heavyfuel
2021-04-01, 01:42 PM
If there's one thing I like about 5e, is that a bunch of weak monsters are still a threat to high level characters, mostly because character AC doesn't get ridiculously high.
I wanted to bring this specific feeling back to 3.PF, hence:
The commander is an NPC class, like Warrior or Expert.
HD: d8
BAB: 3/4
Saves: Good Will
Proficiencies: All simple and martial weapons and all armor and shields.
Skills: 2+Int from the same list as the Marshal
Special: At 1st level, they gain "Aggressive Tactics"
At 2nd level they gain "Defensive Tactics"
Both abilities can be used at will.
Aggressive Tactics (Ex): As a full-round action, the commander can help their allies better perform in battle. Each ally, other than themself, that can hear or see the commander gains an insight bonus to attack rolls equal to twice the commander's level, plus their Intelligence, Wisdom, or Charisma modifier (chosen at the time this ability is used) against enemies the commander can see. This ability lasts for a number of rounds equal to the commander's level.
Defensive Tactics (Ex): As a standard action, the commander can use their allies better defend himself in battle. Upon using this this ability, every ally within 60ft grants the commander a +2 bonus to AC, saving throws, and temporary hitpoints. All of these stack with themselves, so, if there are 10 allies, the commander would gain +20 to AC, saves, and temporary hitpoints. Additionally, the commander also gains Improved Evasion (as a monk) and Mettle (as a Hexblade). This ability lasts for one round.
I don't think players would be interested in this class given that it requires constant usage of one's actions to gain the bonuses. However, it does make a small army of crossbowmen actually dangerous. 15 level 1 Warriors with a crossbow plus a 5th level commander can actually hit a 10th level PC. Plus, players can't easily focus fire the commander (although it's still very much possible)
What do you think? Does this class actually succeed at what it sets out to do? PEACH
I wanted to bring this specific feeling back to 3.PF, hence:
The commander is an NPC class, like Warrior or Expert.
HD: d8
BAB: 3/4
Saves: Good Will
Proficiencies: All simple and martial weapons and all armor and shields.
Skills: 2+Int from the same list as the Marshal
Special: At 1st level, they gain "Aggressive Tactics"
At 2nd level they gain "Defensive Tactics"
Both abilities can be used at will.
Aggressive Tactics (Ex): As a full-round action, the commander can help their allies better perform in battle. Each ally, other than themself, that can hear or see the commander gains an insight bonus to attack rolls equal to twice the commander's level, plus their Intelligence, Wisdom, or Charisma modifier (chosen at the time this ability is used) against enemies the commander can see. This ability lasts for a number of rounds equal to the commander's level.
Defensive Tactics (Ex): As a standard action, the commander can use their allies better defend himself in battle. Upon using this this ability, every ally within 60ft grants the commander a +2 bonus to AC, saving throws, and temporary hitpoints. All of these stack with themselves, so, if there are 10 allies, the commander would gain +20 to AC, saves, and temporary hitpoints. Additionally, the commander also gains Improved Evasion (as a monk) and Mettle (as a Hexblade). This ability lasts for one round.
I don't think players would be interested in this class given that it requires constant usage of one's actions to gain the bonuses. However, it does make a small army of crossbowmen actually dangerous. 15 level 1 Warriors with a crossbow plus a 5th level commander can actually hit a 10th level PC. Plus, players can't easily focus fire the commander (although it's still very much possible)
What do you think? Does this class actually succeed at what it sets out to do? PEACH