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Inspired by the Commissar of 40k
Commissar

Commissars are tasked with the duty to maintain the morale of the troops during military campaigns, often in the face of staggering casualties. The commissar is empowered to use any means necessary to ensure the loyalty of his or her charges, including overriding or even executing a regiment's commanding officer if necessary, and so is regarded with a mixture of fear, loathing and admiration by simple troops – and not a few of their officers.

BECOMING A COMMISSAR

Hit Die: d10.

Requirement

To qualify to become a Commissar, a character must fulfill all the following criteria.

ENTRY REQUIREMENTS

Alignment: LN, LE, or NE.

Feats: Alertness.

Skills: Intimidate 7 ranks, Perception 7 ranks, Sense Motive 7 ranks.

Special: Bardic performance class feature.

Class Skills
The Commissar’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: Commissar
Level
Base Attack
Bonus
Fort Save
Ref Save
Will Save
Special
Spells per day
1st​
+1​
+1​
+0​
+1​
Bardic training, stern gaze​
–​
2nd​
+2​
+1​
+1​
+1​
Song of Marching, Uncanny Dodge​
+1 level of existing class​
3rd​
+3​
+2​
+1​
+2​
Fearless, Rapid Tactician​
+1 level of existing class​
4th​
+4​
+2​
+1​
+2​
Improved Uncanny Dodge, Summary Execution​
+1 level of existing class​
5th​
+5​
+3​
+2​
+3​
Command the Troops, Leader​
–​

Class Features
All of the following are class features of the Commissar.

Weapon and Armor Proficiency
Commissars gain proficiency with all simple and martial weapons, light and medium armor, and shields (except tower shields). A commissar can cast arcane spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a commissar wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

Spellcasting
At the indicated levels, a commissar gains new spells per day as if he had also gained a level in a spellcasting class to which he belonged before taking the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a commissar, he must decide to which class he adds the new level for the purposes of determining spells per day.

Bardic Training
Levels in commissar stack with levels in a class or with racial hit die that grant the ability to use bardic performance for the purposes of determining rounds per day, what performance he has access, what action is starting a performance, the DC of his bardic performance, and similar bardic performance-related qualities.

Stern Gaze (Ex)
Commissars are skilled at sensing deception and intimidating their foes. A commissar receives a morale bonus on all Intimidate and Sense Motive checks equal to 2 times his commissar level (maximum +10 at level 5th). If the commissar has stern gaze from other sources (like the inquisitor class), commissar levels instead stack with those level for calculate the final bonus (using the other sources method for calculate the bonus).

Song of Marching (Su)
At 2nd level, a commissar can use bardic performance to inspire his allies to move faster without suffering from fatigue. By expending 1 round of bardic performance, the commissar invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The commissar must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.
If the commissar already has song of marching (like if he is a skald), the range instead increase to 120 ft.

Uncanny Dodge (Ex)
At 2nd level, a commissar gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A commissar with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a commissar already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Fearless (Ex)
At 3rd level, a commissar gains immunity to fear.

Rapid Tactician (Ex)
At 3rd level, as a move action, the commissar can grant any teamwork feat he knows to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two character levels the commissar possesses. Allies do not need to meet the prerequisites of these bonus feats. The commissar can use this ability a number of times per day equal to his Charisma modifier. Furthermore, the commissar adds his Intelligence (if any) modifier to initiative, in addition to his Dexterity modifier.

Improved Uncanny Dodge (Ex)
At 4th level and higher, a commissar can no longer be flanked. This defense denies enemies the ability to sneak attack the commissar by flanking him, unless the attacker has at least four more levels in a class that grants sneak attack than the target has commissar levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

Summary Execution (Ex)
At 4th level, if an ally is cowering, frightened, or panicked within 60 ft. of the commissar, as an immediate action he can make a coup de grace that does not provoke attack of opportunity against the ally under the fear effect. Unlike the normal rules, he can make this coup de grace even with a ranged weapon and the weapon count as having the deadly feature for calculate the final DC (+4 to the DC). If the ally is executed, all other allies that can see or hear the commissar, regardless of distance, have all the fear effects currently effecting them automatically removed and gain immunity against fear effects for 24 hours.

Command the Troops (Ex)
Starting at 5th level, a commissar can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies’ initiative count; the round continues normally after the commissar’s turn is over. A character can benefit from this class feature only once per round, even if multiple command the troops are used in the same round. If an ally chooses not to take the extra move action, it is lost. At 16th character level, a commissar gains the ability to grant an extra move action to his allies twice per day.

Leader Aura (Su)
At 5th level, all allies within 60 ft. of a commissar gains an insight bonus on saving throw against fear effects equal to his Charisma bonus (if any). This ability functions only while the commissar is conscious, not if he is unconscious or dead.
 

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