Actions

Commander

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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 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. This allows the Commander to achieve Martial Focus.

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.

|2nd=

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 Warleader