Actions

Difference between revisions of "Commander"

From P6 Spheres

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|HD=d8
 
|HD=d8
 
|Gold=5d6 x 10 gp (average 175 gp).
 
|Gold=5d6 x 10 gp (average 175 gp).
|ClassSkills=Appraise(Int), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Handle Animal(Cha), Intimidate(Cha), Knowledge(engineering)(Int), Knowledge(geography)(Int), Knowledge(history)(Int), Knowledge(local)(Int), Knowledge(nobility)(Int), Linguistics(Int), Perception(Wis), Profession(Wis), Ride(Dex), Sense Motive(Wis), Survival(Wis), and Swim(Str).
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|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=
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|1st={{ClassSectionTableMartial|BAB=+0|fort=+2|ref=+0|will=+2}}
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{{ClassSection|type=begin|title=Combat Training}}
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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.
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{{ClassSection|type=end}}
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{{ClassSection|type=begin|title=Commander}
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A commander gains the [[Feats/Warleader|Warleader]] feat as a bonus feat at 1st level.
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{{ClassSection|type=end}}
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{{ClassSection|type=begin|title=Lingering Commands}}
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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''.
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{{ClassSection|type=end}}
 
|2nd=
 
|2nd=
 
|3rd=
 
|3rd=

Revision as of 21:58, 5 May 2021

Main > Classes > Commander

{{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]