Difference between revisions of "Feats/Warleader"
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{{AbilityCard|Tactics|{{:Tactics}}}} | {{AbilityCard|Tactics|{{:Tactics}}}} | ||
{{Card||4|W|border=|You also gain the following shout: | {{Card|none|4|W|border=|You also gain the following shout: | ||
{{ModifierCard|Fierce Shout| | {{ModifierCard|Fierce Shout| | ||
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For every 2 ranks in Diplomacy you possess, the morale bonus to damage is increased by +1.}}}} | For every 2 ranks in Diplomacy you possess, the morale bonus to damage is increased by +1.}}}} | ||
{{Card||4|W|border=|You also gain the following tactic: | {{Card|none|4|W|border=|You also gain the following tactic: | ||
{{ModifierCard|Aggressive Flanking| | {{ModifierCard|Aggressive Flanking| |
Revision as of 22:39, 20 January 2022
Main > Feats |
(Combat)
In addition you gain the following abilities:
Shouts
Shouts are sound-based effects centered on the practitioner that affect creatures in an area of effect centered on the practitioner with a radius of 10 ft. + 5 ft. per 2 levels. The practitioner may choose whether or not to include himself in the effects of his shout.
The effects of shouts last for 1 round, +1 additional round at level 4, and has a saving throw DC of 10 + 1/2 level + practitioner modifier.
Unless otherwise noted, using a shout is a standard action.
Deaf characters or characters otherwise lacking the ability to hear gain a +5 bonus on all saves against shout effects, and must attempt a saving throw against a shout even if its effects would be beneficial. Practitioners in the area of a silence spell or otherwise unable to make a sound cannot use shouts until they are once more able to be heard.
While some shouts only affect allies or enemies, others affect all targets within their area of effect. When performing such a shout, you may spend a move action to warn your allies to cover their ears and negate the effects, but doing so gives enemies within the area of effect a +5 bonus to their saving throw against the shout’s effects.
Some shouts may require you to expend your martial focus, as described in their entry.
Tactics
Tactics are coordinated battle plans that require continuing direction from the practitioner to maintain. A creature must have line of sight to, and be able to see, the practitioner to benefit from a tactic.
Beginning a tactic is a move action, and it can be maintained each round as a move or swift action. Once activated, you may switch between any tactics you know each time you use a swift action to maintain an ongoing tactic.
Tactics affect all allied creatures within a radius of 10 ft. + 5ft. per level, and may be centered on any square you have both line of sight and line of effect to. You may recenter an ongoing tactic at a new location as part of the swift action used to maintain it.
The benefits of your tactics end immediately if you are helpless, killed, paralyzed, rendered unconscious, or stunned.
none
You also gain the following shout:Fierce Shout
When you use this shout, you and all affected allies gain a +1 morale bonus on damage rolls on their first attack each turn. This is a mind-affecting emotion effect.
For every 2 ranks in Diplomacy you possess, the morale bonus to damage is increased by +1.
none
You also gain the following tactic:Aggressive Flanking
While within the affected area of this tactic, allied creatures are considered to be flanking as long as they both threaten the same creature, regardless of their comparative positioning.
If you already have ranks in the Diplomacy skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining the feat.
15. COPYRIGHT NOTICE
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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