1. - Top - End - #36
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Mythic Commander

    Spoiler
    Show
    In the open battlefields, any number of factors can make the difference between defeat and victory. Anything from the accuracy and speed of information to the weather to the training, morale, well-being, and number of troops on either side can tip the battle in one side’s favor. With the right commander in charge, however, even the greatest of disadvantages can be overcome. Having honed their mastery of warfare over dozens of battlefields, Mythic Commanders can inspire their allies to fight back and win against outrageous odds. In the capable hands of such a commander, even a few dozen soldiers could hope to take down an entire army with minimal casualties.

    Hit Die: d10

    Prerequisites: To qualify to become a mythic commander, a character must meet all of the following criteria:
    Base Attack Bonus: +15
    Skills: Diplomacy 23 ranks or Intimidate 23 ranks, Knowledge (history) 10 ranks
    Feats: Leadership, Any three bonus fighter fights
    Special: Must have led a force of at least 100 soldiers to a decisive military victory.

    Class Skills: Bluff, Craft, Diplomacy, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (History), Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Use Magic Device
    Skill Points at Each Level: 4 + Int modifier

    Mythic Commander
    {table=head]Level|Base Attack Bonus|Special

    1st|
    +1
    |Loyal Legions, Protect the Legions 1/round

    2nd|
    +2
    |Commander’s Aura (100 ft)

    3rd|
    +3
    |Bonus Feat

    4th|
    +4
    |Mobilization 1/encounter

    5th|
    +5
    |Loyal Lieutenant (1)

    6th|
    +6
    |Protect the Legions 2/round

    7th|
    +7
    |Commander’s Aura (200 ft)

    8th|
    +8
    |Bonus Feat

    9th|
    +9
    |Mobilization 2/encounter

    10th|
    +10
    |Loyal Lieutenant (2) [/table]

    Class Features: The following are class features of the Mythic Commander

    Epic Spellcasting: Even without the Epic Spellcaster feat, a mythic commander can still develop and cast epic spells using any four seeds of his or her choice. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved and you only add +5 to the spellcraft DC (instead of +10) for each additional target you add. If the mythic commander doesn’t cast spells, he or she uses his or her highest ability score modifier to determine epic spell save DCs.

    Loyal Legions (Ex): A mythic commander is capable of leading vast quantities of troops. The voice of a mythic commander can be heard clearly by allies up to 100 feet/class level away regardless of whether other noice is present. Allies within this range gain immunity to fear. Furthermore, allies in range with HD up to your class level automatically succeed on all attack rolls against foes with up to two more HD than they possess and all attacks made against these allies by such foes automatically fail. If two mythic commanders lead forces against each other, neither side automatically hits or automatically misses the other.

    Protect the Legion (Ex): Starting at 1st level, a mythic commander can protect his or her own forces against untraditional forms of attack. Once per round, when one or more allies would be forced to make a saving throw, the mythic commander may lend any or all affected foes a bonus to their saving throw equal to the commander’s Charisma bonus and if one or more targets succeed on this save, all of them do so. This ability can be used an additional time per round at 6th level and every 5 levels afterwards.

    Commander’s Aura (Ex): Starting at 2nd level, a mythic commander radiates an aura of competence out to 100 feet. The nature of this aura is chosen from those listed below and the commander can switch between auras as a swift action.

    Aura of Desparate Measures: If an ally possesses more than one hit point and would be reduced to 0 or fewer hit points from a single source, it is instead reduced to 1 hit point and remains conscious.
    Aura of Shattering Ranks: If an ally hits an enemy with half as many hit dice or fewer and deals lethal damage, that creature is instantly slain.
    Aura of Ideal Formation: All allies within range may take a second move action each round.

    At 7th level and every 5 levels afterwards, the range of this aura extends by 100 feet.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a mythic commander can select a single bonus feat from the following list: Aura of Harsh Journeys*, Cavalry Charge*, Command Loyalty*, Commander’s Ward*, Concentrated Result*, Element of Surprise*, Epic Leadership, Epic Mounted Combat*, Epic Prowess, Epic Reputation, Epic Will, Force Route*, Great Strength, Great Dexterity, Great Intelligence, Great Charisma, Last Stand*, Legendary Commander, Legendary Rider, Legion’s Shield, Perfect Morale*, Superior Initiative, Superior Lieutenants*

    New Feats
    Spoiler
    Show
    Aura of Harsh Journeys [Epic]
    You gain an additional commander’s aura that helps allies travel long distances.
    Prerequisites: Commander’s Aura (100 feet)
    Benefits: You gain a new Commanders’ aura. While active, it grants all allies within range immunity against nonlethal damage from force marches, halves all other nonlethal damage from sources other than combat, and grants immunity against fatigue.

    Commander’s Ward [Epic]
    Those that you protect may escape unscathed from attacks that would otherwise still harm them
    Prerequisites: Protect the Legion 1/round
    Benefits: Any creature protected by your protect the legion class feature gains either evasion or mettle against the attack, depending on what saving throws are needed.

    Command Loyalty [Epic]
    Only the strongest of magic can make your forces turn against you
    Prerequisites: Loyal Legions
    Benefits: Creatures affected by your loyal legions class feature automatically succeed on all saves against charm and compulsion effects.

    Element of Surprise [Epic]
    Your troops can take advantage of surprise to take out enemies far stronger than themselves.
    Prerequisites: Commanders’ Aura (200 ft)
    Benefits: While your aura of shattering ranks is active, your allies treat flat-footed foes as possessing two fewer HD (to a minimum of 1 HD) for the purpose of both that aura and your loyal legions class feature.
    Special: You may select this feat a number of times up to the range of your commanders’ aura divided by 100. Its effects stack with itself.

    Cavalry Charge [Epic]
    Your troops can use mounts to gain even greater mobility in combat.
    Prerequisites: Commander’s Aura (200 ft)
    Benefits: Mounts that your allies ride benefit from your loyal legions and commanders’ aura class features so long as they possess an appropriate amount of HD. Furthermore, while your aura of ideal formation is active, all allied mounts within range gain a +20 foot bonus to their speed.
    Special: You may select this feat a number of times up to the range of your commanders’ aura divided by 100. Its effects stack with itself.

    Last Stand [Epic]
    Your troops can continue fighting beyond what would normally slay them.
    Prerequisites: Commander’s Aura (200 ft)
    Benefits: While your aura ofdesperate measures is active, allies within range aren’t disabled at 0 hit points, continue acting normally at negative hit points, and only die at -20 hit points (unless they could otherwise survive with fewer hit points).
    Special: You may select this feat a number of times up to the range of your commanders’ aura divided by 100. Each time you select it, decrease the hit point total at which point affected creatures die by an additional 10 hit points.

    Concentrated Assault [Epic]
    You can concentrate your forces on taking out a limited number of specific enemies.
    Prerequisites: Mobilization 2/encounter
    Benefits: As a swift action, you can choose a single creature and call out for your allies to take it down. Until you declare a new target or the current target falls, all allies who can hear and understand you gain a +5 morale bonus to attack and damage rolls against the creature. Furthermore, allies moving toward the target don’t provoke attacks of opportunity for their movement and allies making range attacks against the target gain the benefits of the far shot and precise shot feats if they do not already possess them (even if they don’t meet the prerequisites).

    Force Rout [Epic]
    If your forces possess the upper hand in combat, enemies are quick to take note.
    Prerequisites: Mobilization 2/round
    Benefits: Every five consecutive rounds that you and your allies have suffered no casualties but your enemies have, all enemies capable of witnessing the frontlines must make a Will save (DC 20 + Mythic Commander level + Cha modifier). If a creature fails this saving throw, he or she is frightened.

    Legion’s Shield [Epic]
    With a few quick shouted instructions, you can protect your allies from harm.
    Prerequisites: Protect the Legion 3/round
    Benefits: You may use your protect the legion class feature whenever one or more creatures affected by your loyal legion class feature would take hit point damage. All creatures who would be damaged and who can hear and understand you reduce this damage by 5 points per point of Charisma bonus you possess (minimum 1)

    Superior Lieutenants [Epic]
    Your lieutenants gain additional skill at leading your troops on the battlefield
    Prerequisites: Loyal Lieutenant (3)
    Benefits: All of your loyal lieutenants gain the ability to use your protect the legion class feature 1/round and your mobilization class feature 1/encounter, though they can only extend the benefits of these class features to allies within 100 feet. These uses don’t count towards your maximums.

    Perfect Morale [Epic]
    Under the command of such a brilliant leader, troops feel capable of anything.
    Prerequisites: Mobilization 4/encounter
    Benefits: Each of your allies affected by your loyal legion class feature may choose to take 20 on an attack roll or saving throw once per encounter. These rolls automatically succeed as normal and taking 20 on an attack roll threatens a critical hit.

    Epic Mounted Combat[Epic]
    Any mount you utilize is pushed to the limits of its abilities.
    Prerequisites: Mounted Combat, Base Attack Bonus +20
    Benefits: While mounted, your mount may use any of your physical ability scores if they are superior to their own, may make use of any of your feats that it meets all prerequisites for, and can make any or all of its natural attacks without forcing you to make additional ride checks.


    Mobilization (Ex): Starting at 4th level, a mythic commander can help spur on others to victory. Once per encounter, as a free action, a mythic commander may select any number of allies with a total sum of HDs no higher than 80 + (Class level x 4). The mythic commander may not select him or herself in this way. All selected creatures may immediately take a full round of actions. At 9th level and every 5 levels afterwards, you may use this ability an addition time per encounter.

    Loyal Lieutenant (Ex): Starting at 5th level, a mythic commander may select a single creature to become a lieutenant for his or her forces. That creature emanates the mythic commander’s loyal legions class feature out to 100 feet and radiates whichever one of your commander’s aura it was last affected by out to a range of 50 feet. If a creature selected as a loyal lieutenant possesses fewer than half as many Hit Dice as the commander, it gains temporary racial Hit Dice sufficient to make up the difference. These Hit Dice don’t grant feats or skill points. Lastly, loyal lieutenants are immune to fear, charm, and compulsion effects. If a lieutenant displeases the commander or is slain, the commander may declare a new creature to take the previous ones place with 10 minutes of talking to the new candidate. At 10th level and every 5 levels afterwards, a mythic commander can select an additional loyal lieutenant.

    Notes and Explanation:
    Spoiler
    Show

    Though I kind of like this class, I’ll admit that it is weird as hell. In some ways, it’s a more practical version of the godking as it comes with expectation of leading more battles. I’m pretty happy with how loyal legions turned out as it allows for mass combat (always a tricky and nebulous thing) to be streamlined if the soldiers of the two sides would otherwise be closely matched. I’m aware that a king or similar power would be better off hiring an epic blaster to wipe out an enemy army than hiring a mythic commander but that’s always going to be a problem when comparing mundane to casters and I couldn’t think of any way to overcome that without giving your army the ability to completely curbstomp an entire enemy army in 1 round, something I honestly don’t want (If you’re leading an army to battle in a campaign, I’m guessing that you probably want more than a one-round slaughter of anything you face).
    Last edited by Realms of Chaos; 2019-03-03 at 05:18 PM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature