Commander base class

Here's a sample commander I put together.

The Black Fox, Edmund Hawkins
Chaotic Neutral Human Commander5/Rogue3
Medium humanoid (human)
Init +4; Senses normal; Perception +11 (+13 to avoid surprise)

DEFENSE
AC 16, touch 12, flat-footed 14
(+3 armor, +2 Dex, +1 natural)
hp 49 (5d10+3d8)
Fort +5, Ref +8, Will +5
Defensive Abilities evasion, trap sense +1

OFFENSE
Speed 30 ft.
Melee mwk rapier +9/+4 (1d6+1)
Ranged +1 mighty (+1) composite longbow +11/+6 (1d8+3) or Rapid Shot/Deadly Aim +7/+7/+2 (1d8+7)
Special Attacks sneak attack +2d6, Rapid Shot, Deadly Aim, Sure Strike

STATISTICS
Str 12, Dex 15, Con 10, Int 13, Wis 10, Cha 16
Base Atk +7/+2; CMB +8; CMD 20
Skills Acrobatics +7, Bluff +8, Climb +8, Craft (Trapsmithing) +12, Diplomacy +10, Disable Device +13, Escape Artist +7, Intimidate +10, Knowledge (Local) +12, Linguistics +5, Perception +11 (+13 to avoid surprise), Sense Motive +11, Sleight of Hand +7, Stealth +13, Survival +6, Swim +5
Feats Deadly Aim, Extra Command (Reposition), Extra Rogue Talent (Cunning Trigger), Point Blank Shot, Precise Shot, Precise Strike, Rapid Shot
Language Common, Dwarven, Elven
SQ command bonus +2, command pool powers (8 command points per day, Ambush, Reposition, Sure Strike, Tactician), Always Prepared, Part of the Legend (composite longbow) rogue talents (cunning trigger, surprise attack), trapfinding
Combat Gear arrows (30), potion of expeditious retreat, potion of pass without trace; Other Gear +1 amulet of natural armor, mwk rapier, +1 mighty (+1) composite longbow, mwk studded leather, portable snare trap (Mechanical, Perception DC 20, Disable Device DC 15, +8 attack roll for 1d6+3 damage and grapple), thieves tools, 75 gp

TACTICS
Before Combat The Black Fox will typically prepare a location with several traps designed to entangle or grapple opponents and spread them around the area, particularly around his prepared archery location, typically a tree with a good view of the area. He uses Ambush to give his bandits a good chance to surprise his opponents.
During Combat During the first round, the Fox will try and trigger a weighted net trap to entangle as many opponents as possible, then release a volley of arrows on any visible leaders while his bandits move to melee. If he is able to intimidate his opponents into surrender, he takes his treasure and leaves. Otherwise, he uses Reposition to move his allies into flanking positions and begins using Tactician to improve their sneak attack damage and Sure Strike to help them hit. If anyone attempts to engage him directly, he will move around the battlefield with ropes between trees while using Cunning Trigger to set off prepared traps to hinder his pursuers.

The Black Fox is an extremely effective bandit leader. He has been plaguing the roads through a local forest for several years now, managing to evade capture whenever forces are sent against him. He seems to enjoy the sport of being pursued, giving tantalizing glimpses to his pursuers, only to lead them into deadfalls and pit traps hidden throughout the forest.

Edmund himself is very close-mouthed about his past, even among his men. In truth, he is the son of an exiled nobleman who eked out a living as a farmer. When his father died, Edmund decided he wanted a better life and would do anything to get it.

Recently, the Black Fox has discovered a problem. His men captured a single wagon, defended fanatically by guardsmen of the king that exiled Edmund's father. In that wagon, they found a hidden compartment containing a young baby and a royal signet ring. Is this the missing heir to the local kingdom that all the rumors are talking about? If so, what will the Black Fox do with this new problem?
 
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Interesting NPC of even a PC

A question though, I would think that a leader type character would be Lawful, mostly outta need to keep order in the ranks. Keep in mind that lawful isn't always working for a government, Robin Hood (who is obviously an inspiration to this guy) was Lawful or Chaotic depending on WHOSE rules you were following

A second question, Why a rouge and not, say, a ranger. if it was simply for the traps, there are other ways to gain that
 


Interesting NPC of even a PC

A question though, I would think that a leader type character would be Lawful, mostly outta need to keep order in the ranks. Keep in mind that lawful isn't always working for a government, Robin Hood (who is obviously an inspiration to this guy) was Lawful or Chaotic depending on WHOSE rules you were following

A second question, Why a rouge and not, say, a ranger. if it was simply for the traps, there are other ways to gain that

I disagree on alignment - being a good leader doesnt necessarily involve a Lawful mindset. This was intended as an outlaw antagonist. I dont think many bandits are Lawful - this guy makes his living through theft, after all, and lives in the woods because he prefers it to normal society.

I went with rogue for a devastating first round of archery with sneak attack, surprise attack, and Ambush giving a full attack with sneak attack in a surprise round against his first target. Also, cunning trigger was too fun to pass up.

Regarding the Will save: I had forgotten that rangers have two good saves; that makes me more comfortable with the power level of giving this class good Fort and Will. Thanks for the thoughts, guys.
 


Good choice for an example NPC. Bandits are a pretty common threat in low-level games, so this guy should be easy to drop in and test.

I disagree on alignment - being a good leader doesnt necessarily involve a Lawful mindset. This was intended as an outlaw antagonist. I dont think many bandits are Lawful - this guy makes his living through theft, after all, and lives in the woods because he prefers it to normal society.

I went with rogue for a devastating first round of archery with sneak attack, surprise attack, and Ambush giving a full attack with sneak attack in a surprise round against his first target. Also, cunning trigger was too fun to pass up.

Regarding the Will save: I had forgotten that rangers have two good saves; that makes me more comfortable with the power level of giving this class good Fort and Will. Thanks for the thoughts, guys.
I'll back you up on alignment- leadership doesn't require organization; in fact, anybody who has worked for a large corporation or other entity bogged down by myriad departments and bureaucracy (for example, a government) can tell you that it often hinders leadership by forcing the would-be leader to conform to procedure instead of doing what needs to be done. The real key is effective communication, and inspiration of the followers; both of these are captured in Charisma so I think the class as written simulates it very well.

One last point on the Will save, though- if you are making the change and giving Commander good Fort and Will, then Ed needs a change in his stats: his Will save should be +5, not +2. ;)
 

Here, para, this is for you - I wanted a higher-level commander test, and you mentioned a death knight sounded fun. So, here ya go.

Lord Euain d'Ilchant, Grave Knight Commander14
Medium Undead (Augmented Humanoid (Human))
Init +5; Senses darkvision 60'; Perception +25

DEFENSE
AC 32, touch 11, flat-footed 31 (+13 armor, +4 shield, +1 Dex, +4 natural), +2 deflection if attacker is good
hp 175 (14d10+98)
Fort +16, Ref +6, Will +13 (+2 resistance to saves if attacker is good)
Defensive Abilities channel resistance +4, DR 10/magic and DR 3/-, fortification 25%, immunity to cold, electricity, protection from good, sacrilegious aura, spell resistance 26

OFFENSE
Speed 20 ft. or fly 100 ft. on steed
Melee Sword of Life Stealing +26, 19-20/x2, 1d8+12+3d6 cold, critical hit triggers Disarming Strike, Staggering Critical, and deals negative level
Full Attack: Sword +24/+19/+14, 19-20/x2, 1d8+12+3d6 cold and shield +20 (2d6+4+3d6 cold and bull rush)
Special Attacks channel destruction +3d6 cold, devastating blast (30' cone, 8d6 cold, Reflex DC 23 half), mighty strike +4d6, undead mastery (DC 23, 70 HD total)

TACTICS
Before Combat: Lord Euain is typically accompanied by his cohort (Ygraine, hf Clr12) and a trio of lieutenants (skeletal champion Ftr8). He prefers to ride his phantom steed if possible, mounted with his battle standard, which includes his darkskull. As a result, a 40' radius around him typically is under the effects of an Unhallow spell and all extradimensional movement is prevented by Dimensional Anchor. Euain's blade is typically enhanced with an extended Greater Magic Weapon by Ygraine, making it a +4 weapon. He is normally accompanied by at least a few other undead creatures he has encountered or that Ygraine has created.
During Combat: Euain is a terrifying opponent in combat. He uses all his abilities and those of his allies in the most brutally efficient manner possible. He excels at sensing and exploiting weaknesses in his opponents, keeping a careful eye on the entire battlefield for signs of vulnerability. Typically, he will lead from the front of a battle, exhorting his skeletal champion minions to great effect with Stand and Fight and None Shall Fall active, giving them DR 4/-, a +4 increase in channel resistance, and the Mettle special quality. He is quick to move around the battlefield, charging an opponent from above with a Mighty Strike-enhanced Ride-by Attack and then devastating them the next round with a full attack routine. If he scores a critical hit on an opponent, he will use his Triumphant Battle Cry and then use Invigorating Battle Cry the next round, giving all his allies 6d6+6 temporary hit points. Ygraine is typically assigned a support role, and usually remains near the skeletal champions to assist them. If Euain is sufficiently injured he will retrieve Ygraine and fly away with her, leaving his other minions behind to cover their escape.

STATISTICS
Str 24, Dex 13, Con --, Int 15, Wis 16, Cha 22
Base Atk +14/+9/+4; CMB +21; CMD 32
Skills Bluff +20, Diplomacy +24, Handle Animal +12, Intimidate +32, Kn (Geography) +12, Kn (History) +12, Kn (Nobility) +12, Perception +25, Ride +15, Sense Motive +21
Feats Combat Expertise, Commander of the Dead, Critical Focus, Disarming Strike, Improved Disarm, Improved Initiative, Improved Shield Bash, Leadership, Mounted Combat, Power Attack, Ride-by Attack, Shield Slam, Staggering Critical, Two-Weapon Fighting
Language Common, Dwarven, Infernal
SQ command bonus +4, command pool powers (16 command points/day, Coordinated Offense, Coordinated Protection, Invigorating Battle Cry, Mighty Strike, None Shall Fall, Stand and Fight, Triumphant Battle Cry, Victorious Battle Cry), Always Prepared +4, Part of the Legend +2 (armor), Born Leader +4, Talented Commander, Tactical Mind, Masterful Commander, Phantom Mount (black steed with icy white mane and hooves, glowing white eyes), Ruinous Revivification (cold)
Combat Gear sword of life stealing, +2 bashing spiked heavy steel shield, +2 light fortification adamantine full plate armor; Other Gear darkskull (Unhallow effect contains Dimensional Anchor)
 
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Cool! :cool: He does indeed look very nasty, and it's interesting you went with a Cleric cohort (though, shouldn't he have the Leadership feat?) rather than trying to make him a caster himself. Well done!

I think his saves are 1 point too high, unless I missed some magical effect or feat that's giving him the bonus. Did I?
 

Sorry, I'll check on my writeup for that Leadership feat. He should have it, yes.

I think you're probably missing the Desecrate effect from the Sacreligious Aura, which gives a +1 to attacks, damage, and saves for all undead in the area, including him.
 

I think you're probably missing the Desecrate effect from the Sacreligious Aura, which gives a +1 to attacks, damage, and saves for all undead in the area, including him.
Aha! I knew I must be missing something, if the numbers were off by exactly 1 for all three. Thanks. :)
 

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