Commander/Terrain
From P6 Spheres
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Cold
The commander is an expert at fighting and leading warriors on icy glaciers and across snowy tundras. When fighting or traveling in such terrain, the commander and any ally affected by one of his tactics or shouts are not impeded by ice effects (Pathfinder Core Rulebook, Cold Dangers), are immune to nonlethal damage caused by cold exposure, do not take a penalty to ranged attacks or Perception checks when fighting in snow, and take only the standard penalties for snow when fighting in heavy snow.
Desert
Whether over sandy dunes or through blasted wastelands, the commander learns to excel and lead his allies to thrive where others wither. When fighting or traveling in desert terrain, the commander and any ally affected by one of his tactics or shouts can ignore the effects of non-magical difficult terrain, double the distance at which they can make Perception checks to detect the presence of other creatures, gain a bonus on Perception checks to notice natural hazards equal to the higher of the commander’s Charisma or Intelligence modifiers (minimum 1), and are immune to nonlethal damage caused by exposure to heat or sandstorms.
Forest (coniferous and deciduous)
The commander has become an expert at fighting in forested terrain, learning to leverage the forest’s cover and bounty to his advantage. When fighting or traveling in forested terrain, the commander and any ally affected by one of his tactics or shouts are treated as having the evasion ability while standing in the same square as a tree, do not have the DC of Acrobatics checks increased due to undergrowth or heavy undergrowth, and need only spend two squares of movement to move into heavy undergrowth.
Jungle
The commander has learned to take the natural hazards of jungle fighting and turn them into tactical advantages. When fighting or traveling in jungle terrain, the commander and any ally affected by one of his tactics or shouts gain a bonus to saving throws against poisons and diseases equal to the greater of the commander’s Charisma or Intelligence modifiers (minimum +1), increase their base Climb speed by 10 ft. (or gain a Climb speed of 10 ft. if they do not already have one), and gain a bonus on Acrobatics checks equal to 1/2 the commander’s class level.
Mountain (including hills)
Rocky terrain, steep cliffs, and narrow canyons are assets to be leveraged, not obstacles to be feared. When fighting or traveling in mountain terrain the commander and any ally affected by one of his tactics or shouts gain a competence bonus to their AC against ranged attacks equal to the greater of the commander’s Charisma or Intelligence modifiers (minimum +1), increase their base climb speed by 10 ft. (or gain a climb speed of 10 ft. if they do not already have one), and gain a bonus on Climb and Survival checks equal to 1/2 the commander’s class level.
Plains
Whether through cultured farmlands or rolling fields of untamed grass, the commander knows how to fight and travel through all kinds of plains. When fighting or traveling through plains terrain, the commander and any ally affected by one of his tactics or shouts ignore non-magical difficult terrain, double the effective distance at which a Perception check for detecting the presence of others can succeed, can exit a trench without paying an additional square of movement, and gain a competence bonus on Survival checks to scavenge food equal to the higher of the commander’s Charisma or Intelligence modifiers (minimum 1).
Swamp
The commander has learned to take the natural hazards of fighting in swamplands and turn them into tactical advantages. When fighting or traveling in swamp terrain, the commander and any ally affected by one of his tactics or shouts gain a bonus to saving throws against poisons and diseases equal to the greater of the commander’s Charisma or Intelligence modifiers (minimum +1), increase their base Swim speed by 10 ft. (or gain a Swim speed of 10 ft. if they do not already have one), and can move through difficult terrain normally while in a swamp.
Urban
City streets, rooftops, cobbled roads, and grimy sewers are the ideal battlefields for some commanders. When fighting or traveling in urban terrain the commander and any ally affected by one of his tactics or shouts gain a competence bonus to Acrobatics checks made to cross a rooftop or traverse a sewer and to Diplomacy checks made to direct a crowd equal 1/2 the commander’s class level. In addition, the commander and any ally affected by one of his tactics or shouts increase any AC bonuses from cover by +2 while fighting in urban environments.
Underground
Through dark caverns and narrow tunnels, the commander is an expert in fighting underground. When fighting or traveling in underground terrain the commander and any ally affected by one of his tactics or shouts gain low-light vision, or double the range of their existing low-light vision. In addition, any creature benefiting from this ability may roll their miss chance due to concealment twice and take the most favorable result, and gain a competence bonus on Survival checks, and Perception checks made to notice natural hazards, equal to 1/2 the commander’s class level.
Water (above and below the surface)
Whether through ocean depths or over river rapids, the commander is a master of aquatic combat. When fighting in watery or aquatic terrain, the commander and any ally affected by one of his tactics or shouts never risk being swept away by water moving 60 ft. per round or faster, double the distance they can see underwater, do not take penalties as normal for attack and damage when fighting underwater with slashing or bludgeoning weapons, increase their base swim speed by 10 ft. (or gain a swim speed of 10 ft. if they do not already have one), and gain a bonus on Swim checks equal to 1/2 the commander’s class level.