Difference between revisions of "Commander"
From P6 Spheres
| (15 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
| − | |||
{{Class | {{Class | ||
| − | |Fluff= | + | |Fluff=''“All men must follow, except for those who lead.”'' |
|HD=d8 | |HD=d8 | ||
|Gold=5d6 x 10 gp (average 175 gp). | |Gold=5d6 x 10 gp (average 175 gp). | ||
| Line 7: | Line 6: | ||
|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. | ||
| − | |||
|1st={{ClassSectionTableMartial|BAB=+0|fort=+2|ref=+0|will=+2}} | |1st={{ClassSectionTableMartial|BAB=+0|fort=+2|ref=+0|will=+2}} | ||
{{ClassSection|type=begin|title=Combat Training}} | {{ClassSection|type=begin|title=Combat Training}} | ||
| − | A commander may combine martial feats to create powerful martial techniques. Commanders use the higher of their Charisma or Intelligence as their | + | A commander may combine martial feats to create powerful martial techniques. Commanders use the higher of their Charisma or Intelligence as their {{link|Practitioner Modifier|lc}}. |
| + | |||
| + | The commander also gains the {{link|Martial Focus|lc}} ability. | ||
{{ClassSection|type=end}} | {{ClassSection|type=end}} | ||
{{ClassSection|type=begin|title=Commander}} | {{ClassSection|type=begin|title=Commander}} | ||
| − | A commander gains the {{Link|Feats/Warleader}} feat as a bonus feat at 1st level | + | A commander gains the {{Link|Feats/Warleader Tradition}} feat as a bonus feat at 1st level. |
{{ClassSection|type=end}} | {{ClassSection|type=end}} | ||
{{ClassSection|type=begin|title=Lingering Commands}} | {{ClassSection|type=begin|title=Lingering Commands}} | ||
| Line 22: | Line 22: | ||
|2nd={{ClassSectionTableMartial|BAB=+1|fort=+3|ref=+0|will=+3}} | |2nd={{ClassSectionTableMartial|BAB=+1|fort=+3|ref=+0|will=+3}} | ||
{{ClassSection|type=begin|title=Enhanced Tactics}} | {{ClassSection|type=begin|title=Enhanced Tactics}} | ||
| − | + | The commander may select an {{link|Commander/Enhanced Tactics|lc}}. Enhanced tactics are special bonuses and abilities that can affect any ally currently benefiting from one of the commander’s ''tactics'' or ''shouts'' granted by the {{Link|Feats/Warleader}} feat. The commander may start an enhanced tactic as part of the same action used to begin a ''tactic'' or initiate a ''shout'', and the commander may switch to any enhanced tactic he knows as a free action once per round. The commander may only have one enhanced tactic active at a time. | |
Some enhanced tactics allow an ally to make a free action even when it isn’t their turn. A single creature cannot make more than one such free action in a round, no matter how many enhanced tactics it might be benefiting from, even from multiple commanders. | Some enhanced tactics allow an ally to make a free action even when it isn’t their turn. A single creature cannot make more than one such free action in a round, no matter how many enhanced tactics it might be benefiting from, even from multiple commanders. | ||
| Line 34: | Line 34: | ||
|3rd={{ClassSectionTableMartial|BAB=+2|fort=+3|ref=+0|will=+3}} | |3rd={{ClassSectionTableMartial|BAB=+2|fort=+3|ref=+0|will=+3}} | ||
{{ClassSection|type=begin|title=Battlefield Specialist}} | {{ClassSection|type=begin|title=Battlefield Specialist}} | ||
| + | The commander may select a specific {{link|Commander/Terrain|lc}} he excels at coordinating battles in. The commander chooses one terrain and its associated benefits each time he gains this ability. | ||
{{ClassSection|type=div}} | {{ClassSection|type=div}} | ||
{{ClassSection|type=end}} | {{ClassSection|type=end}} | ||
{{ClassSection|type=begin|title=Might Feat}} | {{ClassSection|type=begin|title=Might Feat}} | ||
| + | You gain a single [[Feats - Might|might feat]]. | ||
{{ClassSection|type=div}} | {{ClassSection|type=div}} | ||
{{ClassSection|type=end}} | {{ClassSection|type=end}} | ||
| Line 42: | Line 44: | ||
|4th={{ClassSectionTableMartial|BAB=+3|fort=+4|ref=+1|will=+4}} | |4th={{ClassSectionTableMartial|BAB=+3|fort=+4|ref=+1|will=+4}} | ||
{{ClassSection|type=begin|title=Enhanced Tactics}} | {{ClassSection|type=begin|title=Enhanced Tactics}} | ||
| + | The commander may select an additional {{link|Commander/Enhanced Tactics|lc}}. | ||
{{ClassSection|type=div}} | {{ClassSection|type=div}} | ||
{{ClassSection|type=end}} | {{ClassSection|type=end}} | ||
{{ClassSection|type=begin|title=Might Feat}} | {{ClassSection|type=begin|title=Might Feat}} | ||
| + | You gain a single [[Feats - Might|might feat]]. | ||
{{ClassSection|type=div}} | {{ClassSection|type=div}} | ||
{{ClassSection|type=end}} | {{ClassSection|type=end}} | ||
| Line 50: | Line 54: | ||
|5th={{ClassSectionTableMartial|BAB=+3|fort=+4|ref=+1|will=+4}} | |5th={{ClassSectionTableMartial|BAB=+3|fort=+4|ref=+1|will=+4}} | ||
{{ClassSection|type=begin|title=Group Focus}} | {{ClassSection|type=begin|title=Group Focus}} | ||
| + | Once per day, the commander may fly into a strenuous and exhausting flurry as a standard action, shouting out commands, redirecting attention, calling out threats, and generally imposing his will and order upon the battlefield, restoring the martial focus of all allies who can see and hear him. | ||
| + | |||
| + | If an affected ally would not benefit from regaining martial focus, they instead gain a morale bonus to their attack rolls, damage rolls, saving throws, AC, and CMD equal to the higher of the commander’s Charisma or Intelligence bonus for 1 round. | ||
{{ClassSection|type=div}} | {{ClassSection|type=div}} | ||
{{ClassSection|type=end}} | {{ClassSection|type=end}} | ||
| Line 55: | Line 62: | ||
|6th={{ClassSectionTableMartial|BAB=+4|fort=+5|ref=+1|will=+5}} | |6th={{ClassSectionTableMartial|BAB=+4|fort=+5|ref=+1|will=+5}} | ||
{{ClassSection|type=begin|title=Enhanced Tactics}} | {{ClassSection|type=begin|title=Enhanced Tactics}} | ||
| + | The commander may select an additional {{link|Commander/Enhanced Tactics|lc}}. | ||
{{ClassSection|type=div}} | {{ClassSection|type=div}} | ||
{{ClassSection|type=end}} | {{ClassSection|type=end}} | ||
{{ClassSection|type=begin|title=Might Feat}} | {{ClassSection|type=begin|title=Might Feat}} | ||
| + | You gain a single [[Feats - Might|might feat]]. | ||
{{ClassSection|type=div}} | {{ClassSection|type=div}} | ||
{{ClassSection|type=end}} | {{ClassSection|type=end}} | ||
|Notes= | |Notes= | ||
| + | |OGL=SoM | ||
}} | }} | ||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
Latest revision as of 09:35, 9 May 2021
| Main > Classes |
“All men must follow, except for those who lead.”
Hit Die: d8
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills: 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).
Skill Ranks Per Level: 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.
First Level Abilities
| Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
|---|---|---|---|
| +0 | +2 | +0 | +2 |
Combat Training[edit]
A commander may combine martial feats to create powerful martial techniques. Commanders use the higher of their Charisma or Intelligence as their practitioner modifier.
The commander also gains the martial focus ability.
Commander[edit]
A commander gains the Warleader Tradition 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.
Second Level Abilities
| Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
|---|---|---|---|
| +1 | +3 | +0 | +3 |
Enhanced Tactics[edit]
The commander may select an enhanced tactics. Enhanced tactics are special bonuses and abilities that can affect any ally currently benefiting from one of the commander’s tactics or shouts granted by the Warleader feat. The commander may start an enhanced tactic as part of the same action used to begin a tactic or initiate a shout, and the commander may switch to any enhanced tactic he knows as a free action once per round. The commander may only have one enhanced tactic active at a time.
Some enhanced tactics allow an ally to make a free action even when it isn’t their turn. A single creature cannot make more than one such free action in a round, no matter how many enhanced tactics it might be benefiting from, even from multiple commanders.
Might Feat[edit]
You gain a single might feat.
Third Level Abilities
| Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
|---|---|---|---|
| +2 | +3 | +0 | +3 |
Battlefield Specialist[edit]
The commander may select a specific terrain he excels at coordinating battles in. The commander chooses one terrain and its associated benefits each time he gains this ability.
Might Feat[edit]
You gain a single might feat.
Fourth Level Abilities
| Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
|---|---|---|---|
| +3 | +4 | +1 | +4 |
Enhanced Tactics[edit]
The commander may select an additional enhanced tactics.
Might Feat[edit]
You gain a single might feat.
Fifth Level Abilities
| Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
|---|---|---|---|
| +3 | +4 | +1 | +4 |
Group Focus[edit]
Once per day, the commander may fly into a strenuous and exhausting flurry as a standard action, shouting out commands, redirecting attention, calling out threats, and generally imposing his will and order upon the battlefield, restoring the martial focus of all allies who can see and hear him.
If an affected ally would not benefit from regaining martial focus, they instead gain a morale bonus to their attack rolls, damage rolls, saving throws, AC, and CMD equal to the higher of the commander’s Charisma or Intelligence bonus for 1 round.
Sixth Level Abilities
| Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
|---|---|---|---|
| +4 | +5 | +1 | +5 |
Enhanced Tactics[edit]
The commander may select an additional enhanced tactics.
Might Feat[edit]
You gain a single might feat.
COPYRIGHT NOTICE
Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.