0% found this document useful (0 votes)
53 views7 pages

Commander

The document outlines the Commander class, detailing its features, abilities, and progression. Commanders serve as leaders on the battlefield, providing support and inspiration to their allies through various commands and tactical advantages. Key abilities include inspiring commands, challenges, and the use of a banner to boost morale and combat effectiveness.

Uploaded by

Potleafeon ?
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
53 views7 pages

Commander

The document outlines the Commander class, detailing its features, abilities, and progression. Commanders serve as leaders on the battlefield, providing support and inspiration to their allies through various commands and tactical advantages. Key abilities include inspiring commands, challenges, and the use of a banner to boost morale and combat effectiveness.

Uploaded by

Potleafeon ?
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 7

COMMANDER

“Rally the troops!”


Contents
Commander
Class Features 4
Proficiencies 4
Inspiring Command 4
Declarations 4
Inspiring Commands 5
Challenge 5
Order 5
Banner 5
Tactician 6
Easy March 6
Voice of Authority 6
Greater Tactician 6
Persistent Commands 6
Greater Banner 6
Master Tactician 6
Complex Commands 6
Tactical Genius 6
Commander

C
ommanders are the leaders of great forces on the Role: Commanders are support roles, utilizing their
battlefield. They can dictate the rise and fall of understanding of the battlefield and their awareness of the
morale and the sway of battle with merely words things happening around them to better fuel their declarations
and their banner. and bonuses they dish out when they plant their banner or
shout orders to their allies.
Many different warlords and militarized legates are Alignment: Any Lawful
Commanders, leading their forces into brave and Hit Die: d10
glorious victories with even braver commands. Class Skills The Commander’s class skills are Acrobatics
Even the smallest of platoons are at an advantage with a (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha),
Commander rallying their men under a banner of victory. Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha),
Linguistics (Int), Perception (Wis), Perform (Cha), Profession
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, (Wis), Ride (Dex) Sense Motive (Wis)
each character begins play with an outfit worth 10 gp or less. Skill Ranks Per Level: 4 + Int modifier

The Commander
Level Base Attack Bonus Fort Save Ref Save Will Save Features
1st +1 +2 +0 +2 Inspiring command (+1), declarations, inspire courage, challenge 1/day, order
2nd +2 +3 +0 +3 Order ability, tactician
3rd +3 +3 +1 +3 2nd inspiring command, inspire competence
4th +4 +4 +1 +4 Easy march, challenge 2/day
5th +5 +4 +1 +4 Inspiring command (+2), banner
6th +6/+1 +5 +2 +5 Voice of authority
7th +7/+2 +5 +2 +5 3rd inspiring command, challenge 3/day
8th +8/+3 +6 +2 +6 Order ability
9th +9/+4 +6 +3 +6 Inspiring command (+3), inspire greatness
10th +10/+5 +7 +3 +7 Greater tactician, challenge 4/day
11th +11/+6/+1 +7 +3 +7 4th inspiring command
12th +12/+7/+2 +8 +4 +8 Soothing declaration, persistant commands
13th +13/+8/+3 +8 +4 +8 Inspiring command (+4), challenge 5/day
14th +14/+9/+4 +9 +4 +9 Greater banner
15th +15/+10/+5 +9 +5 +9 5th inspiring command, order ability, inspire heroics
16th +16/+11/+6/+1 +10 +5 +10 Complex commands, challenge 6/day
17th +17/+12/+7/+2 +10 +5 +10 Inspiring command (+5)
18th +18/+13/+8/+3 +11 +6 +11 Master tactician
19th +19/+14/+9/+4 +11 +6 +11 6th inspiring command, challenge 7/day
20th +20/+15/+10/+5 +12 +6 +12 Tactical genius

Class Features
All of the following are class features of the commander.
Weapon and Armor Proficiency
A commander is proficient with all simple weapons,
martial weapons. Commanders are also proficient with
light armor, medium armor and shields (except tower
shields). A commander’s levels stack with any fighter
levels she possesses for the purpose of meeting the level
prerequisite for feats that specifically select a firearm,
such as Weapon Specialization.
Inspiring Command (Ex)
A commander uses her keen tactical acumen and Declarations
decisive judgment to lead others to victory, as well as
her mastery of command to assist herself and her allies Inspire Courage (Su): A 1st level commander can use his
in battle. All commanders gain access to declarations inspiring command to inspire courage in his allies
using his inspiring command bonus instead; bard and (including himself), bolstering them against fear and

battle herald levels stack to determine the bonuses improving their combat abilities. To be affected, an ally
must be able to perceive the commander’s declaration. An
provided by declarations as if they were treated as affected ally receives a +1 morale bonus on saving throws
bardic performances. At 3rd level, the commander may against charm and fear effects and a +1 competence
use inspire competence. At 9th level, the commander bonus on attack and weapon damage rolls. Each time a
may use inspire greatness. At 12th level, the commander’s inspiring command bonus would increase,
commander may use soothing performance. At 15th this bonus increases by +1, to a maximum of +5 at 17th
level, the commander may use inspire heroics. Each of level. Inspire courage is a mind-affecting ability. inspire
these declarations use the commander’s inspiring courage can use audible or visual components.
command bonus instead of their normal bonuses; this Inspire Competence (Su): A commander of 3rd level or

bonus increases by +1 every time a commander would higher can use his inspiring command to help allies

increase his inspiring command bonus, and increase succeed at a task. The allies must be within 30 feet and
able to see and hear the commander. The ally gets a
their range when his banner would increase its range. competence bonus on skill checks with a particular skill
At 1st level, and every four levels thereafter, the equal to the commander’s inspiring command bonus as
commander chooses one inspiring command to learn. long as she continues to hear the commander’s
Unless otherwise noted, these abilities provide a declarations. This bonus increases by +1 each time the
competence bonus equal to the commander’s inspiring commander would increase his inspiring command
command bonus to her and to all allies within 60 feet bonus. Certain uses of this ability are infeasible, such as
able to see or hear her. Commands marked with an Stealth, and may be disallowed at the GM’s discretion. A

asterisk have the same range as above but only affect a commander can’t inspire competence in himself. Inspire
competence relies on audible components.
certain number of allies (which can include the Inspire Greatness (Su): A commander of 9th level or higher
commander). can use his performance to inspire greatness in himself or
Issuing an inspiring command is a standard action. At willing allies within 30 feet, granting extra fighting
7th level, this becomes a move action, and at 13th level, capability. The commander can target one additional ally
it becomes an swift action. Maintaining an inspiring while using this inspiring command equal to their current
command is a free action that cannot be disrupted, but inspiring command bonus. To inspire greatness, all of the
its effects end immediately if the commander is killed or targets must be able to see and hear the commander. A
otherwise prevented from taking actions (such as being creature inspired with greatness gains 2 bonus Hit Dice

dazed, helpless, or stunned). The commander cannot


(d10s), the commensurate number of temporary hit points
(apply the target’s Constitution modifier, if any, to these
have more than one command in effect at a time. She bonus Hit Dice), and a competence bonus on attack rolls
may use this ability for a number of rounds per day and on Fortitude saves equal to the commander’s
equal to 4 + her Charisma modifier, plus 2 additional inspiring command bonus. The bonus Hit Dice count as
rounds per level after 1st. She may use rounds of bardic regular Hit Dice for determining the effect of spells that
performance to issue inspiring commands, but not vice are Hit Dice dependent. Inspire greatness is a mind-
versa. Declarations and Inspiring commands are affecting ability and it relies on audible and visual
language-dependent, mind-affecting effects. The components.

commander cannot maintain a declaration or inspiring Soothing Declaration (Su): A commander of 12th level or

command and a bardic performance at the same time higher can use his inspiring command to create an effect
equivalent to the mass cure serious wounds, using the
(this does not preclude abilities such as persistent commander’s level as the caster level. In addition, this
command or the Lingering Performance feat, which inspiring command removes the fatigued, sickened, and
continue an inspiring command or bardic performance shaken condition from all those affected. Using this ability
after the commander stops maintaining it). requires 4 rounds of continuous declaration, and the
The commander selects one of the options from the targets must be able to see and hear the commander
following lists. At each level a commander would gain a throughout the declaration. Soothing declaration relies on
new inspiring command, they may swap an inspiring audible and visual components.

command they have chosen previously for a new one. Inspire Heroics (Su): A commander of 15th level or higher

The commander must choose Perform (Oratory) as a can inspire tremendous heroism in himself or a number of
allies within 30 feet equal to his inspiring command
component to use when starting his declarations. bonus. To inspire heroics, all of the targets must be able to
see and hear the commander. Inspired creatures gain a
morale bonus on saving throws and dodge bonus to AC
equal to the commander’s inspiring command bonus. The
effect lasts for as long as the targets are able to witness
the declaration. Inspire heroics is a mind-affecting ability
that relies on audible and visual components.
Challenge (Ex)
Inspiring Commands Once per day, a commander can challenge a foe to
combat. As a swift action, the commander chooses one
Against All Odds (Ex) A number of allies equal to the
target within sight to challenge. The commander’s
commander’s inspiring command bonus gain the benefits of
the Combat Reflexes feat. melee attacks deal extra damage whenever the attacks
Battle Magic: One ally gains a bonus on caster level checks are made against the target of his challenge. This extra
and concentration checks equal to the battle herald’s damage is equal to the commander’s level. The
command bonus. commander can use this ability once per day at 1st level,
Immortal Dare (Ex) A number of allies equal to the battle plus one additional time per day for every three levels
herald’s inspiring command bonus gain the benefits of the beyond 1st, to a maximum of seven times per day at
Diehard feat. 19th level. Challenging a foe requires much of the
Inspire Hardiness: Allies gain DR/— equal to the
commander’s concentration. The commander takes a –
commander’s inspiring command bonus.
2 penalty to his Armor Class, except against attacks
Inspired Tactics: Allies apply the commander’s inspiring
made by the target of his challenge. The challenge
command bonus on critical hit confirmation rolls, on combat
maneuver checks, and as a dodge bonus to AC against any remains in effect until the target is dead or unconscious
attacks of opportunity provoked by combat maneuvers. or until the combat ends. Each commander’s challenge
Keep Your Heads: Allies apply the commander’s inspiring also includes another effect which is listed in the section
command bonus on Will saves and concentration checks.
None Shall Fall: A number of allies equal to the
describing the commander’s order.
commanderd’s inspiring command bonus heal 1d6 points of Order (Ex)
damage. Targeted allies who are poisoned may attempt a At 1st level, a commander must pledge himself to a
new poison saving throw with a bonus equal to the specific order. The order grants the commander a
commander’s inspiring command bonus; a failed save has
number of bonuses, class skills, and special abilities. In
no additional effect, but a successful save counts toward
addition, each order includes a number of edicts that
curing the poison. This healing is not positive energy and can
the commander must follow. If he violates any of these
heal undead creatures.
Pincer Maneuver: Allies apply the commander’s inspiring edicts, he loses the benefits from his order’s challenge
command bonus to attack and damage rolls when flanking ability for 24 hours. The violation of an edict is subject
and as a dodge bonus to AC against attacks of opportunity to GM interpretation. A commander cannot change his
provoked by movement (including standing from prone). order without undertaking a lengthy process to dedicate
Rally: Allies affected by a fear effect may attempt a new himself to a new cause. When this choice is made, he
saving throw against each fear effect on them; this new save immediately loses all of the benefits from his old order.
has a bonus equal to the commander’s inspiring command
He must then follow the edicts of his new order for one
bonus.
entire level without gaining any benefits from that order.
Reveille: Allies affected by exhaustion, fatigue, or sleep
Once accomplished, he gains all of the bonuses from his
effects may attempt a new saving throw against each such
effect; this new save has a bonus equal to the commander’s new order. Note that the names of these orders might
inspiring command bonus. Allies who are sleeping normally vary depending upon the campaign setting or GM’s
automatically awaken when this ability is used. preference. Members of these orders are not necessarily
Scatter:* A number of allies equal to the commander’s bound together, but some organizations do exist that
inspiring command bonus gain the benefits of the Wind are comprised of commanders that all belong to one
Stance feat.
Shake It Off: One ally subject to an ongoing condition may
specific order.
attempt a new saving throw to negate the effects with a Banner (Ex)
bonus equal to the commander’s inspiring command bonus. At 5th level, a commander’s banner becomes a symbol
This ability does not help against instantaneous effects,
of inspiration to his allies and companions. As long as
effects that require recurring saving throws to avoid
the commander’s banner is clearly visible, all allies
additional penalties (such as diseases and poisons), or
effects that do not allow a saving throw. within 30 feet receive a morale bonus on saving throws
Sound the Charge: Allies apply the commander’s inspiring against fear and a morale bonus on attack rolls made as
command bonus to attack and damage rolls. Charging allies part of a charge equal to the commander’s inspiring
increase their speed by 5 feet times the commander’s command bonus. The banner must be at least Small or
inspiring command bonus. larger and must be carried or displayed by the
Sound the Retreat: Allies gain the benefit of the Lightning commander or his mount to function. Alternatively, the
Stance feat. The commander must have the scatter ability to
commander can place his banner in a designated 5-foot
select this ability.
square, granting these bonuses as well as any bonuses
Stand Firm: Allies apply the commander’s inspiring
from his inspiring commands or his tactician ability to
command bonus to CMD and on Fortitude saves.
Teamwork: Allies add the commander’s inspiring him or any allies within the range of the banner. The
command bonus on skill checks or attack rolls made when commander must choose to use his declarations, order
using the aid another action, and if successful, the assisted abilities, inspiring commands and tactician abilities
ally increases the aid another bonus by an amount equal to from himself or his banner, not both at once; switching
the commander’s inspiring command bonus.
Tuck and Roll: Allies apply the commander’s inspiring
this is a free action.
command bonus on Reflex saves and Acrobatics checks.
Tactician (Ex) Greater Banner (Ex)
At 2nd level, a commander receives a teamwork feat as At 14th level, the commander’s banner becomes a
a bonus feat. He must meet the prerequisites for this rallying call to his allies. All allies within 60 feet receive
feat. As a standard action, the commander can grant a morale bonus on saving throws against charm and
this feat to all allies within 30 feet who can see and hear compulsion spells and effects equal to the commander’s
him. Allies retain the use of this bonus feat for 3 rounds inspiring command bonus, as well as any previous
plus 1 round for every two levels the commander bonuses from their banner ability. In addition, while his
possesses. Allies do not need to meet the prerequisites banner is displayed, the commander can spend a
of these bonus feats. The commander can use this standard action to wave the banner through the air,
ability once per day at 2nd level, plus one additional granting all allies within 60 feet an additional saving
time per day at 6th level and for every 4 levels throw against any one spell or effect that is targeting
thereafter, to a maximum of 5 times per day at 18th them. This save is made at the original DC. Spells and
level. effects that do not allow saving throws are unaffected by
this ability. An ally cannot benefit from this ability more
Easy March (Ex)
At 4th level, allies within 60 feet of the commander can than once per day. Finally, the commander can utilize
hustle or force march during overland travel without ill his banner ability to grant teamwork feats to his allies
effects for a number of hours per day equal to 1 hour using his tactician ability within 60 feet of the banner or
times his inspiring command bonus. himself. The commander may now use his declarations,
order abilities, inspiring commands, and tactician
Voice of Authority (Ex)
abilities from himself or his banner simultaneously.
By 6th level, a commander is skilled at shouting Master Tactician (Ex)
commands over the din of the battlefield and signaling At 18th level, the commander receives an additional
allies when speech is impossible. He gains a bonus on teamwork feat as a bonus feat. He must meet the
Diplomacy and Intimidate checks with creatures with prerequisites for this feat. The commander can grant
which he shares a language equal to his inspiring this feat to his allies using the tactician ability.
command bonus. In addition, his allies gain a bonus Whenever the commander uses the tactician ability, he
equal to the commander’s class level on Perception or grants any two teamwork feats that he knows. He can
Sense Motive checks to hear his commands or interpret select from any of his teamwork feats, not just his bonus
his secret messages conveyed with Bluff. feats.
Greater Tactician (Ex) Complex Commands (Ex)
At 10th level, the commander receives an additional At 16th level, a commander can have more than one
teamwork feat as a bonus feat. He must meet the command ability in effect at one time. Each must be
prerequisites for this feat. The commander can grant begun separately and requires a separate maintenance
this feat to his allies using the tactician ability. Using the cost. This allows the commander to have more than one
tactician ability is a swift action. single-target command in effect at the same time. The
effects of multiple instances of the same command
Persistent Commands (Ex)
At 12th level, a commander may allow his inspiring ability do not stack, even if the bonuses provided by that
commands to persist even if he is incapacitated and ability would normally stack (for example, if the
unable to maintain them. If the player chooses, the commander maintains two pincer maneuver
effects of the commander’s inspiring commands persist commands, her allies do not get double the bonus, even
for a number of rounds equal to his Charisma bonus though dodge bonuses normally stack). The commander
(these count toward her number of rounds per day can also maintain one bardic performance in addition to
limit). This ability does not apply if the commander his inspiring commands, though each must be begun
intentionally stops maintaining an inspiring command— separately and each requires its own maintenance cost.
only if he is dazed, held, stunned, killed, and so on, and Tactical Genius (Ex)
is unable to maintain them. If the commander recovers At 20th level, the commander is a maestro of the
from incapacity while an inspiring command is ongoing, battlefield, commanding and moving troops like so
he may resume maintaining it as a free action. many game pieces. The commander gains a bonus
teamwork feat, can grant up to three bonus feats with
tactician, and increases the range of his declarations,
inspiring commands, tactician, and banner abilities to a
total of 120 feet.
Commander
Inspiring great deeds and keeping their allies on
their toes, the Commander is a class that is built
for glory! Utilize teamwork feats and your banner
to engulf the battlefield in your declarations or
war and valor!

This class is the ultimate martial support role for


those seeking to provide their allies with benefits
and boons that enhance their combat prowess and
bring their lethality and endurance on the
battlefield to an extreme.

For use with the Pathfinder 1st Edition roleplaying


ruleset. Play the best game of your life!

Potleafeon

You might also like