Thanatos 51-50
2007-08-19, 06:21 AM
Commander
Forged in the fires of combat and tradition, Commanders have borne militaries innumerable through combat, and are greatly respected for their skill upon the field, as well as their ability to influence their compatriots. Even the most untested Commanders can channel their personality into their weapon, and even new ones can project their personality to defend themselves against their foe's slings and arrows.
A Commander's true strength is their ability to inspire new levels of competence and survivability in their allies, be they troops the Commander commands, or the Commander's superior. The most powerful Commaders can even lend an assisting voice to a small number of comrades, and draw of their personalities to assist him in his diplomacy.
Adventures: Commanders adventure for one of any number of reasons, all of them personal. A Commander need not join an organized military, although many do.
Other Classes: Commanders get along with most other classes quite easily. They are especially amiable with Paladins, Scouts, Monks, Fighters, and other classes of Lawful or militaristic bent. They often cafe against Bards and Barbarians as their chaotic nature often rubs counter to a Commander's philosophy. (And charismatic Bards often take over many of the Commander's roles)
Role: As the name implies, the Commander's primary role is that of the "face" or party leader. Their skills and class abilities lend themselves to support status rather well, and they make passable secondary front line combatants or archers (depending on their choice of weaponry). A Commander's Psychic Duel ability allows him to defend himself if they going gets particularly rough.
Attributes: Charisma is, undoubtedly, the Commander's most important attribute. After this, the importance of their attributes lays solely within their preferred style of leadership, be it at the front lines or rear echelon.
Alignment: Any non-chaotic. A Commander is a leader first and foremost. It is his duty to maintain the order within a group.
Hit Dice: d8
Skill Points: 6+INT modifier x4 at first level, 6+INT modifier every level thereafter
Class Skills: Bluff (CHA), Craft (INT) Diplomacy (CHA), Handle Animal (CHA), Hide (DEX), Intimidate (CHA), Listen (WIS), Move Silently (DEX), Perform (CHA), Profession (WIS), Ride (DEX), Search (INT), Sense Motive (WIS), Speak Language (None), Spot (WIS)
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Charming
2nd|
+1|
+0|
+0|
+3|Commands, "Shields Up!"(Command)
3rd|
+2|
+1|
+1|
+3|Bonus Feat, Co-ordinated Strike +1d6, Improved Charm
4th|
+3|
+1|
+1|
+4|"Hold your Ground!" (Command), Force of Personality
5th|
+3|
+1|
+1|
+4|Leader's Mount, Improved Flanker
6th|
+4|
+2|
+2|
+5|Bonus Feat, "Stay on your Guard!" (Command), Uncanny dodge
7th|
+5|
+2|
+2|
+5|Psychic Duelist, Co-ordinated Strike +2d6, Leadership
8th|
+6/+1|
+2|
+2|
+6|"Give them Hell!" (Command), Charming
9th|
+6/+1|
+3|
+3|
+6|Bonus Feat
10th|
+7/+2|
+3|
+3|
+7|Improved Shields Up
11th|
+8/+3|
+3|
+3|
+7|Improved Uncanny Dodge, Co-ordinated Strike +3d6
12th|
+9/+4|
+4|
+4|
+8|Bonus Feat, "Strike At their Hearts!" (Command)
13th|
+9/+4|
+4|
+4|
+8|Master Flanker
14th|
+10/+5|
+4|
+4|
+9|Inspiring Psychic Duelist
15th|
+11/+6/+1|
+5|
+5|
+9|Bonus Feat, Co-ordinated Strike +4d6
16th|
+12/+7/+2|
+5|
+5|
+10|Battle Cry (Command)
17th|
+12/+7/+2|
+5|
+5|
+10| ---
18th|
+13/+8/+3|
+6|
+6|
+11|Bonus Feat, Echoing Commands
19th|
+14/+9/+4|
+6|
+6|
+11|Co-ordinated Strike +5d6
20th|
+15/+10/+5|
+6|
+6|
+12|Extended Psychic Duel, Master's Guidance[/table]
Weapon and Armor Proficiency: The Commander is proficient with all simple weapons, as well as two martial weapons of his choice. The Commander is also proficient in Light and Medium armor as well as shields (excepting Tower shields).
Charming (EX): The Commander Chooses one weapon he is proficient with. He adds his Charisma bonus to his attack rolls instead of STR or DEX. At third Level, this improves to stack with his STR or DEX, as appropriate. The Commander gains this ability again at eighth level.
Commands (SU): From this point on, the Commander gains a number of Command skills. These are annotated by (Command) appearing after the abiltiy's name. Command abilties are activated as a swift action up to a number of times per day equal to the Commander's CHA modifier plus one-half of his class level. Each Command is tracked seperatly (Thus, a tenth level Commander with a CHA of 16 can use each command up to eight times per day). Commands do not affect the Commander issueing the Command unless it is echoed back at him (See "Echoing Command"). All commands last for a number of rounds equal to the Commander's Class levels. All commands are sonic, mind-affecting abilities. A creature need not understand the Commander's language to be affected by the command. Commands affect no more than The Commander's class level times his Charisma modifier Hit Dice worth of creatures, affecting the largest amount of creatures possible. Creatures already under the affect of any Command are skipped over. If more Hit Dice are available, and no qualifying creatures not under a command are wihin range, the command then affects them. Any "lost" hit dice are wasted.
"Shields Up!" (Command): All allies with earshot equipped with shields gain an additional Shield Bonus to their Armor Class equal to the Commander's CHA modifier. This bonus also applies to bucklers and tower shields.
Bonus Feat: At third level and every three levels thereafter, the Commander gains a bonus feat for which he qualifies. These feats are not restricted to a given list.
Co-ordinated Strike (EX): At third level the Commander strikes a flanked opponent for +1d6 damage. The Commander need not be actually flanking the opponent for this extra damage to come into effect. The damage is precision-based, so only creatures with discernable anatomies recieve extra damage. The Commander gains an additional 1d6 of Co-ordinated Strike damage every four levels after third.
"Hold your Ground!" (Command): All allies within earshot add the Commander's Charisma Modifier to all rolls to resist tripping, being bull-rushed, disarmed, or pinned, and my also add the Commander's Charisma modifier to all rolls to escape from a pin. They also receive a number of temporary Hit Points equal to one half of the Commander's Class Level.
Force of Personality (EX): At fourth level, the Commander adds his Charisma modifier to his armor class.
Commander's Mount (SP): At fifth level, the Commander acquires a special mount. This mount is similar in every way but alignment, which the mount shares with the Commander, to the Paladin's special mount. Also, in lieu of sharing spells, the mount the mount gets to add the Commander's Charisma modifier to his Armor Class.
Improved Flanker (EX): At fifth level, the Commander gains +4 to attack rolls and +2 to his armor class against an opponent that he is flanking. Alternativly, he can apply this bonus to an allied creature flanking the same foe.
"Stay on your Guard!" (Command): All allies within earshot gain the Commander's Charisma bonus to all saves for a number of rounds equal to half the Commander's class level.
Uncanny Dodge (EX): At sixth level, the Commander gains the Uncanny Dodge class ability, as per the Rogue.
Psychic Duelist (EX): At seventh level, the Commander for a number of rounds equal to his charisma modifier, the Commander gains his CHA modifier to all damage rolls.
Leadership: The Commander gains the Leadership feat for free at seventh level.
"Give them Hell!" (Command): At eighth level, all of the Commander's allies within earshot gain a bonus on their damage rolls equal to the Commander's Charisma modifier. This extra damage bypasses all form of DR.
Improved Shields Up! (SU): At tenth Level, the Commander's allies within thirty feet are considered to be contantly under the effect of his "Shields up!" ability. This is an aura-like effect. The command, itself can easily expand beyond these parameter.
Improved Uncanny Dodge (EX): At eleventh level, the Commander gains the Improved Uncanny Dodge class ability as per the Rogue.
"Strike at their Hearts!" (Command): At twelfth level, all of the Commander's Allies within earshot add the Commander's Charisma modifier to their attack roll.
Master Flanker (EX): At thirteenth level, the Commander gains +6 to his attack rolls and +4 to his armor class against an opponent he is flanking. As with Improved Flanker, the Commander can choose to give this ability to an ally flanking the same foe.
Inspiring Psychic Duelist (EX): At fourteenth level, when the Commander is engaged in a psychic duel, all allies within 30ft gain a +2 morale bonus to all attack and damage rolls
Battle Cry (Command): The Commander unleashes a fierce and unique battle cry. All foes hearing this battle cry must succed at a Will save (DC= 10 + one-half the Commander's Class Level + CHA mod) or become panicked. Those creatures who make succesful saving throws become shaken instead.
Echoing Command (SU): All allies who hear one of a Commander's Command abilities can echo the command as an immediate action. This echo can then be echoed in return, ad infantatum. All effects are still tied to the Commander and not the echoer. A creature can not be affected by the same Commander's command from seperate source. Thus a phalanx cannot all echo a "Shields Up!" to increase each indvidual's Shield bonus. However, the echoed command CAN affect the Commander.
Extended Psychic Duel (EX): At twentieth level, the length of the Commander's Psychic Duel doubles.
Master's Guidance (SU): At twentieth level, the Commander selects up to three allies. These allies add the Commander's Charisma bonus to all Bluff, Diplomacy, and Intimidate checks (in addition to their own). In addition, the Commander receives the sum of their charisma bonuses (if positive) to his Bluff, Intimidate and Diplomacy checks (in addition to his own). Selected allies also gain the benefit of the Commander's Force of Personality ability (using his CHA modifier).
Former Commanders: A Commander who becomes Chaotic can no longer advance as a Commander and looses the benefit of his Special Mount. He retains all other class abilities. When reverting back to a non-chaotic alignment, he may once again advance as a Commander normally, but must make reperations with his mount (or aforementioned mount's home plane) in order to re-gain its service.
Forged in the fires of combat and tradition, Commanders have borne militaries innumerable through combat, and are greatly respected for their skill upon the field, as well as their ability to influence their compatriots. Even the most untested Commanders can channel their personality into their weapon, and even new ones can project their personality to defend themselves against their foe's slings and arrows.
A Commander's true strength is their ability to inspire new levels of competence and survivability in their allies, be they troops the Commander commands, or the Commander's superior. The most powerful Commaders can even lend an assisting voice to a small number of comrades, and draw of their personalities to assist him in his diplomacy.
Adventures: Commanders adventure for one of any number of reasons, all of them personal. A Commander need not join an organized military, although many do.
Other Classes: Commanders get along with most other classes quite easily. They are especially amiable with Paladins, Scouts, Monks, Fighters, and other classes of Lawful or militaristic bent. They often cafe against Bards and Barbarians as their chaotic nature often rubs counter to a Commander's philosophy. (And charismatic Bards often take over many of the Commander's roles)
Role: As the name implies, the Commander's primary role is that of the "face" or party leader. Their skills and class abilities lend themselves to support status rather well, and they make passable secondary front line combatants or archers (depending on their choice of weaponry). A Commander's Psychic Duel ability allows him to defend himself if they going gets particularly rough.
Attributes: Charisma is, undoubtedly, the Commander's most important attribute. After this, the importance of their attributes lays solely within their preferred style of leadership, be it at the front lines or rear echelon.
Alignment: Any non-chaotic. A Commander is a leader first and foremost. It is his duty to maintain the order within a group.
Hit Dice: d8
Skill Points: 6+INT modifier x4 at first level, 6+INT modifier every level thereafter
Class Skills: Bluff (CHA), Craft (INT) Diplomacy (CHA), Handle Animal (CHA), Hide (DEX), Intimidate (CHA), Listen (WIS), Move Silently (DEX), Perform (CHA), Profession (WIS), Ride (DEX), Search (INT), Sense Motive (WIS), Speak Language (None), Spot (WIS)
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Charming
2nd|
+1|
+0|
+0|
+3|Commands, "Shields Up!"(Command)
3rd|
+2|
+1|
+1|
+3|Bonus Feat, Co-ordinated Strike +1d6, Improved Charm
4th|
+3|
+1|
+1|
+4|"Hold your Ground!" (Command), Force of Personality
5th|
+3|
+1|
+1|
+4|Leader's Mount, Improved Flanker
6th|
+4|
+2|
+2|
+5|Bonus Feat, "Stay on your Guard!" (Command), Uncanny dodge
7th|
+5|
+2|
+2|
+5|Psychic Duelist, Co-ordinated Strike +2d6, Leadership
8th|
+6/+1|
+2|
+2|
+6|"Give them Hell!" (Command), Charming
9th|
+6/+1|
+3|
+3|
+6|Bonus Feat
10th|
+7/+2|
+3|
+3|
+7|Improved Shields Up
11th|
+8/+3|
+3|
+3|
+7|Improved Uncanny Dodge, Co-ordinated Strike +3d6
12th|
+9/+4|
+4|
+4|
+8|Bonus Feat, "Strike At their Hearts!" (Command)
13th|
+9/+4|
+4|
+4|
+8|Master Flanker
14th|
+10/+5|
+4|
+4|
+9|Inspiring Psychic Duelist
15th|
+11/+6/+1|
+5|
+5|
+9|Bonus Feat, Co-ordinated Strike +4d6
16th|
+12/+7/+2|
+5|
+5|
+10|Battle Cry (Command)
17th|
+12/+7/+2|
+5|
+5|
+10| ---
18th|
+13/+8/+3|
+6|
+6|
+11|Bonus Feat, Echoing Commands
19th|
+14/+9/+4|
+6|
+6|
+11|Co-ordinated Strike +5d6
20th|
+15/+10/+5|
+6|
+6|
+12|Extended Psychic Duel, Master's Guidance[/table]
Weapon and Armor Proficiency: The Commander is proficient with all simple weapons, as well as two martial weapons of his choice. The Commander is also proficient in Light and Medium armor as well as shields (excepting Tower shields).
Charming (EX): The Commander Chooses one weapon he is proficient with. He adds his Charisma bonus to his attack rolls instead of STR or DEX. At third Level, this improves to stack with his STR or DEX, as appropriate. The Commander gains this ability again at eighth level.
Commands (SU): From this point on, the Commander gains a number of Command skills. These are annotated by (Command) appearing after the abiltiy's name. Command abilties are activated as a swift action up to a number of times per day equal to the Commander's CHA modifier plus one-half of his class level. Each Command is tracked seperatly (Thus, a tenth level Commander with a CHA of 16 can use each command up to eight times per day). Commands do not affect the Commander issueing the Command unless it is echoed back at him (See "Echoing Command"). All commands last for a number of rounds equal to the Commander's Class levels. All commands are sonic, mind-affecting abilities. A creature need not understand the Commander's language to be affected by the command. Commands affect no more than The Commander's class level times his Charisma modifier Hit Dice worth of creatures, affecting the largest amount of creatures possible. Creatures already under the affect of any Command are skipped over. If more Hit Dice are available, and no qualifying creatures not under a command are wihin range, the command then affects them. Any "lost" hit dice are wasted.
"Shields Up!" (Command): All allies with earshot equipped with shields gain an additional Shield Bonus to their Armor Class equal to the Commander's CHA modifier. This bonus also applies to bucklers and tower shields.
Bonus Feat: At third level and every three levels thereafter, the Commander gains a bonus feat for which he qualifies. These feats are not restricted to a given list.
Co-ordinated Strike (EX): At third level the Commander strikes a flanked opponent for +1d6 damage. The Commander need not be actually flanking the opponent for this extra damage to come into effect. The damage is precision-based, so only creatures with discernable anatomies recieve extra damage. The Commander gains an additional 1d6 of Co-ordinated Strike damage every four levels after third.
"Hold your Ground!" (Command): All allies within earshot add the Commander's Charisma Modifier to all rolls to resist tripping, being bull-rushed, disarmed, or pinned, and my also add the Commander's Charisma modifier to all rolls to escape from a pin. They also receive a number of temporary Hit Points equal to one half of the Commander's Class Level.
Force of Personality (EX): At fourth level, the Commander adds his Charisma modifier to his armor class.
Commander's Mount (SP): At fifth level, the Commander acquires a special mount. This mount is similar in every way but alignment, which the mount shares with the Commander, to the Paladin's special mount. Also, in lieu of sharing spells, the mount the mount gets to add the Commander's Charisma modifier to his Armor Class.
Improved Flanker (EX): At fifth level, the Commander gains +4 to attack rolls and +2 to his armor class against an opponent that he is flanking. Alternativly, he can apply this bonus to an allied creature flanking the same foe.
"Stay on your Guard!" (Command): All allies within earshot gain the Commander's Charisma bonus to all saves for a number of rounds equal to half the Commander's class level.
Uncanny Dodge (EX): At sixth level, the Commander gains the Uncanny Dodge class ability, as per the Rogue.
Psychic Duelist (EX): At seventh level, the Commander for a number of rounds equal to his charisma modifier, the Commander gains his CHA modifier to all damage rolls.
Leadership: The Commander gains the Leadership feat for free at seventh level.
"Give them Hell!" (Command): At eighth level, all of the Commander's allies within earshot gain a bonus on their damage rolls equal to the Commander's Charisma modifier. This extra damage bypasses all form of DR.
Improved Shields Up! (SU): At tenth Level, the Commander's allies within thirty feet are considered to be contantly under the effect of his "Shields up!" ability. This is an aura-like effect. The command, itself can easily expand beyond these parameter.
Improved Uncanny Dodge (EX): At eleventh level, the Commander gains the Improved Uncanny Dodge class ability as per the Rogue.
"Strike at their Hearts!" (Command): At twelfth level, all of the Commander's Allies within earshot add the Commander's Charisma modifier to their attack roll.
Master Flanker (EX): At thirteenth level, the Commander gains +6 to his attack rolls and +4 to his armor class against an opponent he is flanking. As with Improved Flanker, the Commander can choose to give this ability to an ally flanking the same foe.
Inspiring Psychic Duelist (EX): At fourteenth level, when the Commander is engaged in a psychic duel, all allies within 30ft gain a +2 morale bonus to all attack and damage rolls
Battle Cry (Command): The Commander unleashes a fierce and unique battle cry. All foes hearing this battle cry must succed at a Will save (DC= 10 + one-half the Commander's Class Level + CHA mod) or become panicked. Those creatures who make succesful saving throws become shaken instead.
Echoing Command (SU): All allies who hear one of a Commander's Command abilities can echo the command as an immediate action. This echo can then be echoed in return, ad infantatum. All effects are still tied to the Commander and not the echoer. A creature can not be affected by the same Commander's command from seperate source. Thus a phalanx cannot all echo a "Shields Up!" to increase each indvidual's Shield bonus. However, the echoed command CAN affect the Commander.
Extended Psychic Duel (EX): At twentieth level, the length of the Commander's Psychic Duel doubles.
Master's Guidance (SU): At twentieth level, the Commander selects up to three allies. These allies add the Commander's Charisma bonus to all Bluff, Diplomacy, and Intimidate checks (in addition to their own). In addition, the Commander receives the sum of their charisma bonuses (if positive) to his Bluff, Intimidate and Diplomacy checks (in addition to his own). Selected allies also gain the benefit of the Commander's Force of Personality ability (using his CHA modifier).
Former Commanders: A Commander who becomes Chaotic can no longer advance as a Commander and looses the benefit of his Special Mount. He retains all other class abilities. When reverting back to a non-chaotic alignment, he may once again advance as a Commander normally, but must make reperations with his mount (or aforementioned mount's home plane) in order to re-gain its service.