![]() ![]() The commander may use a standard action to allow any one creature currently benefiting from one of his shouts or tactics to charge as a free action that can be taken even if it’s not their turn. This movement does not provoke an attack of opportunity. Defensive RallyĪs long as this enhanced tactic is active, the commander may use a move action to allow all allies currently benefiting from one of his shouts or tactics to move up to 15 ft. Whenever the commander uses an attack action to make a melee attack, he may immediately spend a move action to allow each ally threatening the target and currently benefiting from one of his shouts or tactics to make a single melee attack against the target as an immediate action. If the granted action is not taken immediately following the commander’s use of this ability, this effect is wasted (the benefiting target cannot “store” the action for use at a later time). The commander may use a move action to allow any one creature currently benefiting from one of his shouts or tactics to immediately use a move action as a free action that can be taken even if it’s not their turn. The commander may use a standard action to allow any one creature currently benefiting from one of his shouts or tactics to immediately use an attack action as a free action that can be taken even if it’s not their turn. A single creature cannot make more than one such free action in a round, no matter how many enhanced tactics it might be benefiting from, even from multiple commanders. Some enhanced tactics allow an ally to make a free action even when it isn’t their turn. The commander may only have one enhanced tactic active at a time. The commander may start an enhanced tactic as part of the same action used to begin a tactic or initiate a shout, and the commander may switch to any enhanced tactic he knows as a free action once per round. Enhanced tactics are special bonuses and abilities that can affect any ally currently benefiting from one of the commander’s tactics or shouts granted by the Warleader sphere. Starting at 2nd level and every two levels thereafter, the commander may select an enhanced tactic. Instantaneous effects are not affected by this ability, nor are tactics that end because the commander used a swift action to activate a different tactic. Whenever the benefits of a shout or tactic the commander initiated would end, their benefits persist for a number of rounds equal to the higher of his Intelligence or Charisma modifiers. The commander is an expert at commanding troops, even under the most difficult of conditions. CommanderĪ commander gains the Warleader sphere as a bonus sphere at 1st level. Commanders are considered Adept combatants and use the higher of their Charisma or Intelligence as their practitioner modifier. ![]() Combat TrainingĪ commander may combine combat spheres and talents to create powerful martial techniques. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. The commander’s class skills are Appraise ( Int), Bluff ( Cha), Climb ( Str), Craft ( Int), Diplomacy ( Cha), Handle Animal ( Cha), Intimidate ( Cha), Knowledge (engineering) ( Int), Knowledge (geography) ( Int), Knowledge (history) ( Int), Knowledge (local) ( Int), Knowledge (nobility) ( Int), Linguistics ( Int), Perception ( Wis), Profession ( Wis), Ride ( Dex), Sense Motive ( Wis), Survival ( Wis), and Swim ( Str).Ĭombat training, commander, lingering commandsĬlass Features Armor and Weapon ProficienciesĬommanders are proficient with simple weapons, as well as light armor and bucklers. Role: Commanders are leaders who inspire and coordinate their allies, exhorting them to greater achievements.Īlignment: Commanders can be of any alignment, but are typically lawful as their use of tactics and coordination favor an ordered mind. In addition, each character begins play with an outfit worth 10 gp or less. Starting Wealth: 5d6 x 10 gp (average 175 gp). Whether commanding legions or a handful of intrepid explorers, commanders are at their best when they have a stout-hearted group of comrades whose strengths they can leverage towards victory. Oftentimes, the same skills that serve when leading an army are directly relevant to leading an adventuring group. “All men must follow, except for those who lead.”Ĭommanders are an essential component of any army, coordinating and organizing their troops. ![]()
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