User:Leziad/Pathfinder Commander

From Dungeons and Dragons Wiki
Jump to: navigation, search

Table: The Commander

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Brave Cheer, Commanding Voice, Inspire Courage +1
2nd +2 +3 +0 +0 Bonus Feat, Social Rank +2
3rd +3 +3 +1 +1 Inspire Competence +2
4th +4 +4 +1 +1 Aura of Confidence
5th +5 +4 +1 +1 Improved Aid Another, Inspire Courage +2
6th +6/+1 +5 +2 +2 Suggestion
7th +7/+2 +5 +2 +2 Bonus Feat, Inspire Competence +3
8th +8/+3 +6 +2 +2 Social Rank +4
9th +9/+4 +6 +3 +3 Inspire Greatness
10th +10/+5 +7 +3 +3 Greater Aid Another
11th +11/+6/+1 +7 +3 +3 Aura of Courage, Inspire Competence +4, Inspire Courage +3
12th +12/+7/+2 +8 +4 +4 Bonus Feat, Pledge of Freedom,
13th +13/+8/+3 +8 +4 +4 Fast Intimidation
14th +14/+9/+4 +9 +4 +4 Social Rank +6
15th +15/+10/+5 +9 +5 +5 Inspire Competence +3. Inspire Heroics
16th +16/+11/+6/+1 +10 +5 +5 Aura of Menace, Mass Intimidation
17th +17/+12/+7/+2 +10 +5 +5 Bonus Feat, Inspire Courage +4
18th +18/+13/+8/+3 +11 +6 +6 Mass Suggestion
19th +19/+14/+9/+4 +11 +6 +6 Lower Bravery
20th +20/+15/+10/+5 +12 +6 +6 Spirit of the Party

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Nobility and Royalty) (Int), Knowledge (History) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str).

All of the following are class features of the commander.

Weapon and Armor Proficiency: Commanders are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields)..

Brave Cheer: A commander is trained to bark orders and uses inspiring words to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a commander can use brave cheer for 2 additional rounds per day. Each round, the commander can produce any one of the types of brave cheers that he has mastered, as indicated by his level.

Starting a brave cheer is a standard action, but it can be maintained each round as a free action. Changing a brave cheer from one effect to another requires the commander to stop the previous performance and start a new one as a standard action. A brave cheer cannot be disrupted, but it ends immediately if the commander is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A commander cannot have more than one brave cheer in effect at one time.

At 7th level, a commander can start a brave cheer as a move action instead of a standard action. At 13th level, a commander can start a brave cheer as a swift action.

Each brave cheer has audible components, visual components, or both.

If a brave cheer has audible components, the targets must be able to hear the commander for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf commander has a 20% chance to fail when attempting to use a brave cheer with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to brave cheers with audible components.

If a brave cheer has a visual component, the targets must have line of sight to the commander for the performance to have any effect. A blind commander has a 50% chance to fail when attempting to use a brave cheer with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to brave cheers with visual components.

This ability counts as bardic performance for any feats or effect which modifies or alters it.

List of Brave Cheers:

  • Commanding Word (Su): At 1st level, a commander can use his commanding voice to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the commander, and capable of paying attention to him. The commander must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a commander has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the commander’s level + the commander’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the commander cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the commander continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
  • Inspire Courage (Su): 1st level commander can use his commanding voice to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the commander’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six commander levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible components.
  • Inspire Competence (Su): A commander of 3rd level or higher can use his commanding voice to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the commander. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the commander’s performance. This bonus increases by +1 for every four levels the commander has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A commander can’t inspire competence in himself. Inspire competence relies on audible components.
  • Suggestion (Sp): A commander of 6th level or higher can use his commanding voice to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A commander can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 commander’s level + commander’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
  • Inspire Greatness (Su): A commander of 9th level or higher can use his commanding voice to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a commander attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the commander. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
  • Pledge of Freedom (Sp): A commander of 12th level can use his words to create an effect equivalent to the break enchantment spell (caster level equals the character’s commander level). Using this ability requires 1 minute of uninterrupted concentration and speaking, and it functions on a single target within 30 feet. A commander can’t use pledge of freedom on himself.
  • Inspire Heroics (Su): A commander of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three commander levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the commander. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
  • Mass Suggestion (Su): This ability functions just like suggestion, but allows a commander of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.

Bonus Feat: At 2nd level, a commander gets a bonus combat-oriented feat and he gains an additional bonus feat five commander levels thereafter (at 7th, 12th, 17th, and so forth). These bonus feats must be drawn from the feats noted as fighter bonus feats. A commander must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. He is counted as a fighter of equal level for the Weapon Specialization chain.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A commander is not limited to the list of fighter bonus feats when choosing these feats.

Social Rank (Ex): If the commander is part of any military, guild, or other group outside of the party, they begin to achieve fame and respect among their ranks. At 2nd level, they choose a single group that they belong to. They gain a +2 bonus on Diplomacy checks and Charisma-checks when dealing with members of the aforementioned group or its allies. This bonus increases by +2 at 8th level and every 6 levels thereafter. The commander gain the same bonus on Intimidate checks made against those opposed to her organization, or those under its jurisdiction. The bonus granted by social ranks applies to any skill checks which imitates Diplomacy or Intimidate.

If the commander defect or is expelled from her chosen group, she regains that bonus if she is reinstated or if she joins a new group and performs tasks for them. This process typically requires a week per class level. If the commander is cleared of any wrongdoing, or proves herself with an especially great task, she regains her social rank bonus instantly.

Aura of Confidence (Su): Beginning at 4th level, a commander gets a +4 morale bonus against fear (magical or otherwise). Each ally within 10 feet of her gains a +2 morale bonus on saving throws against fear effects.

Improved Aid Another (Ex): At 5th level, the commander knows how to help his allies achieve greatness. When using the aid another ability, the bonus is +4 instead of +2.

Greater Aid Another (Ex): At 10th level, the commander improves his teamwork skills. When using the aid another ability, the bonus is now +6.

Aura of Courage (Su): Beginning at 11th level, a commander is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

Fast Intimidation (Ex): At 13th level the commander may Intimidate as a move action with his sharp piercing glare and powerful presence.

Aura of Menace (Su): Beginning at 16th level, a mighty aura surrounds a commader when she fights or gets angry. Any hostile creature within a 20-foot radius of her must succeed at a Will save (DC 10 + ½ commander’s level + commander’s Cha modifier) or be shaken for one day or until it successfully hits the commander that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that commander's aura for one day.

Mass Intimidation (Ex): At 16th level the commander has such a presence on the battlefield that he can intimidate all opponents within 30 feet of him when making an Intimidation check.

Lower Bravery (Ex): Beginning at 19th level, even immunity to fear will not save you from the might of a commander's presence. Those with immunity to fear do not benefit from their immunity when the commander uses any fear effect, including intimidation. However, they do gain a +4 bonus to their saves against fear.

Spirit of the Party (Su): The commander is the very essence of the party and spiritually linked to his allies. In a 10 minute ritual the commander can assign up to one person per point of his Charisma modifier (minimum 1). Any positive buffs applied to the commander thus apply to all his linked allies (provided they are valid targets. This ability lasts for 24 hours, and the buffs are linked to the commander. While each ally can be dispelled individually, if the buffs are removed from the commander they are removed for all linked targets. Spirit of the Party has no effect with regard to healing, damage, or negative status effects.