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Difference between revisions of "Commander"

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Revision as of 22:25, 5 May 2021

Main > Classes > Commander
Main > Classes > Commander


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.

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

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
+1 +3 +0 +3

Enhanced Tactics[edit]

Starting at 2nd level and every two levels thereafter, the commander may select an enhanced tactic. 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]

Might Feat[edit]

Fourth Level Abilities

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
+3 +4 +1 +4

Enhanced Tactics[edit]

Might Feat[edit]

Fifth Level Abilities

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
+3 +4 +1 +4

Group Focus[edit]

Sixth Level Abilities

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
+4 +5 +1 +5

Enhanced Tactics[edit]

Might Feat[edit]


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.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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Enhanced Tactics

Battle Specialist Terrains