Neon Knight
2007-02-18, 08:15 PM
When times are grim, when men's courage fails, desperate measures are required. In such black times, certain men are appointed to lead the counter charge in a last desperate attempt to hold the line. Armed with bravery, courage, intimidation, and authority, these beings are the thin line between a unit of demoralized men crushing their foes and breaking and running away. Always making sure that they will have the will, no matter how imposed, to take one step forward...
Commissar
Hit Dice: D8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Commissariat Authority, Commissariat Fighting Style
2nd|
+1|
+0|
+0|
+3|Execution Fighting Style, Field Execution
3rd|
+2|
+1|
+1|
+3|Fear Me, But Follow!, Commissar's Aide
4th|
+3|
+1|
+1|
+4|Superior Execution Style
5th|
+4|
+1|
+1|
+4|Do You Want to Live Forever?
6th|
+5|
+2|
+2|
+5| Supreme Execution Style
7th|
+6|
+2|
+2|
+5|Insane Bravery, Stand Your Ground
8th|
+7|
+2|
+2|
+6|Unyielding Will
9th|
+8|
+3|
+3|
+6| Not One Step Backwards
10th|
+9|
+3|
+3|
+7|Death Before Dishonor
[/table]
Requirements
To qualify to become a commissar, a character must fulfill the following criteria.
Base Attack Bonus: +5
Skills: Intimidate 7 Ranks
Feats: Iron Will, Weapon Proficiency: Hand Crossbow
Class Skills
The Commissar's class skills are Climb (Str), Handle Animal (Cha), Craft (Int), Intimidate (Cha, Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str.)
Skill Points: 2+ Int Modifier Per Level.
Weapon and Armor Proficiency: Commissars gain no proficiency with any armor or weapon.
Commissariat Authority: A Commissar usually has the authority to take control form any officer and execute any man that he finds lacking. this authority and reputation makes the Commissar intimidating to those that must serve under him. Commissar's get a +2 bonus on Bluff, Diplomacy, and Intimidate related checks against anyone they have authority over. (i.e. soldiers under their command, underlings, cohorts)
Commissariat Fighting Style: The Commissar's combat training teaches him that the ability to extend his will over a range is advantageous. This also applies to the Commissar's fighting style. When a Hand Crossbow in the offhand, a Commissar counts as having the Two-Weapon Fighting Feat.
Execution Fighting Style: A Commissar learns how to quickly execute those he finds lacking or treacherous. He also extends this to his fighting style. At 2nd Level, the Commissar gains the ability to make a single attack after a full attack. he can only make this attack if every attack of the full attack hit. He makes this extra attack at a -5 penalty. If successful, the target takes normal damage must make a Fort save DC15 + the Commissar's Commissar Class Level. If the target fails, the target dies.
Field Execution: The Commissar has the full authority to execute traitors, cowards, and incompetents. Some Commissar's execute men randomly to encourage the others to fight harder. At 2nd level, the Commissar can make a single attack against an ally that the Commissar has Commissariat Authority over as a standard action. The ally must make a Fort Save DC20 + 2*(Commissar's Commissar Class Levels). If the save fails, the ally dies. If the ally dies, all allies who can clearly see what is happening gain a +2 fear bonus on attack rolls and will saves against fear effects so long as the Commissar is within sight or hearing distance for 4 rounds.
Fear Me, But Follow!: The Commissar fully understands his intimidation value. He realizes that if his troops fear him enough, they will fight anything to avoid his wrath. At 3rd level, after a successful Field Execution, a Commissar make make an intimidation check (DC 15+ (# of allies within 50ft.) + (# of Enemies within sight)) as a free action. If successful, all allies within hearing distance of the Commissar gain a +2 bonus on damage rolls and a +2 bonus on will saves against fear effects so long as the Commissar is within sight or hearing distance for 4 rounds. The +2 bonus against fear saves is cumulative with that provided by a successful field execution (for a total bonus of +4.)
Commissar's Aide: A commissar is entitled to an aide. At 3rd level, a Commissar gains the Leadership feat as a bonus feat.
Superior Execution Style: At 4th level, the Commissar further masters the art of execution. The Commissar's extra attack after a full attack is made at a -2 attack penalty instead of a -5 and has a Fort Save DC of 25 + the Commissar's Commissar class levels. Any critical hits a Commissar successfully confirms also forces a Fort Save DC of 25 + the Commissar's Commissar class levels.
Do You Want to Live Forever?: Some Commissars attempt to motivate their men through heroic words and by appealing to their macho side. At 5th level, a Commissar can make a DC 20 + # of allies in 50ft + # of enemies within sight Intimidate check as a free action. If successful, all men under Commissariat's Authority gain a +2 bonus on will saves against fear, a +2 bonus on attack and damage rolls, and follow the Commissar's orders without question for 1d4 rounds unless those orders are suicidal. If the Commissar makes a successful Field Execution, the men may follow even suicidal orders.
Supreme Execution Style: At 6th level, a Commissar masters the art of execution. A successful execution causes enemies with 50ft. to gain a -4 penalty to attack and damage rolls and allies within 50ft. to gain +2 to attack and damage rolls.
Insane Bravery: At 7th level, a Commissar gains a +6 bonus on will saves against fear effects.
Stand Your Ground: At 7th level, a Commissar's successful Fear Me But Follow! and Do You Want To Live Forever? abilities have their numerical effects multiplied by 1.5.
Unyielding Will: At 8th level, a Commissar becomes immune to fear effects so long as either the aide granted through Commissariat Aide is within 30ft. of him.
Not One Step Backwards: At 9th level, a Commissar's successful Fear Me But Follow! and Do You Want To Live Forever? abilities also gain the bonus effects of making allies affected by them immune to fear and bull rush effects for 1 turn.
Death Before Dishonor: At 10th level, a Commissar and all allies with 30ft. gain the Die hard feat for ten rounds after a successful Execution effect.
This is my first serious attempt at serious home brew. I know as is it is absolutely horrible (either unbalanced or horribly weak) and thus humbly request aid in fixing it.
Commissar
Hit Dice: D8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Commissariat Authority, Commissariat Fighting Style
2nd|
+1|
+0|
+0|
+3|Execution Fighting Style, Field Execution
3rd|
+2|
+1|
+1|
+3|Fear Me, But Follow!, Commissar's Aide
4th|
+3|
+1|
+1|
+4|Superior Execution Style
5th|
+4|
+1|
+1|
+4|Do You Want to Live Forever?
6th|
+5|
+2|
+2|
+5| Supreme Execution Style
7th|
+6|
+2|
+2|
+5|Insane Bravery, Stand Your Ground
8th|
+7|
+2|
+2|
+6|Unyielding Will
9th|
+8|
+3|
+3|
+6| Not One Step Backwards
10th|
+9|
+3|
+3|
+7|Death Before Dishonor
[/table]
Requirements
To qualify to become a commissar, a character must fulfill the following criteria.
Base Attack Bonus: +5
Skills: Intimidate 7 Ranks
Feats: Iron Will, Weapon Proficiency: Hand Crossbow
Class Skills
The Commissar's class skills are Climb (Str), Handle Animal (Cha), Craft (Int), Intimidate (Cha, Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str.)
Skill Points: 2+ Int Modifier Per Level.
Weapon and Armor Proficiency: Commissars gain no proficiency with any armor or weapon.
Commissariat Authority: A Commissar usually has the authority to take control form any officer and execute any man that he finds lacking. this authority and reputation makes the Commissar intimidating to those that must serve under him. Commissar's get a +2 bonus on Bluff, Diplomacy, and Intimidate related checks against anyone they have authority over. (i.e. soldiers under their command, underlings, cohorts)
Commissariat Fighting Style: The Commissar's combat training teaches him that the ability to extend his will over a range is advantageous. This also applies to the Commissar's fighting style. When a Hand Crossbow in the offhand, a Commissar counts as having the Two-Weapon Fighting Feat.
Execution Fighting Style: A Commissar learns how to quickly execute those he finds lacking or treacherous. He also extends this to his fighting style. At 2nd Level, the Commissar gains the ability to make a single attack after a full attack. he can only make this attack if every attack of the full attack hit. He makes this extra attack at a -5 penalty. If successful, the target takes normal damage must make a Fort save DC15 + the Commissar's Commissar Class Level. If the target fails, the target dies.
Field Execution: The Commissar has the full authority to execute traitors, cowards, and incompetents. Some Commissar's execute men randomly to encourage the others to fight harder. At 2nd level, the Commissar can make a single attack against an ally that the Commissar has Commissariat Authority over as a standard action. The ally must make a Fort Save DC20 + 2*(Commissar's Commissar Class Levels). If the save fails, the ally dies. If the ally dies, all allies who can clearly see what is happening gain a +2 fear bonus on attack rolls and will saves against fear effects so long as the Commissar is within sight or hearing distance for 4 rounds.
Fear Me, But Follow!: The Commissar fully understands his intimidation value. He realizes that if his troops fear him enough, they will fight anything to avoid his wrath. At 3rd level, after a successful Field Execution, a Commissar make make an intimidation check (DC 15+ (# of allies within 50ft.) + (# of Enemies within sight)) as a free action. If successful, all allies within hearing distance of the Commissar gain a +2 bonus on damage rolls and a +2 bonus on will saves against fear effects so long as the Commissar is within sight or hearing distance for 4 rounds. The +2 bonus against fear saves is cumulative with that provided by a successful field execution (for a total bonus of +4.)
Commissar's Aide: A commissar is entitled to an aide. At 3rd level, a Commissar gains the Leadership feat as a bonus feat.
Superior Execution Style: At 4th level, the Commissar further masters the art of execution. The Commissar's extra attack after a full attack is made at a -2 attack penalty instead of a -5 and has a Fort Save DC of 25 + the Commissar's Commissar class levels. Any critical hits a Commissar successfully confirms also forces a Fort Save DC of 25 + the Commissar's Commissar class levels.
Do You Want to Live Forever?: Some Commissars attempt to motivate their men through heroic words and by appealing to their macho side. At 5th level, a Commissar can make a DC 20 + # of allies in 50ft + # of enemies within sight Intimidate check as a free action. If successful, all men under Commissariat's Authority gain a +2 bonus on will saves against fear, a +2 bonus on attack and damage rolls, and follow the Commissar's orders without question for 1d4 rounds unless those orders are suicidal. If the Commissar makes a successful Field Execution, the men may follow even suicidal orders.
Supreme Execution Style: At 6th level, a Commissar masters the art of execution. A successful execution causes enemies with 50ft. to gain a -4 penalty to attack and damage rolls and allies within 50ft. to gain +2 to attack and damage rolls.
Insane Bravery: At 7th level, a Commissar gains a +6 bonus on will saves against fear effects.
Stand Your Ground: At 7th level, a Commissar's successful Fear Me But Follow! and Do You Want To Live Forever? abilities have their numerical effects multiplied by 1.5.
Unyielding Will: At 8th level, a Commissar becomes immune to fear effects so long as either the aide granted through Commissariat Aide is within 30ft. of him.
Not One Step Backwards: At 9th level, a Commissar's successful Fear Me But Follow! and Do You Want To Live Forever? abilities also gain the bonus effects of making allies affected by them immune to fear and bull rush effects for 1 turn.
Death Before Dishonor: At 10th level, a Commissar and all allies with 30ft. gain the Die hard feat for ten rounds after a successful Execution effect.
This is my first serious attempt at serious home brew. I know as is it is absolutely horrible (either unbalanced or horribly weak) and thus humbly request aid in fixing it.