Difference between revisions of "Commander"
From P6 Spheres
| Line 4: | Line 4: | ||
|HD=d8 | |HD=d8 | ||
|Gold=5d6 x 10 gp (average 175 gp). | |Gold=5d6 x 10 gp (average 175 gp). | ||
| − | |ClassSkills= | + | |ClassSkills=Animal Ken(Cha), Athletics(Str), Commerce(Int), Deceive(Cha), Craft(Int), Diplomacy(Cha), Intimidate(Cha), Lore(Int), Nature(Int), Perception(Wis), Streetwise(Int), and Warfare(Int). |
|SkillRanks=6 + Int modifier | |SkillRanks=6 + Int modifier | ||
|Proficiencies=Commanders are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. | |Proficiencies=Commanders are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. | ||
|Equipment= | |Equipment= | ||
| − | |1st= | + | |1st={{ClassSectionTableMartial|BAB=+0|fort=+2|ref=+0|will=+2}} |
| + | {{ClassSection|type=begin|title=Combat Training}} | ||
| + | A commander may combine combat spheres and talents to create powerful martial techniques. Commanders use the higher of their Charisma or Intelligence as their practitioner modifier. | ||
| + | {{ClassSection|type=end}} | ||
| + | {{ClassSection|type=begin|title=Commander} | ||
| + | A commander gains the [[Feats/Warleader|Warleader]] feat as a bonus feat at 1st level. | ||
| + | {{ClassSection|type=end}} | ||
| + | {{ClassSection|type=begin|title=Lingering Commands}} | ||
| + | The commander is an expert at commanding troops, even under the most difficult of conditions. Whenever the benefits of a ''shout'' or ''tactic'' the commander initiated would end, their benefits persist for a number of rounds equal to the higher of his Intelligence or Charisma modifiers. Instantaneous effects are not affected by this ability, nor are ''tactics'' that end because the commander used a swift action to activate a different ''tactic''. | ||
| + | {{ClassSection|type=end}} | ||
|2nd= | |2nd= | ||
|3rd= | |3rd= | ||
Revision as of 21:58, 5 May 2021
| Main > Classes |
{{Class |Fluff= |HD=d8 |Gold=5d6 x 10 gp (average 175 gp). |ClassSkills=Animal Ken(Cha), Athletics(Str), Commerce(Int), Deceive(Cha), Craft(Int), Diplomacy(Cha), Intimidate(Cha), Lore(Int), Nature(Int), Perception(Wis), Streetwise(Int), and Warfare(Int). |SkillRanks=6 + Int modifier |Proficiencies=Commanders are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. |Equipment=
|1st=
| Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
|---|---|---|---|
| +0 | +2 | +0 | +2 |
Combat Training[edit]
A commander may combine combat spheres and talents to create powerful martial techniques. Commanders use the higher of their Charisma or Intelligence as their practitioner modifier.
Commander}
A commander gains the Warleader feat as a bonus feat at 1st level.
Lingering Commands[edit]
The commander is an expert at commanding troops, even under the most difficult of conditions. Whenever the benefits of a shout or tactic the commander initiated would end, their benefits persist for a number of rounds equal to the higher of his Intelligence or Charisma modifiers. Instantaneous effects are not affected by this ability, nor are tactics that end because the commander used a swift action to activate a different tactic.
[edit]
The commander is an expert at commanding troops, even under the most difficult of conditions. Whenever the benefits of a shout or tactic the commander initiated would end, their benefits persist for a number of rounds equal to the higher of his Intelligence or Charisma modifiers. Instantaneous effects are not affected by this ability, nor are tactics that end because the commander used a swift action to activate a different tactic.