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