PDA

View Full Version : Gandia d20 Commander class [Peach]



Dienekes
2009-08-09, 02:33 AM
The second class for my homebrew system. Based upon the Marshall, but actually interesting.

Commander
“Rally to me, take up the banner. We will have victory. We will have glory. Brothers in arms, nothing will stand in our way!”
-Taimon, commander of the fifth legion

A commander is a martial support fighter. While his direct contribution to any combat is not to be underestimated his strength is in organizing and inspiring his allies to make them fight at their greatest.
Abilities: Intelligence or Charisma, depending on the commander’s path, is the most important ability as it is used in numerous abilities that define the commander. Constitution is also highly recommended for a commander, since they cannot help in combat if they are killed. Strength or Dexterity can also be useful if the commander decides to take up the sword as well and fight alongside his allies.
Race: Of the base races almost all are likely to find a commander in some form or another. Dwarves are by far the most common commanders, their society granting praise to the greatest war leaders. Elves, humans, and half-elves also have a high amount to run their society. Among the orcish tribes it is more common that they are ruled by the strongest berserker, though commanders do find their place to plan the raids.

Starting Gold of low class: 6d4 x 10 (150 gp)
Starting Age: As wizard

GAME RULE INFORMATION
Alignment: Any alignment may play as a commander, though the strategic nature does tend to lead to more lawful commanders than chaotic.
Hit Points at first level: 8 (in regular dnd replace with d8)
Hit Points at each additional level: 2 (in regular dnd replace with d8)

Class Skills:
A commanders class skills (and the key abilities for each) are Appraise (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Gather Information (Dex), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Knowledge (Warcraft) (Int), Perform (Cha), Profession (Wis), Ride (Dex), and Sense Motive (Wis)
Skill Points at first level: (6+Int modifier)x4
Skill Points at each additional level: 6+Int modifier

Commander
{table=head]Level|Base Attack Bonus|Base Defense Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+1|
+0|
+2| Bolster Allies, Grant Move Action +1, Roll of the Leader

2nd|
+1|
+1|
+2|
+0|
+3| Command Tactic, Inspire Courage or Negate Distraction

3rd|
+2|
+2|
+2|
+1|
+3| Grant Full Round Action 1/day

4th|
+3|
+3|
+3|
+1|
+4| Command Tactic

5th|
+3|
+3|
+3|
+1|
+4| Grant Move Action +2

6th|
+4|
+4|
+3|
+2|
+5| Command Tactic

7th|
+5|
+5|
+4|
+2|
+5|Flawless Stride, Ranged Precision +3d6

8th|
+6/+1|
+6|
+4|
+2|
+6| Command Tactic, Inspire Competence or Provoke Dread

9th|
+6/+1|
+6|
+5|
+3|
+6| Grant Move Action +2

10th|
+7/+2|
+7|
+5|
+3|
+7| Command Tactic

11th|
+8/+3|
+8|
+6|
+3|
+7| Grant Full Round Action 2/day

12th|
+9/+4|
+9|
+6|
+4|
+8| Command Tactic

13th|
+9/+4|
+9|
+6|
+4|
+8| Grant Move Action +3

14th|
+10/+5|
+10|
+7|
+4|
+9| Command Tactic

15th|
+11/+6/+1|
+11|
+7|
+5|
+9| Inspire Greatness or Cowing the Enemy, Perfect Commands

16th|
+12/+7/+2|
+12|
+8|
+5|
+10| Command Tactic

17th|
+12/+7/+2|
+12|
+8|
+5|
+10| Grant Move Action +4

18th|
+13/+8/+3|
+13|
+9|
+6|
+11| Command Tactic

19th|
+14/+9/+4|
+14|
+9|
+6|
+11| Grant Full Round Action 3/day

20th|
+15/+10/+5|
+15|
+9|
+6|
+12| Command Tactic, Convert Opposition or Command Opposition [/table]


Class Features
All the following are class features of the commander
Weapon and Armor Proficiency: A commander is proficient with all simple and martial weapons and all armor (heavy, medium, and light) and shields (except tower shields)

Bolster Allies (Ex): A commander may grant any allies within 30 feet one of the following special abilities as an immediate action a number of times per encounter equal to (1 + BAB/5).
*Add ½ a commander’s level to an allies attack roll
*Add ½ a commander’s level to an allies defense roll
*Add ½ a commander’s level to an allies combat maneuver roll
*Add ½ a commander’s level to an allies skill check

Roll of the Leader: At first level a commander must choose to become an inspirational leader or a strategic leader. For all command tactics an inspirational leader may use their Charisma modifier if necessary, while a strategic leader uses Intelligence. For use in command tactics the Charisma modifier or the Intelligence modifier will be referred to as the Commanding modifier, unless otherwise noted.

Grant Move Action (Ex): At 1st level a commander may take a standard action and grant any ally within 30 feet a move action. She may only use this ability 1 time per encounter. At 5th level and every 4 levels thereafter (9th, 13th, and 17th) a commander may grant an additional move action per encounter.

Command Tactic: As a commander gains experience she learns a number of tactics that aid her and her allies. Starting at 2nd level and every 2 levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th) a commander may gain a command tactic. She cannot select an individual tactic more than once. Unless otherwise stated, these abilities are swift actions that must be performed on the commander’s turn.

*Additional Grant Move Action (Ex): In place of a command tactic a commander may choose to instead gain an additional use of Grant Move Action per encounter.

*Aid the Injured (Ex): All allies within 30 feet of a commander gains a bonus to their Heal skill equal to the commander’s Commanding modifier, also any heal spell cures an additional amount of hit points equal to the commander’s Commanding modifier for 1d4 rounds.

*Ambush (Ex): During a surprise round all allies within 30 feet of a commander may act as though their opponents are all flat-footed, even if they have acted. Opponents who cannot be caught flat-footed (such as through improved uncanny dodge) are immune.

*Bonus Feat: A commander may gain a combat feat that she qualifies for in place of a command tactic

*Counter Mage (Ex): All allies within 30 feet of a commander may add her Commanding modifier to saves in order to resist spells and spell-like abilities, this ability lasts 1d4 rounds.

*Guerrilla Combat (Ex): All allies within 30 feet of a commander who are making sneak attack or ranged precision attacks may add an additional bonus die to their damage as if they were 2 levels higher.

*Ignore Wounds (Ex): All allies within 30 feet of a commander gain damage resistance equal to a commander’s Commanding modifier for 1d4 rounds.

*Meat Shield (Ex): All allies within 30 feet of a commander attempting to use an Aid Another action grant their allies +5 Defense instead of +2.

*Misdirection (Ex): All enemies within 30 feet of a commander must make a Will save (DC 10 + ½ commander’s level + Commanding modifier) or become flat-footed for 1d4 rounds.

*Night Raid (Ex): All allies within 30 feet of a commander may add her Commanding modifier to Sneak checks and gain low-light vision for 1d4 rounds.

*Phalanx (Ex): All allies within 30 feet of a commander gain +3 to attack and defense for each ally adjacent to them to a maximum of +9 for 1d4 rounds. Adjacent allies may choose to make their move actions together in order to keep their phalanx bonus, if they choose to make their move actions together they can only move at the speed of the character with the lowest movement speed. If these characters become a target of the Grant Move Action ability a commander must spend a Grant Move Action for every ally that will be moved, though it still only takes a Standard Action.

*Scouting Party (Ex): All allies within 30 feet of a commander may add her Commanding modifier to their Perception skill checks and gain the Trapfinding ability for 1d4 rounds.

*Skirmish (Ex): All allies within 30 feet of a commander may make an immediate action without the loss of a swift action on their next turn. This ability lasts for 1d4 rounds.

*Untiring (Ex): A commander may grant all allies within 30 feet of her the ability to ignore effects that cause fatigue, exhaustion, or sleep for 1d4 rounds.

*Urge Arcana (Ex): All allies within 30 feet of a commander may add the commander’s Commanding modifier to (Spellcheck/Concentration) checks for the purpose of casting a spell, for 1d4 rounds.

*Wolf Pack Tactics (Ex): A commander grants all allies within 30 feet of her to move 10 feet as an immediate action.

Advanced Command Tactics: At 10th level her list of command tactics she is allowed to choose from increases.

*Additional Grant Full Round Action (Ex): In place of a command tactic a commander may choose to instead gain an additional use of Grant Full Round Action per encounter.

*Create Opening (Ex): As a standard action a commander may choose 2 allies within 30 feet of him during his turn. These two allies may take a standard attack action against any opponent’s they threaten.

*Coordinate Combat (Ex): A commander may choose 2 allies, their initiative changes and can act directly after him.

*Covering Tactics (Ex): A commander may, as a standard action, force all opponents within 30 feet of him make a Will saving throw (DC 10 + ½ commander level + Commanding modifier) or be unable to make attacks of opportunity for 1d4 rounds.

*Death Rally (Ex): A commander may, upon becoming downed in combat by an enemy inspire her allies to commit great acts in her memory as a free action. All allies gain a bonus to all rolls equal to 2 x a commander’s Commanding modifier to all attack, defense, saves, and skill rolls and a bonus to damage equal to a commanders’ Commanding modifier. This ability lasts until the end of encounter.

*Forced March (Ex): A commander may take a standard action and allow all allies within 30 feet of him take an instantaneous move action equal to half their movement speed.

*Frightening Coordination (Ex): All enemies within 30 feet of a commander must make a Will save (DC 10 + ½ commander’s level + ½ commander’s Commanding modifier) or become shaken for 1d4 rounds.

*Hit and Run (Ex): All allies within 30 feet of a commander may make an additional 5 foot step per turn for 1d4 rounds.

*Lengthen Tactic (Ex): In place of a command tactic a commander may choose to have all tactics last for 2d4 rounds instead of 1d4.

*Overrun (Ex): All allies within 30 feet of a commander may deliver Coup de Graces as part of a move action for 1d4 rounds.

*Pincer Movement (Ex): All allies within 30 feet of a commander gain a +8 bonus on attacks and a +4 bonus on damage whenever flanking an opponent. This ability lasts for 1d4 rounds.

Inspire Courage (Ex): At 2nd level a commander who chose to be an inspirational leader gains the ability to inspire courage in her allies. As a standard action all allies within 30 feet of the commander that can see or hear her may add the commander’s Charisma modifier to their Will save against fear and charm, for 1d4 rounds

Negate Distraction (Ex): At 2nd level a commander who chose to be a strategic leader gains the ability to allow his allies to correctly sense their surroundings. As a standard action all allies within 30 feet of the commander that can see or hear her may add the commander’s Intelligence modifier to their Will save against illusions, for 1d4 rounds

Grant Full Round Action (Ex): At 3rd level a commander may take a standard action and grant any ally within 30 feet a full round action. She may only use this ability 1 time per day. At 11th and 19th levels a commander gains an additional use of this ability per day.

Greater Commands (Ex): At 7th level a commander’s range for her abilities (unless otherwise stated) increase to a 60 foot radius.

Inspire Competence (Ex): At 8th level a commander who chose to be an inspirational leader gains the ability to inspire competence in her allies. As a standard action all allies within 30 feet of the commander may add her Charisma modifier to any ability checks, attack rolls, defense rolls, saving throws, and skill checks for 1d4 rounds.

Provoke Dread (Ex): At 8th level a commander who chose to be a strategic leader gains the ability to foster a sense of growing dread in her enemies, causing a number of penalties. As a standard action a commander can affect any enemies able to see or hear the commander and be within 30 feet. Affected enemies take a penalty equal to the commander’s Intelligence modifier to ability checks, attack rolls, defense rolls, saving throws, and skill checks for 1d4 rounds.

Inspire Greatness (Ex): At 15th level a commander who chose to be an inspirational leader gains the ability to inspire greatness in her allies. As a standard action all allies within 30 feet gain +6 +2 x their Constitution modifier hit points (+2 Hit Dice that count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant.), a bonus to attack and defense equal to the commander’s Charisma modifier, and Fortitude saves for 1d4 rounds.

Cowing the Enemy (Ex): At 15th level a commander who chose to be a strategic leader gains the ability to cause fear in her enemies. All enemies within 30 feet of the commander who can hear and see a commander must make a Will save (DC 10 + ½ commander’s level + commander’s Intelligence modifier. If it’s saving throw fails, the creatures become frightened for 1d4 rounds.

Perfect Commands (Ex): At 15th level a commander’s range for her abilities increases to 90 feet unless otherwise stated.

Convert Opposition (Ex): At 20th level a commander who chose to be an inspirational leader gains the ability to try and make an opponent change sides during a fight. Choose 1 enemy within 30 feet that can see and hear the commander, as a full round action she may make this opponent Friendly to her and her allies unless the creature makes a Will Save (DC 10 + ½ commander’s level + Charisma modifier). A Friendly creature may or may not fight for the commander’s side depending upon subsequent diplomacy checks.

Command Opposition (Ex): At 20th level a commander who chose to be a strategic leader gains the ability to force the opponents to move where he wishes. As a full round action a commander may force the creatures to take 1 move action wherever she dictates unless they make a Will Save (DC 10 + ½ commander’s level + commander’s Intelligence modifier). A creature may not be forced to fall into deep pits or other dangerous environments that they know of unless they fail the save by more than 5.

Origomar
2009-08-09, 02:39 AM
his 14th level will save is overpowered it has letters.

Dienekes
2009-08-09, 02:41 AM
heh, thanks. It's fixed.