Xefas
2008-12-20, 05:35 AM
Commissar
"When the most vile and terrifying adversaries are advancing on your troops from the front, the only thing that will prevent their fleeing is an even more vile and terrifying entity at their back."
Commissars are leaders of men, but not through any sort of inspiration or tactical ingenuity. They lead by intimidation and violence, giving those under their command a simple choice- die valiantly in battle or die by the Commissar's own blade.
Creating a Commissar
"Commissar" is an acquired template that can be applied to any intelligent creature, though it is most common among evil humanoids and monstrous humanoids.
Special Attacks
A Commissar gains all of the following Special Attacks.
Execution (Ex): Any time one of the Commissar's attacks or abilities strikes an ally, the ally is considered flat-footed, and the attack is automatically treated as a Coup de Grace. If the target is killed by this attack, all other allies within 50 feet become immune to fear and gain a +2 morale bonus on all attack rolls, damage rolls, saving throws, and checks to resist a bull rush, trip, disarm, or overrun for 5 rounds. An ally that was adjacent to the killed creature can move into the space that they occupied as an immediate action.
Bully (Ex): As a standard action, one ally that can hear the Commissar becomes Hasted, as the spell, for 5 rounds. At the end of this duration, the target takes 15 damage and is fatigued for 1 minute. If this damage kills the target, an adjacent ally can move into the space that they occupied as an immediate action.
Scapegoat (Ex): When the Commissar is targeted by a ranged attack (including spells that require a ranged attack roll), he may use an immediate action to move an adjacent ally into his space and then move up to 10ft in any direction. Neither of these movements provoke attacks of opportunity. Any attacks targeting the Commissar until the beginning of his next turn (including the one that triggered this ability) must instead be directed at the ally chosen. A Commissar with at least 10 hit dice (including from character levels) can extend this redirection effect to any single-target spell, even if they do not require an attack roll.
Abilities
Increase from the base creature: +4 Charisma; A Commissar is, by their very nature, an evocative person.
Skills
A Commissar has a +8 insight bonus on all Intimidate checks.
Challenge Rating
As base creature +2
Level Adjustment
Hells No
Sample Commissar
Kobold Fodderherd, 4th level Blue Dragon Shaman Commissar
Small Humanoid (Reptilian)
HD 4d10+8 (30hp)
Speed 20 ft. (4 squares)
Init: +3
AC 20; touch 13; flat-footed 17
(+3 Dex, +1 Natural, +6 Armor)
BAB +3; Grp -1
Attack Masterwork Light Crossbow +7 (1d8, 19-20/x2)
Full-Attack Masterwork Light Crossbow +7 (1d8, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Execution, Bully, Scapegoat, Breath Weapon
Special Qualities Darkvision 60ft, light sensitivity, Draconic Adapation, Draconic Resolve, Draconic Auras
Saves Fort +6 Ref +4 Will +2
Abilities Str 11, Dex 16, Con 15, Int 12, Wis 6, Cha 12
Skills Intimidate +16, Hide +7, Tumble +7
Feats Point-Blank Shot, Ability Focus (Breath Weapon), Skill Focus (Hide)B
Challenge Rating 6
Treasure Standard (including +1 Breastplate and Masterwork Light Crossbow)
Alignment Lawful Evil
Advancement By character class
Level Adjustment -
Breath Weapon (Su): A Kobold Fodderherd can breathe forth a 30ft line of lightning every 1d4 rounds that deals 2d6 electricity damage (DC 16 reflex save for half). They often use this to activate their Execution ability while simultaneously striking an opponent.
Draconic Adapation (Sp): The Fodderherd can produce an effect identical to a Ventriloquism spell at will with a caster level of 4 (DC 12 will save to disbelieve). They often use this to Bully their allies from afar.
Draconic Resolve (Ex): The Fodderherd is immune to sleep, paralysis, and the Frightful Presence of Dragons.
Draconic Aura (Su): A Kobold Fodderherd can project or change a projected aura as a swift action. An active aura effects all allies within 30 feet. The auras available to it are:
Energy Shield: Any enemies striking an effected ally with a melee attack takes 2 electricity damage.
Power: Allies deal +1 damage.
Toughness: Allies gain DR 1/magic
Vigor: Allies gain Fast Healing 1 when their hit points are lower than 1/2 maximum.
Execution (Ex): Any time one of the Fodderherd's attacks or abilities strikes an ally, the ally is considered flat-footed, and the attack is automatically treated as a Coup de Grace. If the target is killed by this attack, all other allies within 50 feet become immune to fear and gain a +2 morale bonus on all attack rolls, damage rolls, saving throws, and checks to resist a bull rush, trip, disarm, or overrun for 5 rounds. An ally that was adjacent to the killed creature can move into the space that they occupied as an immediate action.
Bully (Ex): As a standard action, one ally that can hear the Fodderherd becomes Hasted, as the spell, for 5 rounds. At the end of this duration, the target takes 15 damage and is fatigued for 1 minute. If this damage kills the target, an adjacent ally can move into the space that they occupied as an immediate action.
Scapegoat (Ex): When the Fodderherd is targeted by a ranged attack (including spells that require a ranged attack roll), he may use an immediate action to move an adjacent ally into his space and then move up to 10ft in any direction. Neither of these movements provoke attacks of opportunity. Any attacks targeting the Fodderherd until the beginning of his next turn (including the one that triggered this ability) must instead be directed at the ally chosen. A Fodderherd with at least 10 hit dice (including from character levels) can extend this redirection effect to any single-target spell, even if they do not require an attack roll.
"When the most vile and terrifying adversaries are advancing on your troops from the front, the only thing that will prevent their fleeing is an even more vile and terrifying entity at their back."
Commissars are leaders of men, but not through any sort of inspiration or tactical ingenuity. They lead by intimidation and violence, giving those under their command a simple choice- die valiantly in battle or die by the Commissar's own blade.
Creating a Commissar
"Commissar" is an acquired template that can be applied to any intelligent creature, though it is most common among evil humanoids and monstrous humanoids.
Special Attacks
A Commissar gains all of the following Special Attacks.
Execution (Ex): Any time one of the Commissar's attacks or abilities strikes an ally, the ally is considered flat-footed, and the attack is automatically treated as a Coup de Grace. If the target is killed by this attack, all other allies within 50 feet become immune to fear and gain a +2 morale bonus on all attack rolls, damage rolls, saving throws, and checks to resist a bull rush, trip, disarm, or overrun for 5 rounds. An ally that was adjacent to the killed creature can move into the space that they occupied as an immediate action.
Bully (Ex): As a standard action, one ally that can hear the Commissar becomes Hasted, as the spell, for 5 rounds. At the end of this duration, the target takes 15 damage and is fatigued for 1 minute. If this damage kills the target, an adjacent ally can move into the space that they occupied as an immediate action.
Scapegoat (Ex): When the Commissar is targeted by a ranged attack (including spells that require a ranged attack roll), he may use an immediate action to move an adjacent ally into his space and then move up to 10ft in any direction. Neither of these movements provoke attacks of opportunity. Any attacks targeting the Commissar until the beginning of his next turn (including the one that triggered this ability) must instead be directed at the ally chosen. A Commissar with at least 10 hit dice (including from character levels) can extend this redirection effect to any single-target spell, even if they do not require an attack roll.
Abilities
Increase from the base creature: +4 Charisma; A Commissar is, by their very nature, an evocative person.
Skills
A Commissar has a +8 insight bonus on all Intimidate checks.
Challenge Rating
As base creature +2
Level Adjustment
Hells No
Sample Commissar
Kobold Fodderherd, 4th level Blue Dragon Shaman Commissar
Small Humanoid (Reptilian)
HD 4d10+8 (30hp)
Speed 20 ft. (4 squares)
Init: +3
AC 20; touch 13; flat-footed 17
(+3 Dex, +1 Natural, +6 Armor)
BAB +3; Grp -1
Attack Masterwork Light Crossbow +7 (1d8, 19-20/x2)
Full-Attack Masterwork Light Crossbow +7 (1d8, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Execution, Bully, Scapegoat, Breath Weapon
Special Qualities Darkvision 60ft, light sensitivity, Draconic Adapation, Draconic Resolve, Draconic Auras
Saves Fort +6 Ref +4 Will +2
Abilities Str 11, Dex 16, Con 15, Int 12, Wis 6, Cha 12
Skills Intimidate +16, Hide +7, Tumble +7
Feats Point-Blank Shot, Ability Focus (Breath Weapon), Skill Focus (Hide)B
Challenge Rating 6
Treasure Standard (including +1 Breastplate and Masterwork Light Crossbow)
Alignment Lawful Evil
Advancement By character class
Level Adjustment -
Breath Weapon (Su): A Kobold Fodderherd can breathe forth a 30ft line of lightning every 1d4 rounds that deals 2d6 electricity damage (DC 16 reflex save for half). They often use this to activate their Execution ability while simultaneously striking an opponent.
Draconic Adapation (Sp): The Fodderherd can produce an effect identical to a Ventriloquism spell at will with a caster level of 4 (DC 12 will save to disbelieve). They often use this to Bully their allies from afar.
Draconic Resolve (Ex): The Fodderherd is immune to sleep, paralysis, and the Frightful Presence of Dragons.
Draconic Aura (Su): A Kobold Fodderherd can project or change a projected aura as a swift action. An active aura effects all allies within 30 feet. The auras available to it are:
Energy Shield: Any enemies striking an effected ally with a melee attack takes 2 electricity damage.
Power: Allies deal +1 damage.
Toughness: Allies gain DR 1/magic
Vigor: Allies gain Fast Healing 1 when their hit points are lower than 1/2 maximum.
Execution (Ex): Any time one of the Fodderherd's attacks or abilities strikes an ally, the ally is considered flat-footed, and the attack is automatically treated as a Coup de Grace. If the target is killed by this attack, all other allies within 50 feet become immune to fear and gain a +2 morale bonus on all attack rolls, damage rolls, saving throws, and checks to resist a bull rush, trip, disarm, or overrun for 5 rounds. An ally that was adjacent to the killed creature can move into the space that they occupied as an immediate action.
Bully (Ex): As a standard action, one ally that can hear the Fodderherd becomes Hasted, as the spell, for 5 rounds. At the end of this duration, the target takes 15 damage and is fatigued for 1 minute. If this damage kills the target, an adjacent ally can move into the space that they occupied as an immediate action.
Scapegoat (Ex): When the Fodderherd is targeted by a ranged attack (including spells that require a ranged attack roll), he may use an immediate action to move an adjacent ally into his space and then move up to 10ft in any direction. Neither of these movements provoke attacks of opportunity. Any attacks targeting the Fodderherd until the beginning of his next turn (including the one that triggered this ability) must instead be directed at the ally chosen. A Fodderherd with at least 10 hit dice (including from character levels) can extend this redirection effect to any single-target spell, even if they do not require an attack roll.