View source
From Fax Encyclopedicus
for
Serpents and Sewers: Commander
Jump to:
navigation
,
search
Back to [[Serpents and Sewers: Character Classes|Character Classes]] Back to the [[Serpents and Sewers|Main page]] =Role and Description= The Commander is a leader of men. He is not an invicible warrior or a master of many weapons, but a keen strategist and leader of warbands and armies. A Commander may not be the deadliest opponent, but he is able o turn a ragtag band of adventurers into a specialised commando troop. The commander is a leader, who can boost the morals and the discipline of his followers and turn them in a well cooperat-ing team. Under the leadership of a good commander, the prowess of many warriors is greatly increased and often, the calm commands and battle plans of the leader are more important than the sword arm of an additional fighter. Archetypical Commanders are often chiefs, officers or nobles, but you can also use the commander as a base for music inspired motivator class, if you miss the Bard of old. The commander is a replacement for the - actually quite weak - marshal class. I didn't like the idea of the auras (too much Diablo II for my taste), so I tried to make a complete unmagical character whosae complete unmagical commands and tactical dvice works similar to buffing spells, but do not increase the inflation of magic. The commander has an odd role - on the one hand, he is clearly a support character, on the other hand he has a very strong claim for the party leadership. Depending on the group, this can either be a source of many, many annoying conflicts or a strong and helpful hierarchy. The commander has several good abilities, but suffers from a mild case of MADness. '''Class Skills''' The Commander's class skills (and the key ability for each skill) are Athletics (Str+Con), Handle Animals (Wis+Cha), Intrigue (2xCha), Intimidate (Str+Cha), Knowledge (royalty and nobility) (2xInt), Knowledge (tactics and warfare) (2xInt), Languages(Int+Cha), Perform (any) (Cha+?), Perception (Con+Wis), Ride (Dex + Cha) Sense Motive (Wis + Cha) and Survival (Wis+Con). '''Skill Points at 1st Level''': (4 + Int modifier) x 4. '''Skill Points at Each Additional Level''': 4 + Int modifier. '''Hit Points at 1st Level''': 12 + Con modifier '''Hit Points at Each Additional Level''': 3 + Con modifier. =Table: Commander= {| border="1" !Level !BAB !BDB !Fortitude !Reflex !Will !Special |- |1st | +0 | +0 | +2 | +1 | +2 | Command, Rally |- |2nd | +1 | +1 | +3 | +1 | +3 | Lead from the front |- |3rd | +2 | +2 | +3 | +2 | +3 | Improved Initiative |- |4th | +3 | +3 | +4 | +2 | +4 | Bonus Feat, Command |- |5th | +3 | +3 | +4 | +3 | +4 | Presence of Leadership |- |6th | +4 | +4 | +5 | +3 | +5 | Leadership, It's only a flesh wound +1 |- |7th | +5/+0 | +5 | +5 | +3 | +5 | Command |- |8th | +6/+1 | +6 | +6 | +4 | +6 | Bonus Feat |- |9th | +6/+1 | +6 | +6 | +4 | +6 | Grant Move Action |- |10th | +7/+2 | +7 | +7 | +5 | +7 | Presence of Leadership, Command |- |11th | +8/+3 | +8 | +7 | +5 | +7 | Legendary Leader |- |12th | +9/+4 | +9 | +8 | +6 | +8 | Bonus Feat, It's only a flesh wound +2 |- |13th | +9/+4 | +9 | +8 | +6 | +8 | Command |- |14th | +10/+5/+0 | +10 | +9 | +6 | +9 | We will win |- |15th | +11/+6/+1 | +11 | +9 | +7 | +9 | Presence of Leadership |- |16th | +12/+7/+2 | +12 | +10 | +7 | +10 | Bonus Feat, Command |- |17th | +12/+7/+2 | +12 | +10 | +8 | +10 | Protect the Commander |- |18th | +13/+8/+3 | +13 | +11 | +8 | +11 | Grant Attack action, It's only a flesh wound +3 |- |19th | +14/+9/+4 | +14 | +11 | +9 | +11 | Command |- |20th | +15/+10/+5/+0 | +15 | +12 | +9 | +12 | Bonus Feat, Presence of Leadership |- |} =Commander Class Features= * '''Weapon and Armor Proficiency''': Commanders are proficient with all simple and martial weapons and with light and medium armor and with shields (except tower shields). * '''Command (ex)''': As a Standard action that provokes no attack of opportunity, a Commander may com-mand his troops in a combat situation. At first level and every three levels thereafter, the commander gains a new command that he can install on the battlefield. The Commands are chosen from the list above. To profit from one or the Commands, a character must be able to hear and understand the com-mander. The effect of this Command holds on for a number of rounds equal to 3+ the Commander’s Charisma Bonus. The commander himself gains no bonus from this ability and no character can profit from more than one command bonus at the same time. *· ''Aim for the eyes'' - Allies may add the Commander’s charisma bonus as a morale bonus to their damage with ranged weapons. *· ''Engage!'' – Allies may add the Commander’s charisma bonus as a morale bonus to their attack rolls in melee. *· ''Hold the line!'' – Allies may add double the Commander’s charisma bonus as a morale bonus to all attack of opportunities *· ''Defense!'' - Allies may add the Commander’s charisma bonus as a morale bonus to their Defense rolls. *· ''Strike deep!'' - Allies may add the Commander’s charisma bonus as a morale bonus to their dam-age with melee weapons. *· ''Protect each other!'' - Allies may add the Commander’s charisma bonus as a morale bonus to the bonus of the help another action and to attack rolls when flanking. *· ''Do you want to live forever?'' - Allies may add the Commander’s charisma bonus as a morale bonus to attacks and damage when charging and gain a number of temporary hitpoints equal to the Commander’s charisma score. *· ''Courage!'' - Allies may add the Commander’s charisma bonus as a morale bonus to Will saves, and twice that amount against fear and fear related effects or powers. *· ''Go go go!'' – Allies increase their base speed by 10 feet. *· ''Steady Hand!'' - Allies may add the Commander’s charisma bonus as a morale bonus to their at-tack rolls with ranged weapons. *· ''Capture them!'' - Allies may add the Commander’s charisma bonus as a morale bonus to trip and disarm attempts and their attack rolls to deal nonlethal damage. *· ''It is only a hedge witch!'' - Allies may add the Commander’s charisma bonus as a morale bonus to all Saving throws against all spells and spell-like effects. *· ''Watch out!'' - Allies may add the Commander’s charisma bonus as a morale bonus to Spot, Search and Initiative checks. * '''Rally (ex):''' On the battlefield, communication between the members of a war party is the key to not being surprised by foes. As a standard action that provokes no attack of opportunity, the commander may raise a powerful alert that helps to warn and coordinate his allies, granting them a +4 bonus to all rolls to avoid being surprised. The Commander himself gains no bonus fro this ability. * '''Lead from the front (ex)''': Whenever the Commander charges an enemy, his allies are inspired by his example. Until the start of the Commander’s next turn, all allies within 30’ foot +5 feet for every point of Charisma modifier, gain a +2 morale bonus to attack rolls and damage when they charge. * '''Improved Initiative''': A commander needs a quick reaction time to be able to make decisions within a heartbeat. Therefore, he gains Improved Initiative as a bonus feat on 3rd level. * '''Bonus Feats''': On 4th, 8th and every four levels afterwards, the Commander may chose one feat from the fighter feat list as a bonus feat. * '''Presence of Leadership (ex)''': A 5th level Commander is inspiring enough that his presence alone in-spires his troops. As long as the Commander is actively involved in a combat and not hindered through conditions that forces him to upstain from the battle, all allies within 30’ +5 feet for every point of Cha-risma modifier gain a moral bonus to certain combat rolls equal to the Commander’s Charisma bonus. With increasing levels, the effect of this power increases. *· ''5th level:'' Initiative and Saving throws against fear and fear related effects *· ''10th level:'' Attack Rolls *· ''15th level:'' Damage Rolls *· ''20th level:'' Defense and all Will Saves The effects of Presence of leadership stack with the morale bonus from the Commander’s Command ability, even though both are moral bonuses. It does not stack with any other morale bonuses, though. * '''Leadership''': On 6th level, the Commander gains Leadership as a Bonus feat. * '''It's only a flesh wound (ex)''': On level 6, 12 and 18, the commander gains an additional level of scratches. * '''Grant Move action (ex)''': As a full round action that provokes an attack of opportunity, the Commander may grant an ally an additional move action. The ally must take the additional move action immediately, and must be within a 30’ +5 feet for every point of Charisma modifier radius and must be able to hear and understand the Commander. * '''Legendary Leader (ex)''': At 11th level, the reputation of the commander has increased to legendary pro-portions. This grants him a +4 bonus to all Diplomacy and Intimidate and a +4 Bonus to his leadership score. * '''We will win (ex)''': At 14th level, whenever the Commander successfully delivers an attack that deals enough damage to immediately kill an enemy or drop him nauseated from a heavy hit, his allies are motivated and their lust for blood is stirred – all allies within 30’ +5 feet for every point of Charisma modifier radius of the Commander gain an immediate move action or attack with their highest attack bonus. * '''Protect the Commander (ex)''': At 17th level, whenever the commander is tripped, knocked prone, can not continue to fight because of a status condition, or has lost more than ¾ of his hitpoints, all allies adjacent to the Commander gains a +4 bonus to attack rolls. * '''Grant Attack (ex)''': At 18th level, the Commander can coordinate the Attack of an ally to devastating effect. As a full round action that provokes an attack of opportunity, the Commander may grant an ally an addi-tional attack with the highest attack bonus. The ally must make the additional attack immediately, and must be within a 30’ +5 feet for every point of Charisma modifier radius and must be able to hear and understand the Commander.
Return to
Serpents and Sewers: Commander
.
Views
Article
Discussion
View source
History
Personal tools
Log in
Navigation
Main Page
Community portal
Forum
Current events
Recent changes
Random page
Help
Donations
Google AdSense
Search
Toolbox
What links here
Related changes
Special pages