Flickerdart
2010-08-30, 09:53 PM
The Commandant
Bormag dragged his club along the ground with one hand, and snatched apples from the grove around the ogre raiding party, stuffing the fruit into his mouth as he walked. No one opposed them - the villagers must had fled as soon as they saw the raiding party on the horizon, as they always did; Bormag's fearsome reputation ran faster than the fastest horse he had ever seen, largely because they ate the last of that horse two days back. But as the apple trees receded and Bormag saw the village, he almost choked on an apple. A line of armed men stood between the ogres and the village, and it took more than a moment to spot the frightened faces of farmers and fishermen behind their warrior's demeanour. A man with a white cloak stood behind them, atop an ox cart, with a golden horn in his hand. Bormag had barely enough time to decide that the horn would look great attached to his helmet before the man blew it, and the villagers tore into the raiding party with a ferocity that Bormag had never seen before and would never get a chance to see again.
Hit die: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Utterances Known|Maximum Utterance Level Known
1st|
+0|
+0|
+0|
+2|Commanding style, utterances|1(+1)|
1
2nd|
+1|
+0|
+0|
+3|Chain of command +1, command focus|2(+1)|
1
3rd|
+2|
+1|
+1|
+3|Strength of the loyal|2(+2)|
1
4th|
+3|
+1|
+1|
+4|Chain of command +2|3(+2)|
2
5th|
+3|
+1|
+1|
+4|Chain of command 20ft|3(+3)|
2
6th|
+4|
+2|
+2|
+5|Lieutenant|4(+3)|
2
7th|
+5|
+2|
+2|
+5|Battlefield mastery +1|4(+4)|
3
8th|
+6/+1|
+2|
+2|
+6|Chain of command +3|5(+4)|
3
9th|
+6/+1|
+3|
+3|
+6|Tactical movement 1|5(+5)|
3
10th|
+7/+2|
+3|
+3|
+7|Improved chain of command, chain of command 30ft|6(+5)|
4
11th|
+8/+3|
+3|
+3|
+7|Battlefield mastery +2|6(+6)|
4
12th|
+9/+4|
+4|
+4|
+8|Chain of command +4, lieutenant|7(+6)|
4
13th|
+9/+4|
+4|
+4|
+8|Tactical movement 2|7(+7)|
5
14th|
+10/+5|
+4|
+4|
+9|Greater chain of command|8(+7)|
5
15th|
+11/+6/+1|
+5|
+5|
+9|Chain of command 40ft, Battlefield mastery +3|8(+8)|
5
16th|
+12/+7/+2|
+5|
+5|
+10|Chain of command +5|9(+8)|
6
17th|
+12/+7/+2|
+5|
+5|
+10|Tactical movement 3|9(+9)|
6
18th|
+13/+8/+3|
+6|
+6|
+11|Lieutenant|10(+9)|
6
19th|
+14/+9/+4|
+6|
+6|
+11|Battlefield mastery +4|10(+10)|
6
20th|
+15/+10/+5|
+6|
+6|
+12|Chain of command +6, chain of command 50ft|11(+10)|
6[/table]
Class features:
Class skills (4+INT modifier per level, x4 at 1st level): Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Architecture and engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and royalty) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis).
Commanding Style: At 1st level, every commandant must decide on a particular style of command to specialize in - either Silken Glove or Iron Hand. Choosing a style grants the commandant access to that lexicon. A commandant also learns extra utterances from that lexicon in addition to the standard amount of utterances known from the Lexicon of the Glorious Strategist (bonus utterances are indicated with "(+X)" on the table). The associated skill of the command style (diplomacy for Silken Glove, intimidate for Iron Hand) is always a class skill for a commandant, even if he multiclasses later. The commandant may use the associated skill of his commanding style to qualify for feats instead of Truespeak.
Utterances (Sp): A commandant can command his troops with more than words, learning how to reach enemy and ally alike with inspirational commands or terrifying threats. A commandant must succeed on a skill check (diplomacy for commandants of the Silken Glove and intimidate for commandants of the Iron Hand) in order to successfully activate an utterance, with the DC equal to 15+(CR*2) of his target. If an utterance affects more than one creature, roll one check for each creature affected. If an utterance has no creature as target, the DC is 25+commandant level. The DC to use a specific utterance increases by 2 for every time the utterance is successfully used in a given encounter. The DC to save against an utterance, if it offers a save, is 10 + the commandant's Charisma modifier + utterance level.
Chain of Command (Ex): The commandant's presence inspires his men, and his own confidence is likewise driven by their performance. A commandant of 2nd level or higher gains a +1 morale bonus to Charisma checks for every ally within 10 feet, to a maximum of half his class level. Every ally within 10 feet of the commandant (but not the commandant himself) gains a +1 bonus to skill checks (for Silken Glove commandants) or attack rolls (Iron Hand commandants). The bonus to skill checks or attack rolls increases by +1 every fourth class level (+2 at 4, +3 at 8, and so on). The range of this ability increases by 10 feet every 5 class levels.
Command Focus: A 2nd level commandant gains a bonus feat depending on his choice of command style: Skill Focus (Diplomacy) for Silken Glove commandants and Skill Focus (Intimidate) for Iron Hand commandants.
Strength of the Loyal (Ex): If an ally within the range of the chain of command ability of a 3rd level or higher commandant is affected by a mind-affecting effect, the commandant may, as an immediate action, roll an opposed Charisma check against the source of the effect (or caster level, if source has no Charisma). If the commandant wins the check, the effect is countered and dispelled.
Lieutenant: At 6th level and every 6 levels thereafter, a commandant may designate any friendly creature as a lieutenant. Friendly creatures within 10 feet of a commandant's lieutenant receive half the bonus that the commandant's chain of command class feature provides to the commandant's allies (minimum 1). The lieutenant loses this ability if he becomes hostile to the commandant or is slain, and the commandant must choose another lieutenant.
Battlefield Mastery (Ex): Any creature affected by the chain of command ability of a 7th level or higher commandant receives a +1 bonus to initiative. This bonus increases every fourth class level thereafter (+2 at 11th, +3 at 15th, +4 at 19th).
Tactical Movement (Ex): At 9th level, a commandant can position an ally of his choice before combat begins, moving him up to that ally's move speed. This movement does not provoke attacks of opportunity, and must start and end within the commandant's chain of command class feature's range. A commandant may move up to two allies when he reaches 13th level, and up to three allies at 17th.
Improved Chain of Command (Ex): A 10th level commandant may grant a bonus to armour class (Silken Glove) or damage rolls (Iron Hand) with his chain of command class feature. Switching the type of bonus is a swift action. The commandant's lieutenants (if any) may change their bonus independently of the commandant.
Greater Chain of Command (Ex): At 14th level, the commandant may instead grant a bonus to all saves (Silken Glove) or threat range (Iron Hand) with his chain of command class feature, equal to half the bonus he would usually grant.
Bormag dragged his club along the ground with one hand, and snatched apples from the grove around the ogre raiding party, stuffing the fruit into his mouth as he walked. No one opposed them - the villagers must had fled as soon as they saw the raiding party on the horizon, as they always did; Bormag's fearsome reputation ran faster than the fastest horse he had ever seen, largely because they ate the last of that horse two days back. But as the apple trees receded and Bormag saw the village, he almost choked on an apple. A line of armed men stood between the ogres and the village, and it took more than a moment to spot the frightened faces of farmers and fishermen behind their warrior's demeanour. A man with a white cloak stood behind them, atop an ox cart, with a golden horn in his hand. Bormag had barely enough time to decide that the horn would look great attached to his helmet before the man blew it, and the villagers tore into the raiding party with a ferocity that Bormag had never seen before and would never get a chance to see again.
Hit die: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Utterances Known|Maximum Utterance Level Known
1st|
+0|
+0|
+0|
+2|Commanding style, utterances|1(+1)|
1
2nd|
+1|
+0|
+0|
+3|Chain of command +1, command focus|2(+1)|
1
3rd|
+2|
+1|
+1|
+3|Strength of the loyal|2(+2)|
1
4th|
+3|
+1|
+1|
+4|Chain of command +2|3(+2)|
2
5th|
+3|
+1|
+1|
+4|Chain of command 20ft|3(+3)|
2
6th|
+4|
+2|
+2|
+5|Lieutenant|4(+3)|
2
7th|
+5|
+2|
+2|
+5|Battlefield mastery +1|4(+4)|
3
8th|
+6/+1|
+2|
+2|
+6|Chain of command +3|5(+4)|
3
9th|
+6/+1|
+3|
+3|
+6|Tactical movement 1|5(+5)|
3
10th|
+7/+2|
+3|
+3|
+7|Improved chain of command, chain of command 30ft|6(+5)|
4
11th|
+8/+3|
+3|
+3|
+7|Battlefield mastery +2|6(+6)|
4
12th|
+9/+4|
+4|
+4|
+8|Chain of command +4, lieutenant|7(+6)|
4
13th|
+9/+4|
+4|
+4|
+8|Tactical movement 2|7(+7)|
5
14th|
+10/+5|
+4|
+4|
+9|Greater chain of command|8(+7)|
5
15th|
+11/+6/+1|
+5|
+5|
+9|Chain of command 40ft, Battlefield mastery +3|8(+8)|
5
16th|
+12/+7/+2|
+5|
+5|
+10|Chain of command +5|9(+8)|
6
17th|
+12/+7/+2|
+5|
+5|
+10|Tactical movement 3|9(+9)|
6
18th|
+13/+8/+3|
+6|
+6|
+11|Lieutenant|10(+9)|
6
19th|
+14/+9/+4|
+6|
+6|
+11|Battlefield mastery +4|10(+10)|
6
20th|
+15/+10/+5|
+6|
+6|
+12|Chain of command +6, chain of command 50ft|11(+10)|
6[/table]
Class features:
Class skills (4+INT modifier per level, x4 at 1st level): Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Architecture and engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and royalty) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis).
Commanding Style: At 1st level, every commandant must decide on a particular style of command to specialize in - either Silken Glove or Iron Hand. Choosing a style grants the commandant access to that lexicon. A commandant also learns extra utterances from that lexicon in addition to the standard amount of utterances known from the Lexicon of the Glorious Strategist (bonus utterances are indicated with "(+X)" on the table). The associated skill of the command style (diplomacy for Silken Glove, intimidate for Iron Hand) is always a class skill for a commandant, even if he multiclasses later. The commandant may use the associated skill of his commanding style to qualify for feats instead of Truespeak.
Utterances (Sp): A commandant can command his troops with more than words, learning how to reach enemy and ally alike with inspirational commands or terrifying threats. A commandant must succeed on a skill check (diplomacy for commandants of the Silken Glove and intimidate for commandants of the Iron Hand) in order to successfully activate an utterance, with the DC equal to 15+(CR*2) of his target. If an utterance affects more than one creature, roll one check for each creature affected. If an utterance has no creature as target, the DC is 25+commandant level. The DC to use a specific utterance increases by 2 for every time the utterance is successfully used in a given encounter. The DC to save against an utterance, if it offers a save, is 10 + the commandant's Charisma modifier + utterance level.
Chain of Command (Ex): The commandant's presence inspires his men, and his own confidence is likewise driven by their performance. A commandant of 2nd level or higher gains a +1 morale bonus to Charisma checks for every ally within 10 feet, to a maximum of half his class level. Every ally within 10 feet of the commandant (but not the commandant himself) gains a +1 bonus to skill checks (for Silken Glove commandants) or attack rolls (Iron Hand commandants). The bonus to skill checks or attack rolls increases by +1 every fourth class level (+2 at 4, +3 at 8, and so on). The range of this ability increases by 10 feet every 5 class levels.
Command Focus: A 2nd level commandant gains a bonus feat depending on his choice of command style: Skill Focus (Diplomacy) for Silken Glove commandants and Skill Focus (Intimidate) for Iron Hand commandants.
Strength of the Loyal (Ex): If an ally within the range of the chain of command ability of a 3rd level or higher commandant is affected by a mind-affecting effect, the commandant may, as an immediate action, roll an opposed Charisma check against the source of the effect (or caster level, if source has no Charisma). If the commandant wins the check, the effect is countered and dispelled.
Lieutenant: At 6th level and every 6 levels thereafter, a commandant may designate any friendly creature as a lieutenant. Friendly creatures within 10 feet of a commandant's lieutenant receive half the bonus that the commandant's chain of command class feature provides to the commandant's allies (minimum 1). The lieutenant loses this ability if he becomes hostile to the commandant or is slain, and the commandant must choose another lieutenant.
Battlefield Mastery (Ex): Any creature affected by the chain of command ability of a 7th level or higher commandant receives a +1 bonus to initiative. This bonus increases every fourth class level thereafter (+2 at 11th, +3 at 15th, +4 at 19th).
Tactical Movement (Ex): At 9th level, a commandant can position an ally of his choice before combat begins, moving him up to that ally's move speed. This movement does not provoke attacks of opportunity, and must start and end within the commandant's chain of command class feature's range. A commandant may move up to two allies when he reaches 13th level, and up to three allies at 17th.
Improved Chain of Command (Ex): A 10th level commandant may grant a bonus to armour class (Silken Glove) or damage rolls (Iron Hand) with his chain of command class feature. Switching the type of bonus is a swift action. The commandant's lieutenants (if any) may change their bonus independently of the commandant.
Greater Chain of Command (Ex): At 14th level, the commandant may instead grant a bonus to all saves (Silken Glove) or threat range (Iron Hand) with his chain of command class feature, equal to half the bonus he would usually grant.