Difference between revisions of "Commander"
From P6 Spheres
| Line 12: | Line 12: | ||
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. | 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=end}} | ||
| − | {{ClassSection|type=begin|title=Commander} | + | {{ClassSection|type=begin|title=Commander}} |
A commander gains the [[Feats/Warleader|Warleader]] feat as a bonus feat at 1st level. | A commander gains the [[Feats/Warleader|Warleader]] feat as a bonus feat at 1st level. | ||
{{ClassSection|type=end}} | {{ClassSection|type=end}} | ||
Revision as of 22:03, 5 May 2021
| Main > Classes |
| Main > Classes |
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 combat spheres and talents to create powerful martial techniques. Commanders use the higher of their Charisma or Intelligence as their practitioner modifier.
Commander[edit]
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.
Second Level Abilities
Third Level Abilities
Fourth Level Abilities
Fifth Level Abilities
Sixth Level Abilities
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.