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8BitNinja
2018-03-28, 11:34 AM
So in an RPG I'm making, I have a class called the Commander who can move and alter allies if they comply (such as being hired mercenaries or players accepting the commands) or if the commander succeeds a charisma check. Do you guys have any idea for orders that can be given by the commander?

My current ideas:

Command: Hold Your Ground! (Alternate names discussed were Command: Shield Wall! and Command: Defensive Formation!) Allies carrying shields that hear the order form a wall (shape controlled by the commander) and brace for attack. Targets receive (x amount defense bonus, still undecided) and are immobile until the command is dismissed

Command: Archers Ready! (Alternate name discussed was Command: Fire on my Command!): Ranged allies that hear the order will fire in unison on one location. Attack is considered a volley attack.

Command: Attack Formation! (Alternate name discussed was Command: Battle Formation!): Similar to shield wall, except that all targets with polearms form the wall, and advance on a specific target. Allies effected gain a damage and accuracy bonus.

Command: Regroup!: All allies within hearing range surround the commander, with all allies gaining a defense bonus

Goaty14
2018-03-28, 01:02 PM
Maybe you should move this to the homebrew forum :smallconfused: (idk)

Perhaps a charge/retreat command, for the more barbaric and cowardly armies, and some more combat styles such as ones that have varying degrees of +Atk/-Def, +Def/-Atk.

Berenger
2018-03-28, 01:20 PM
Hi, I made a Commander class a while back. I think most of the stuff is ripped and modified from d20 Modern and Pathfinder. Perhaps you find some useful elements for your version.


Commander

Requirements

To qualify to become a Commander, a character must fulfill the following criteria.

Skills: Diplomacy 6 or Intimidate 6, Knowledge (tactics) 6.
Special: Membership and training in a military or para-military force.


Class Information

Hit Die: 1d8.

Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.


Class Skills

The Commander’s class skills (and the key ability for each skill) are: Bluff (Cha), Computer Use (Int), Decipher Scipt (Int), Diplomacy (Cha), Drive (Dex), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Behavorial Sciences, Business, Civics, Current Events, History, Popular Culture, Tactics, Theology and Philosophy) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read / Write Language (none), Research (Int), Ride (Dex), Sense Motive (Wis), Speak Language (none), Survival (Wis).

Skill Points at Each Level: 5 + Int modifier.


The Commander
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
Defense Bonus
Reputation Bonus
1st
+0
+1
+1
+1
Inspiring Command +1
+1
+0
2nd
+1
+2
+2
+2
Stern Gaze
+2
+0
3rd
+2
+2
+2
+2
Bonus Feat
+2
+0
4th
+3
+2
+2
+2
Inspiring Command +2
+3
+1
5th
+3
+3
+3
+3
Persistant Command
+3
+1
6th
+4
+3
+3
+3
Bonus Feat
+3
+2
7th
+5
+4
+4
+4
Inspiring Command +3
+4
+2
8th
+6
+4
+4
+4
Inspire Last Stand
+4
+2
9th
+6
+4
+4
+4
Bonus Feat
+5
+3
10th
+7
+5
+5
+5
Complex Command,
Inspiring Command +4
+5
+3


Class Features

The following features pertain to the Commander advanced class.

Inspiring Command

A Commander can issue beneficial orders to the unit under his direct command. Such a unit could comprise for example the crew of a single battleship, a wing of starfighters, a platoon of tanks or a company of infantrymen. This ability has a range of 60 feet when the Commander relies on his voice alone, but it is possible to employ the help of subordinate officers or com-systems to transmit orders across a starship or battlefield as long as the Commander is physically present at the scene. A soldier can't follow the orders of more than one Commander at the same time, but several Commanders can work together to give different orders to different divisions of a fighting force. The benefit a Commander provides to his soldiers also apply to himself. Issuing a new Inspiring Command is a full-round action.

Inspire Hardiness: Soldiers gain DR/— equal to the Commander’s Inspiring Command bonus.
Inspired Tactics: Soldiers (or the individual vehicles / the starship) apply the Commander's Inspiring Command bonus on critical hit confirmation rolls. Enemies attacking them suffer an equal penalty to their critical hit confirmation rolls.
Keep Your Heads: Soldiers apply the Commander's Inspiring Command bonus on Will Saves and Level Checks versus intimidation, provocation, bribery and seduction meant to distract them from their duty.
None Shall Fall: Soldiers regain 1d12 Vitality Points or 1d4 Wound Points. A soldier can benefit only once per day from this particular order.
Pincer Maneuver: Soldiers (or the individual vehicles / the starship) apply the Commander's Inspiring Command bonus to all attack rolls when flanking and as a dodge bonus versus attacks of opportunity provoked by movement.
Reveille: Soldiers affected by exhaustion, fatigue and sleep effects may attempt an additional saving throw against each such effect once per hour. This new save has a bonus equal to the Commander's Inspiring Command bonus. Soldier who are sleeping normally automatically awaken when this ability is used.
Scatter: Soldiers (or the individual vehicles / the starship) gain 10% concealment versus ranged attacks, plus 5% per level of the Commanders Inspiring Command bonus (to a maximum of 30% at 10th level).
Sound the Charge: Soldiers (or the individual vehicles / the starship) apply the Commander's Inspring Command bonus to all damage rolls (before multiplication in the case of starship weapons) and increase their base speed by one third.
Teamwork: Soldiers add the Commander’s Inspiring Command bonus on skill checks or attack rolls made when using the aid another action, and if successful, the assisted ally increases the aid another bonus by an amount equal to the Commander’s Inspiring Command bonus.


Stern Gaze

Commanders are skilled at sensing deception and intimidating their foes. A Commander receives a morale bonus on all Intimidate and Sense Motive checks equal to one-half his Commander level.


Bonus Feats

At 3rd, 6th, and 9th level, the Commander gets a bonus feat. The bonus feat must be selected from the following list, and the Commander must meet all the prerequisites of the feat to select it.

Animal Affinity, Archaic Weapon Proficiency, Athletic, Brawl, Combat Expertise, Combat Martial Arts, Combat Reflexes, Confident, Endurance, Exotic Melee Weapons Proficiency, Frightful Presence, Personal Firearms Proficiency, Renown, Starship Battle Run, Starship Feint, Starship Gunnery, Starship Mobility, Starship Operation, Starship Strafe, Toughness, Trustworthy, Vehicle Operation, Weapon Focus, Windfall.


Persistent Command

At 5th level, a Commander may allow his Inspiring Commands to persist even if he is incapacitated and unable to maintain them. If the player chooses, the effects of the Inspiring Commands persist for a number of minutes equal to her Commander level. This ability does not apply if the Commander intentionally stops maintaining an Inspiring Command — only if he is dazed, held, stunned, killed, and so on, and is unable to maintain them.


Inspire Last Stand

At 8th level, a Commander may grant soldiers under his command the ability to remain conscious while at 0 to -9 wound points. The crew of a vehicle or starship can continue to operate it even after it has been reduced to negative hit points and has begun breaking apart. The vessel may take one move action or one attack action each round. However, the vessel cannot be repaired und continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Commander and all other personnel aboard the ship are considered shaken, taking a –2 penalty on attack rolls, saving throws, and skill checks.


Complex Commands

At 10th level, the Commander can maintain two Inspiring Commands at once. He and his soldiers benefit from both orders.

LordCdrMilitant
2018-03-28, 03:32 PM
I'd take a look at some of the Deathwatch Squad Modes:

Some of the notable squad abilities that can easily be adapted for other systems are:
Bolter Assault: When this ability is used, all characters in command range may immediately make a charge move and an attack with a bolter, bolt pistol, or storm bolter [basic ranged weapons]
Fire for Effect: While this ability is sustained, characters in command range may spend their reaction to make an attack with any ranged weapon.
Furious Charge: When this ability is used, all character in command range may immediately make a charge move and an attack with any melee weapon. Damage for these attacks may be re-rolled.
Squad Advance: While this ability is sustained, characters in command range may spend their reaction to take a move action.
Lead by Example: While this ability is sustained, characters in command range gain a bonus equal to the squad leader's Fellowship bonus [typically around +4-5%]. In addition, the squad leader may nominate a character to receive a re-roll to use during the turn.
Holy Vengeance: Until the start of the next turn, melee attacks that hit generate additional melee attacks.
Fury of Sanguinius: Until the start of the next turn, characters in command range gain a +10% to Weapon Skill, Toughness, and Strength.
Go to Ground: When this ability is used, characters in command range may immediately gain a free move to reach cover.
Strongpoint: When this ability is declared, nominate a character as the center of the strongpoint. While this ability is sustained, the center may call targets, attacks against which gain a +20% to hit.
Tactical Spacing: When this ability is sustained, reactions may be shared among characters.
Feel No Pain: Until the start of the next turn, characters cannot dodge or parry but halve all damage taken.

In deathwatch, the commander has a pool of cohesion points [typically between 3 and 8] with which to activate the abilities. Abilities cost between 1 and 3 points.