Commander
From P6 Spheres
| 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 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.
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 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]
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.