Darth Stabber
2010-07-08, 11:47 AM
Based on the commissars of 40k (and the ww2 Russians that inspired them), I give you the D&D Version
http://i108.photobucket.com/albums/n39/WhiteWolf11294/40k_Commissars.jpg
COMMISSAR
Frequently military units have issues with moral and disloyalty. When a fighting force has too big an issue with these, certain individuals are tasked with keeping the troops in line. Some get really good at it, and can keep a force fighting the enemy if for no other reason than they scare their allies more than the enemy. They tend to be disliked by the troops, but the Commissars tend not to hear about this unpopularity. They command through intimidation, brutality, and occasionally obfuscation. Sometimes they are attached to a unit with out being in command. In these cases they are testing the fitness of the leader, and if the leader is found wanting he may be demoted, stripped of command or executed (though LG commissars rarely perform the later). Some Commissars end up adventuring (usually after the troops get sick of him and find a way to ditch him in unfamiliar territory), though they still tend to bully their new comrades around. Many commissars learn the hard way that healing spells come easier when you are nicer, and save the scary for the enemy.
Abilities: - Charisma is the most important ability to commissars, it fuels intimidate, and affects several class abilities (though strangely the term charismatic is rarely used when describing them). Strength and/or Dex are important, because you are still expected to fight.
Starting classes: - Any class with intimidate as a class skill can enter this class easily, but it is a favorite of fighters and paladins. Evil Barbarians sometimes become commissars, but given their view of loyalty it is a rarity.
Races: - Most Commissars are humans or dwarves. Elves, Halflings, gnomes, and half orcs rarely have the mindset necessary to excell at the browbeating that passes for this classes features. There are small but significant numbers of Commissars amoung the Drow, Deep Dwarves, and Hobgoblins.
Prerequisites
Alignment: any Lawful or Evil (frequently both).
Skills:
Intimidate: 8 Ranks
Sense Motive: 5
Feats:
Skill focus(intimidate)
Iron Will
Commissar
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Brutal Commander
2nd|
+1|
+3|
+0|
+3|Get A Hold of Yourself Man
3rd|
+2|
+3|
+1|
+3|Commissar's Intuition
4th|
+3|
+4|
+1|
+4|Scarier than the enemy
5th|
+3|
+4|
+1|
+4|Unsettling comments
6th|
+4|
+5|
+2|
+5|There is no fear, there are no lies
7th|
+5|
+5|
+2|
+5|You Better Square Yourself Away Maggot
8th|
+6/+1|
+6|
+2|
+6|Loyalty Beyond Question
9th|
+6/+1|
+6|
+3|
+6|Scare the dead, Because I say it will work
10th|
+7/+2|
+7|
+3|
+7|Exude fear, Fear Immunity[/table]
Hit die: d10
Skill-points: 4 + Int modifier.
Class Skills: Intimidate, Sense Motive, Perform(oratory), Concentration, Ride, handle animal, diplomacy, jump, climb, swim, search, spot, listen, use rope, heal, hide, move silently.
Proficiencies: A Commissar gains no additional weapons proficiency, but is proficient with light and medium armor, but no additional shields.
Note: Unless otherwise specified, all Commissar abilities are Extraordinary.
Brutal Commander - You and all allies within 10'/per commissar level gain a +2 bonus on save against fear and count as 2 levels higher for purposes of resisting intimidate attempts (except against you). If you have the leadership feat, your leadership score is not affected by your cruelty or the deaths of your followers/cohorts.
Get A Hold of Yourself Man - You have the ability to slap the silly out of your charges, and get them ready for action. If an ally is Shaken, Frightened, Panicked, Confused(but not insane), cowering, dazed, sickened, under the effect of a fear spell, or just have a stupid look on their face, you may slap some sense into him. As a standard action, You may make a touch attack against an ally that deals 1d4+str nonlethal damage, and subtract the damage dealt from the remaining rounds of the effect. This provokes attacks of opportunity from the person you are slapping, but not from anyone else.
You may do this every turn if you have to, and believe me, you probably will. This may only be used against allies.
Commissar's Intuition - Commissars are good at smelling out dissension. If character that portrays himself as friendly to the Commissar or his allies attacks, the Commissar is not flat footed, and gets a surprise round against the betrayer. Also commissars receive a +2 bonus to attack and damage rolls against those that have ever betrayed him or any institution he is affiliated with, this includes those under the effects of charms and compulsions, but only while under those effects. You also gain the Uncanny dodge ability (or Improved uncanny dodge if you already had uncanny dodge).
Scarier than the enemy - At third level the Commissar has a reputation for not accepting cowardice in any form. If an ally with in 10'/commissar level is subject to an intimidate attempt or fear effect you may attempt to counter it with your own intimidate check. In the case of intimidate attempts you merely make a contested intimidate check against the intimidator, if you succeed the attempt is neutralized and that ally cannot be intimidated by that creature for the rest of the encounter. If an ally is affected by a fear effect and fails their save, you may have them re-roll using your total intimidate modifier instead of their save. On a success they are shaken for 1 round with no other effects (if you have an action before they do you may apply Get a Hold of Yourself Man to their face to cancel the shaken before it effects their turn). You may attempt either only at the time of the attempt, if an ally is already affected you have to resort to Get A Hold of Yourself Man. Using this ability is an immediate action
As a Note: by now, when allies are subjected to a phantasmal killer spell, it tends to look like you.
Unsettling comments - You may (as a standard action that does not provoke AoO) Make some threatening and unsettling gestures and/or comments. Treat this ability as frightful presence with a radius of 30', and a saving throw = 10+commissar level+charisma modifier. Those that fail the save are shaken for 2d6 rounds. Those that make the save are immune to your unsettling comments for 24 hours.
There is no fear, there are no lies - You may use your intimidate skill in place of Sense motive and gather info. you are immune to being frightened and panicked, if you would be one of these you are instead shaken. The bonus you recieve against other fear effects from Brutal commander is equal to your Commissar level instead of 2 (allies still gain the flat +2).
You Better Square Yourself Away Maggot - You may now use Get A Hold of Yourself Man, to reduce the duration of Charm and Compulsion effects by 1 minute per damage dealt. Using Get A Hold of Yourself Man in this manner is considered Supernatural.
You may now add your charisma modifier to damage for all uses of Get A Hold of Yourself Man in addition to strength.
Once per day you may also use Greater dispel magic as an SLA replacing caster level with an intimidate check, this may only be used on allies, it does not suppress magic items, you may have it ignore helpful spells, it effects only the targeted ally, and you still have to slap them.
Loyalty Beyond Question - The commissar demands loyalty, and he is scary enough to ensure it. If any one attempts to betray you, they are subject to a special intimidate check. The GM makes a secret intimidate check(for you) against the potential betrayer. If you succeed succeeds the target must not attempt that action for at least another 24 hours. This functions against enchanted allies.
Scare the Dead - You gain turn undead (even if evil), Treat your Intimidate ranks -3 as your cleric level. This ability is not positive energy based, and will never destroy undead (no matter how well you roll). These turn attempts may only be used to turn undead, they may not be used to activate feats or class features. If already have turn undead, keep track of the sets of uses seperately.
Because I say it will work - You may make intimidate checks in place of UMD. You count as trained in UMD if you weren't before. You may use an intimidate check instead of a will save against intelligent item's ego.
Exude Fear - You may use Unsettling comments as a swift action. If you devote a standard action to it, those that fail the save are frightened, and those that succeed are merely shaken.
Fear Immunity - You are now immune to fear effects, whether they be spells or mundane and intimidate checks. This immunity does not function against other Commissars
Multi-Class Note - Paladins may still level in paladin after taking levels in Commissar.
Thoughts???
http://i108.photobucket.com/albums/n39/WhiteWolf11294/40k_Commissars.jpg
COMMISSAR
Frequently military units have issues with moral and disloyalty. When a fighting force has too big an issue with these, certain individuals are tasked with keeping the troops in line. Some get really good at it, and can keep a force fighting the enemy if for no other reason than they scare their allies more than the enemy. They tend to be disliked by the troops, but the Commissars tend not to hear about this unpopularity. They command through intimidation, brutality, and occasionally obfuscation. Sometimes they are attached to a unit with out being in command. In these cases they are testing the fitness of the leader, and if the leader is found wanting he may be demoted, stripped of command or executed (though LG commissars rarely perform the later). Some Commissars end up adventuring (usually after the troops get sick of him and find a way to ditch him in unfamiliar territory), though they still tend to bully their new comrades around. Many commissars learn the hard way that healing spells come easier when you are nicer, and save the scary for the enemy.
Abilities: - Charisma is the most important ability to commissars, it fuels intimidate, and affects several class abilities (though strangely the term charismatic is rarely used when describing them). Strength and/or Dex are important, because you are still expected to fight.
Starting classes: - Any class with intimidate as a class skill can enter this class easily, but it is a favorite of fighters and paladins. Evil Barbarians sometimes become commissars, but given their view of loyalty it is a rarity.
Races: - Most Commissars are humans or dwarves. Elves, Halflings, gnomes, and half orcs rarely have the mindset necessary to excell at the browbeating that passes for this classes features. There are small but significant numbers of Commissars amoung the Drow, Deep Dwarves, and Hobgoblins.
Prerequisites
Alignment: any Lawful or Evil (frequently both).
Skills:
Intimidate: 8 Ranks
Sense Motive: 5
Feats:
Skill focus(intimidate)
Iron Will
Commissar
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Brutal Commander
2nd|
+1|
+3|
+0|
+3|Get A Hold of Yourself Man
3rd|
+2|
+3|
+1|
+3|Commissar's Intuition
4th|
+3|
+4|
+1|
+4|Scarier than the enemy
5th|
+3|
+4|
+1|
+4|Unsettling comments
6th|
+4|
+5|
+2|
+5|There is no fear, there are no lies
7th|
+5|
+5|
+2|
+5|You Better Square Yourself Away Maggot
8th|
+6/+1|
+6|
+2|
+6|Loyalty Beyond Question
9th|
+6/+1|
+6|
+3|
+6|Scare the dead, Because I say it will work
10th|
+7/+2|
+7|
+3|
+7|Exude fear, Fear Immunity[/table]
Hit die: d10
Skill-points: 4 + Int modifier.
Class Skills: Intimidate, Sense Motive, Perform(oratory), Concentration, Ride, handle animal, diplomacy, jump, climb, swim, search, spot, listen, use rope, heal, hide, move silently.
Proficiencies: A Commissar gains no additional weapons proficiency, but is proficient with light and medium armor, but no additional shields.
Note: Unless otherwise specified, all Commissar abilities are Extraordinary.
Brutal Commander - You and all allies within 10'/per commissar level gain a +2 bonus on save against fear and count as 2 levels higher for purposes of resisting intimidate attempts (except against you). If you have the leadership feat, your leadership score is not affected by your cruelty or the deaths of your followers/cohorts.
Get A Hold of Yourself Man - You have the ability to slap the silly out of your charges, and get them ready for action. If an ally is Shaken, Frightened, Panicked, Confused(but not insane), cowering, dazed, sickened, under the effect of a fear spell, or just have a stupid look on their face, you may slap some sense into him. As a standard action, You may make a touch attack against an ally that deals 1d4+str nonlethal damage, and subtract the damage dealt from the remaining rounds of the effect. This provokes attacks of opportunity from the person you are slapping, but not from anyone else.
You may do this every turn if you have to, and believe me, you probably will. This may only be used against allies.
Commissar's Intuition - Commissars are good at smelling out dissension. If character that portrays himself as friendly to the Commissar or his allies attacks, the Commissar is not flat footed, and gets a surprise round against the betrayer. Also commissars receive a +2 bonus to attack and damage rolls against those that have ever betrayed him or any institution he is affiliated with, this includes those under the effects of charms and compulsions, but only while under those effects. You also gain the Uncanny dodge ability (or Improved uncanny dodge if you already had uncanny dodge).
Scarier than the enemy - At third level the Commissar has a reputation for not accepting cowardice in any form. If an ally with in 10'/commissar level is subject to an intimidate attempt or fear effect you may attempt to counter it with your own intimidate check. In the case of intimidate attempts you merely make a contested intimidate check against the intimidator, if you succeed the attempt is neutralized and that ally cannot be intimidated by that creature for the rest of the encounter. If an ally is affected by a fear effect and fails their save, you may have them re-roll using your total intimidate modifier instead of their save. On a success they are shaken for 1 round with no other effects (if you have an action before they do you may apply Get a Hold of Yourself Man to their face to cancel the shaken before it effects their turn). You may attempt either only at the time of the attempt, if an ally is already affected you have to resort to Get A Hold of Yourself Man. Using this ability is an immediate action
As a Note: by now, when allies are subjected to a phantasmal killer spell, it tends to look like you.
Unsettling comments - You may (as a standard action that does not provoke AoO) Make some threatening and unsettling gestures and/or comments. Treat this ability as frightful presence with a radius of 30', and a saving throw = 10+commissar level+charisma modifier. Those that fail the save are shaken for 2d6 rounds. Those that make the save are immune to your unsettling comments for 24 hours.
There is no fear, there are no lies - You may use your intimidate skill in place of Sense motive and gather info. you are immune to being frightened and panicked, if you would be one of these you are instead shaken. The bonus you recieve against other fear effects from Brutal commander is equal to your Commissar level instead of 2 (allies still gain the flat +2).
You Better Square Yourself Away Maggot - You may now use Get A Hold of Yourself Man, to reduce the duration of Charm and Compulsion effects by 1 minute per damage dealt. Using Get A Hold of Yourself Man in this manner is considered Supernatural.
You may now add your charisma modifier to damage for all uses of Get A Hold of Yourself Man in addition to strength.
Once per day you may also use Greater dispel magic as an SLA replacing caster level with an intimidate check, this may only be used on allies, it does not suppress magic items, you may have it ignore helpful spells, it effects only the targeted ally, and you still have to slap them.
Loyalty Beyond Question - The commissar demands loyalty, and he is scary enough to ensure it. If any one attempts to betray you, they are subject to a special intimidate check. The GM makes a secret intimidate check(for you) against the potential betrayer. If you succeed succeeds the target must not attempt that action for at least another 24 hours. This functions against enchanted allies.
Scare the Dead - You gain turn undead (even if evil), Treat your Intimidate ranks -3 as your cleric level. This ability is not positive energy based, and will never destroy undead (no matter how well you roll). These turn attempts may only be used to turn undead, they may not be used to activate feats or class features. If already have turn undead, keep track of the sets of uses seperately.
Because I say it will work - You may make intimidate checks in place of UMD. You count as trained in UMD if you weren't before. You may use an intimidate check instead of a will save against intelligent item's ego.
Exude Fear - You may use Unsettling comments as a swift action. If you devote a standard action to it, those that fail the save are frightened, and those that succeed are merely shaken.
Fear Immunity - You are now immune to fear effects, whether they be spells or mundane and intimidate checks. This immunity does not function against other Commissars
Multi-Class Note - Paladins may still level in paladin after taking levels in Commissar.
Thoughts???