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commander prC
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<blockquote data-quote="trepanier" data-source="post: 328936" data-attributes="member: 5647"><p>commander prC</p><p></p><p>please review! A little of star wars noble, plus intimidation abilities.</p><p></p><p>Preq: intimidate 8, diplomacy 8, leadership (level 6+)</p><p></p><p>Hit Die: </p><p>Commanders gain 1d6 hit points per level. The character's Constitution modifier applies. </p><p></p><p>Class Skills </p><p>The commander's class skills, and the key ability for each, are as follows (see PHB, Chapter </p><p>Four: Skills for skill descriptions). </p><p>Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), </p><p>Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Intimidate (Cha), </p><p>Knowledge (Int, all skills taken individually), Listen (Wis), Perform (Cha), Profession </p><p>(Wis), Read Lips (Int, exclusive skill), Ride (Dex), Sense Motive (Wis), Speak Language </p><p>(Int), Spot (Wis), Swim (Str), Use magical device (Ch, exclusive skill), Wilderness Lore (Wis). </p><p></p><p>Skill Points : 8 + Int modifier. </p><p></p><p>Class Features </p><p>All of the following are class features of the commander: </p><p></p><p>Weapon and Armor Proficiency </p><p>The commander may be proficient in the use of all simple and martial weapons and with all types of </p><p>armor and . Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Move Silently, Pick Pocket, and Tumble. </p><p></p><p>New intimidate skill </p><p></p><p>Dc 8 + level + will</p><p>Works on same level or less</p><p>If the character is compelled to attack, contest of intimidate vs his commander</p><p>-5 per difference of size</p><p>+ (x2 parties ratio). Ex: 100 vs 10 = +20) . count your allies vs his allies.</p><p></p><p>Abilities works with intimidate skill or a command skill (new one). I rather prefer it would be the same.</p><p></p><p>Remove Fear (as the spell) </p><p></p><p>Roll: 10 shaken, 15 frightened, 25 panicked. Take 10 rounds to protect and 1 round to grant another save.</p><p></p><p>Coordinate </p><p>A commander has a knack for getting people to work together. When the commander can aid others </p><p>and give directions, she provides a bonus to the task at hand by making an aid another </p><p>check. A commander get and extra This bonus is in addition to the normal aid another bonus (+2 </p><p></p><p>Tactician</p><p>The commander talent as a tactician give an extra circumstance bonus to coordinate people in combat. Allies must have passed at least a day to be trained and got 10 as an intelligence check to understand the commander tactics (can take 10, one roll a day) get and extra +1 (minimum +3) to their aid check.of +2 par level. This bonus raise +1 at level 13 and 19.</p><p></p><p>Cause Fear </p><p>As the spell (save vs intimidate total). Shaken: same as cause fear, only cause a shaken state</p><p></p><p>Scare </p><p>As the spell (save vs intimidate total)</p><p></p><p>Daze </p><p>As the n0 spell. Duration: 1 round/level. Save vs intimidate total. Mass daze: affect any enemy 10’ around the commander. Can save against every round. Works against every level.</p><p></p><p>Table 1-1: The Commander bab: as rogue; saves: Good Will</p><p></p><p>commander (prC)</p><p></p><p>1…Coordinate +3, Remove Fear, shaken</p><p></p><p>2…Cause fear</p><p>3…shaken (area of scare), coordinate +4</p><p>4…Tactician +3, scare</p><p>5…Coordinate +5, intimidate works against any level</p><p>6…slippery mind,</p><p>7…Scare (no 6HD limit), remove fear (anyone within 30’), coordinate +6</p><p>8…tactician +4, daze</p><p>9…Tactician +5</p><p>10…Mass daze</p><p></p><p>Preq: intimidate 8, diplomacy 8, leadership (level 6+)</p></blockquote><p></p>
[QUOTE="trepanier, post: 328936, member: 5647"] commander prC please review! A little of star wars noble, plus intimidation abilities. Preq: intimidate 8, diplomacy 8, leadership (level 6+) Hit Die: Commanders gain 1d6 hit points per level. The character's Constitution modifier applies. Class Skills The commander's class skills, and the key ability for each, are as follows (see PHB, Chapter Four: Skills for skill descriptions). Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (Int, all skills taken individually), Listen (Wis), Perform (Cha), Profession (Wis), Read Lips (Int, exclusive skill), Ride (Dex), Sense Motive (Wis), Speak Language (Int), Spot (Wis), Swim (Str), Use magical device (Ch, exclusive skill), Wilderness Lore (Wis). Skill Points : 8 + Int modifier. Class Features All of the following are class features of the commander: Weapon and Armor Proficiency The commander may be proficient in the use of all simple and martial weapons and with all types of armor and . Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Move Silently, Pick Pocket, and Tumble. New intimidate skill Dc 8 + level + will Works on same level or less If the character is compelled to attack, contest of intimidate vs his commander -5 per difference of size + (x2 parties ratio). Ex: 100 vs 10 = +20) . count your allies vs his allies. Abilities works with intimidate skill or a command skill (new one). I rather prefer it would be the same. Remove Fear (as the spell) Roll: 10 shaken, 15 frightened, 25 panicked. Take 10 rounds to protect and 1 round to grant another save. Coordinate A commander has a knack for getting people to work together. When the commander can aid others and give directions, she provides a bonus to the task at hand by making an aid another check. A commander get and extra This bonus is in addition to the normal aid another bonus (+2 Tactician The commander talent as a tactician give an extra circumstance bonus to coordinate people in combat. Allies must have passed at least a day to be trained and got 10 as an intelligence check to understand the commander tactics (can take 10, one roll a day) get and extra +1 (minimum +3) to their aid check.of +2 par level. This bonus raise +1 at level 13 and 19. Cause Fear As the spell (save vs intimidate total). Shaken: same as cause fear, only cause a shaken state Scare As the spell (save vs intimidate total) Daze As the n0 spell. Duration: 1 round/level. Save vs intimidate total. Mass daze: affect any enemy 10’ around the commander. Can save against every round. Works against every level. Table 1-1: The Commander bab: as rogue; saves: Good Will commander (prC) 1…Coordinate +3, Remove Fear, shaken 2…Cause fear 3…shaken (area of scare), coordinate +4 4…Tactician +3, scare 5…Coordinate +5, intimidate works against any level 6…slippery mind, 7…Scare (no 6HD limit), remove fear (anyone within 30’), coordinate +6 8…tactician +4, daze 9…Tactician +5 10…Mass daze Preq: intimidate 8, diplomacy 8, leadership (level 6+) [/QUOTE]
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