states “all squadmates affected by your commander’s banner”.
This tatic doesnt have the Banner trait, so you dont need to wield it, but your allies need to be in the reach. So you can plant the banner or attach it to your mount and use the tatic. "End It!" and "Strike Hard!" have the Banner trait, so you need to have it on your hand (or wherever you keep it).
So yeah, I think this was a slip.
Do you still need hands free with a climb speed? If that is the case will Mountaineering Training just not work on certain allies?
Yes. From Nethys: "A climb Speed allows you to move up or down inclines and vertical surfaces. Most creatures need to succeed at Athletics checks to Climb, but if you have a climb Speed, you automatically succeed and move up to your climb Speed instead of the listed distance."
And on Climb action requires you have two hands free (but if you have more than 2 hands, you are fine). Some feats, spells and equipment allows you to do this with one hand or just walk on ceiling, but this need to be on the text. So this tatic is incredible in exploration at low levels, but not that much useful on combat.
“One ally gets a free reaction Strike from Demoralizing Charge”. Both allies get a free reaction with Drilled Reflexes. I see a lot of potential with Demoralizing Charge in a team with two martials/Fighters.
No, just one of them by standart. Every Commander can give one extra reaction by round, so just one of the two squadmates receive it. But the feat Drilled Reflexes can expand this to two per round. So yeah, they can do that, but not just every Commander and not for free, but is probably the best feat at level 10.
@@Kaziel1919 Thank you for answering my questions. I am not sure if Mountaineering Training can be used outside combat. The rules on page 3 (Tactics & Preparing and Changing Tactics) imply that tactics only work inside combat: “These are combat techniques and coordinated maneuvers you can instruct you allies in, enabling them to respond to your signals in combat.” & “Enabling these allies to respond to your tactics in combat.”
@@saprone8885 When a trait says you can only use it on encounter mode it says explicitly. Like Stance feats from martial classes. The books refer to combat as Encounter Mode by the way, if this is not on text "combat" is usually just flavor. Normally this applies more to Stances because this enable them to do cool stuff without breaking the game with players spawning them everywhere everytime.
You only have a single Commander's Folio, it is basically their spell book to keep the notes, signals, and commands for their tactics.
I am imagining a Fire Giant commander, a devil commander, and so on. For any lawful humanoid class. Conan was a commander in a few of the novels.
🎉 Healing 🎉
This is what i wanted out of the champion, i just worry about it overshadowing the actual champion now.
I think it can synergize pretty well with a champion