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eftexar
2012-01-02, 06:29 PM
Raven Commander (3.5)

Abilities: The Raven Commander's most important scores are strength, dexterity, and constitution. They allow him to contribute to melee better. Intelligence is the next most important score as it sets the DC of a few abilities and bonuses, as well as boosting skill points. And charisma is always helpful for increasing one's force of personality, which is a must have for someone in a command position.

Organization/History:The raven commanders are a new breed of commander bred specifically for leading dangerous missions that armies can't handle. They were founded by Drake Gavin, a Warblade who specialized in white raven maneuvers. He was said to have never have lost a battle while he was in command of his small personally trained squad, The Ravens.
Seeing his results on the field many of the warring kingdoms attempted to duplicate them, but finding a warrior with the same skill sets was impossible and training them was too difficult and took too long.
Drake Gavin, seeing the futility of this effort concluded that a new breed of fighter needed to be trained and one that was even more team oriented than his style of combat. He personally trained several of his countries best warriors, who were dubbed "Raven Commanders," by those who have survived encounters with them. Raven Commanders have insofar kept their identities secret from the public.

Raven Commanders are expected to handle missions the average solider can't and are expected to do so with numbers much smaller than usual. It isn't uncommon for a raven commander to be forced to fight opponents much stronger than himself, or even handle stealth or diplomatic missions undercover. They are kept out of the limelight and are expected to do things most soldiers would receive medals for, without so much as a pat on the back.

As of now, no raven commander has joined forces with another, but one can only imagine their combined prowess on the battlefield.
Alignment: A raven commander is commonly of chaotic bent, due to the nature of his command. He is expected to get his mission done, even if it breaks a few rules in the process. That is, as long as he doesn't get caught.

Religion: -

Background: All raven commanders begin their training under a veteran warrior, usually another raven commander.

Races: Humans are by fare the most common to join this class, if only because they usually have the largest kingdoms.
As such anyone not of human lineage that doesn't begin with levels in this class, may not pick up levels in this class without being trained by another raven commander.

Other Classes: Paladins usually begin with quite a bit of respect for raven commanders, though once they realize their moral code is 'flexible' tempers may flare. Some fighters will scoff at the raven commander for focusing on allied combat until they fight a raven commander in combat and find him just as capable.

Role: A raven commander is first and foremost a team player. While he is certainly a capable melee combatant, he doesn't truly shine until he begins directing his allies on the battlefield.

Class Features

Hit Die: d10

Starting Gold: As Fighter

Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points: 4 + Int mod (x 4 at first level)

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Stratagems
1st | +0 | +0 | +2 | +2 | Insight, Cooperation, Hinder | -
2nd | +1 | +0 | +3 | +3 | Team Tactics (1), Awareness | -
3rd | +2 | +1 | +3 | +3 | Stratagems | 3
4th | +3 | +1 | +4 | +4 | Tactical Maneuver | 3
5th | +3 | +1 | +4 | +4 | Team Tactics (2) | 4
6th | +4 | +2 | +5 | +5 | Commander's Boon | 4
7th | +5 | +2 | +5 | +5 | Malleable Feat | 4
8th | +6/+1 | +2 | +6 | +6 | Tactical Maneuver | 5
9th | +6/+1 | +3 | +6 | +6 | Team Tactics (3) | 5
10th | +7/+2 | +3 | +7 | +7 | Commander's Boon | 5
11th | +8/+3 | +3 | +7 | +7 | Malleable Feat | 6
12th | +9/+4 | +4 | +8 | +8 | Tactical Maneuver | 6
13th | +9/+4 | +4 | +8 | +8 | Team Tactics (4) | 6
14th | +10/+5 | +4 | +9 | +9 | Commander's Boon | 7
15th | +11/+6/+1 | +5 | +9 | +9 | Malleable Feat | 7
16th | +11/+6/+1 | +5 | +10 | +10 | Tactical Maneuver | 7
17th | +12/+7/+2 | +5 | +10 | +10 | Team Tactics (5) | 8
18th | +13/+8/+3 | +6 | +11 | +11 | Commander's Boon | 8
19th | +14/+9/+4 | +6 | +11 | +11 | Malleable Feat | 8
20th | +15/+10/+5 | +6 | +12 | +12 | Tactical Maneuver | 9
[/table]

Weapons and Armor Proficiencies: The raven commander is proficient with all simple and martial weapons, as well as light armor and shields (except tower).

Class Abilities
Lv1 > Insight:
While the commander doesn't have any particular knowledge of specific creatures memorized, he does have an eye for weak spots. He may make a spot check in place of any knowledge check needed to identify a creature or person. Instead of learning random information about the creature, he learns any 'weak points', if any, first.
This otherwise functions as the knowledge check to identify monsters (see knowledge skill).

Lv1 > Cooperation:
The commander may use the aid another action as a free action once per round, instead of as a standard action.
Additionally, whenever the commander uses the aid another action, he may affect an additional number of targets up to his intelligence modifier.
He may grant different bonuses to different allies and multiple bonuses to the same allies with aid another actions, but may not grant the same bonus to the same ally multiple times.

Lv1 > Hinder:
The commander may use the aid another action to instead penalize an opponent who is within his threatened range. This may be used in tandem with the cooperation ability. It may affect multiple targets, but counts towards his cooperation limit, and follows all rules derivitive of cooperation.

Lv2 > Team Tactics:
No more than once each day (after at least 4 hours of rest) the commander may choose a single feat he possesses. He may grant it's benefits to up to his intelligence modifier number of allies.
His allies needn't meet the prerequisites of these feats, although not having them may render the feat useless. They do, however, only receive benefits from this feat whilst the commander is conscious and within 100ft of them. They may not qualify for other feats with these feats.
At 5th level and every every 4 levels of raven commander he possesses beyond that, he may do this with an additional feat. All feats chosen must be granted to all allies (so he may not pick and choose).

Lv2 > Awareness:
The commander gains half his raven commander level to his initiative, listen checks, and spot checks. If he is incapacitated he does not receive these bonuses.
Furthermore he receives a dodge bonus to AC equal to his intelligence modifier. This AC bonus is penalized by armor penalties (to a minimum of +0). He does not receive the AC bonus against any attack if he is caught flatfooted or incapacitated.

Lv3 > Stratagems:
The commander has access to a limited number of special abilities in combat, called stratagems. At each indicated level he may choose a stratagem(s) that he meets the minimum raven commander level for. The DC for any stratagem is a DC of 10 + 1/2 his raven commander level + his intelligence modifier.
Anytime the commander initiates a stratagem, he gains his intelligence modifier as a bonus to hit for the initial strike involving it.

Lv4, 8, 12, 16, 20 > Tactical Maneuver:
At each indicated level the commander acquires the use of a single tactical feat that he qualifies for. He may ignore any prerequisite the feat has, unless such a prerequisite requires a previous feat to function.
Alternatively he may choose any single combat/fighter feat, but he must qualify for this feat as normal.

Lv6, 10, 14, 19 > Commander's Boon:
At each indicated level the commander may choose a single boon. Some boons grant benefits to the commander, but most don't.
Any ally within 30ft of him benefits from all boons he has chosen. His allies must be able to at least either see or hear him to gain these benefits.

Lv7, 11, 15, 19 > Malleable Feat:
At each level indicated the commander selects a single bonus feat. No more than once each day (after at least 4 hours of rest) the commander may swap these feats for other feats he qualifies for. While these feats may be used to qualify for other malleable feats, they do not count towards prerequisites for the commander's normal feats.
The commander does not, however, benefit from these feats. Instead he may grant these feats to his allies with his team tactics ability.
He may swap out any feat he has used to qualify for another feat as normal, but may not grant the benefits of that feat until he regains the qualifying feat.

Design Notes:
The idea for this class came to me when I was looking at the white raven discipline. And as much as I like the initiators, I've noticed some DMs just won't allow the use of initiators. But sometimes it is just nice to play a pure melee character without a supernatural bent.
Actually I was thinking about making a class based on each discipline. I think it would be rather neat to capture the idea of each one and fit it into a similar system. So that might be my next project.
This class is meant to be a ramped up fighter who relies on teamwork. Or at least truly shines when working with others. I'm hoping this makes a mid-tier 3 class. Actually I'm debating whether or not it would be fine to bump the BaB up to 20. It might also be a good idea to drop hit points since he can avoid a lot of attacks, but...
The history itself ties directly into a character I plan on playing for a campaign, with the founder of the raven commander's being my characters father.

eftexar
2012-01-02, 06:30 PM
Stratagems
There are two types of stratagems, assault and counter:
A counter stratagem is in response to an attack, usually from melee (unless detailed otherwise). Although a counter stratagem takes no action to initiate, it does require you to expend a remaining attack of opportunity to use it. You may not use the same counter more than once in a round.
An assault stratagem is applied to a single melee attack you make unless noted otherwise, as a free action during your turn. You may only use one attack stratagem per a round.

Stratagem List
Conundrum (Assault)
Requires 3 levels of raven commander.
If your attack deals damage, your target is thrown off kilter and may not make any attacks of opportunity for 1 round.

Wounding Strike (Assault)
Requires 3 levels of raven commander.
If your attack deals damage, anyone who attacks your target during the next round gains a +4 circumstance bonus to their attack rolls.

Daunting Attack (Assault)
Requires 3 levels of raven commander.
If your attack deals damage, any allies adjacent to your target may immediatly take a 5ft step. This movement doesn't provoke attacks of opportunity and doesn't count towards their movement for the round.

Diverting Stance (Counter)
Requires 3 levels of raven commander.
This is used in response to a charger entering your threatened area. Make an opposed strength or dexterity check (without charge bonuses, but with size modifiers). If you succeed you end their charge and redirect them in 10ft of your choosing. They may not attack you during this redirect.

Right Between the Eyes (Counter)
Requires 3 levels of raven commander.
If your attack deals damage your target must make a fortitude save or flinch, becoming unable to complete their attack sequence.

Deflect (Counter)
Requires 3 levels of raven commander.
Unlike most counters, this may only be used in response to a ranged attack.
Make a reflex save (DC of the attack) for each ranged attack individually. Your check is modified by size penalties (but not bonuses). Upon a success the ranged attack is deflected. An attack with a ranged weapon larger than the commander may not be deflected
Roll as if for splash for each deflected attack, redirecting the ranged attack so its edge is placed in the new area.

Brutal Rush (Assault)
Requires 8 levels of raven commander.
If you initiate this as part of a charge you do not provoke attacks of opportunity for movement made during the charge. Addtionally, if you make a melee strike at the end of your charge it deals an extra 2d6 damage. This extra damage is not multiplied if you score a critical hit.

Spurring Assault (Assault)
Requires 8 levels of raven commander.
If your attack deals damage, and drops your target (similar to cleave), any allies who witnessed the attack gain a +4 moral bonus to attack and damage rolls for 1 round.

Unbalancing Blow (Assault)
Requires 8 levels of raven commander.
If your attack deals damage, your target becomes flatfooted for 1 round.

Dirty Tactics (Counter)
Requires 8 levels of raven commander.
You gain a +4 your attack of opportunity. If your opponent misses an attack during his following attack sequence you may immediately make a trip or bull rush attempt.
If successful, your targets attack immediately ends and he suffers as normal for being subject to the effect in question.
This trip does not provoke an attack of opportunity, nor does it provoke a trip in return for failure.
You needn't move into an opponent square to bull rush and so provoke no attacks of opportunity (nor do you move back 5ft upon failure).

Rapid Retaliation (Counter)
Requires 8 levels of raven commander.
If your attack deals damage, you may make an additional attack of opportunity at a -4 to hit (before you opponent attacks). This extra attack does not provoke attacks of opportunity, nor does it consume the use of one.

Hangman (Assault)
Requires 8 levels of raven commander.
If your attack deals damage, and drops your target (similar to cleave), all of your targets allies who witness the event take a -4 moral penalty to will saves and attack rolls for 1d4 + 1 rounds. Multiple uses don't stack.

Create Opportunity (Assault)
Requires 11 levels of raven commander.
If your attack deals damage, any allies currently flanking your target are immediately granted a single melee attack against the target. This attack does not provoke attacks of opportunity.

Shadow (Assault)
Requires 11 levels of raven commander.
If your attack deals damage, and the target of your strike moves before the start of your next turn, you may move up to your base land speed to follow him as free action immediately (even if out of turn). You must do your best to remain adjacent to your target at all times. Your movement does not provoke attacks of opportunity.

Shifting Defense (Counter)
Requires 11 levels of raven commander.
Make a reflex save in place of your attack (DC of the attack roll). If you successful, you avoid the attack sequence and switch places with your opponent.
Additionally you may redirect their attack (and only one attack) against any target adjacent to your new position, even if the attack would be out of reach.
This may also be used to avoid ranged attacks, but you do not switch places or redirect their attack in that case.

Opportunistic Parry (Counter)
Requires 11 levels of raven commander.
You gain DR equal to your raven commander level against your attackers entire attack sequence. This DR stacks with any you may have already.
For ever point of damage negated this way, you gain a +1 bonus to damage on the next attack you make against that attacker. This attack must be made before the end of your next turn to receive the bonus. This extra damage is not multiplied by a critical hit.

Greater Spurring Assault (Assault)
Requires 13 levels of raven commander.
If your attack deals damage, and drops your target (similar to cleave), any allies who witnessed the attack may either benefit from an immediate move action or may make a single free attack against anyone within reach or range. Neither actions provokes attacks of opportunity.
This stratagem may not be used again for 2d4 + 1 rounds.

Double Team (Assault)
Requires 13 levels of raven commander.
If your attack deals damage, and an ally strikes your target within 1 round, the target becomes stunned for 1 round thereafter.
This stratagem may not be used again for 2d4 + 1 rounds.

Perfect Defense (Counter)
Requires 13 levels of raven commander.
You automatically negate your attackers strike. Additionally you become immune to any physical damage your target deals to you until the end of your next turn.
This stratagem may not be used again for 2d4 + 1 rounds.

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Boons
Pack Tactics
All allies gain a +2 to attack rolls (in addition to the normal +2) and a +4 to all melee damage rolls against any targets they are flanking.

Battle March
All allies who start their turn within range are granted a +10ft bonus to their base land speed, as well as the benefits of the run feat.

Inspire Mettle
All allies are granted a +3 bonus to will saves, as well as the benefits of the mettle special ability (although it only applies to will saves).

United Defense
All allies are granted a +4 insight bonus to AC as long as they remain conscious and are not caught flatfooted

Teamwork
All allies are granted a +3 bonus to fortitude saves. Additionally yourself and all allies are considered to be under the benefits of the Death Ward spell.

Fancy Footwork
All allies are granted a +3 bonus to reflex saves, as well as the benefits of the evasion special ability.

A Helping Hand
All allies are granted fast healing 1, if they are below 1 hit point.

Warning Shout
All allies are granted the combat reflexes feat. Any ally who already has combat reflexes instead recieves a +4 bonus to all attack rolls with attacks of opportunity.

Moral Support
Any ally who kills a foe recovers hit points equal to their victims HD.

Counter Strategy
Select a single counter stratagem. It may be used once per round, without expending an attack of opportunity, by any of your allies. This boon may be chosen multiple times, but a different stratagem must be chosen each time.

Supreme Command
Select a single assault stratagem. It may be used once per round by any of your allies. This boon may be chosen multiple times, but a different stratagem must be chosen each time.

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Feats

Extra Stratagem
Requires the ability to use stratagems
You learn an extra stratagem that you qualify for, each time you take this feat.

Extra Boon
Requires the commander's boon ability
You acquire an extra boon, each time you take this feat. You may not simply apply extra boons gained from this feat. Instead you must choose to substitute one of your other boons anytime you select your feats with team tactics.