The Souljourner
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Legendary Commander
Hit Die: d8
Requirements
To qualify to become a Legendary Commander, a character must fulfill all of the following criteria -
Skills: Diplomacy or Intimidate: 9 ranks
Feats: Combat Expertise, Skill Focus: Diplomacy or Intimidate, Leadership
Alignment: Any non-Chaotic
Special: Must have command over at least 10 troops.
Base Attack Bonus: +6
Class Skills
The Legendary Commander's class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Craft (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering), Knowledge (geography) Knowledge (history), Knowledge (nobility and royalty), Profession (Int), Sense Motive (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.
Table: The Legendary Commander
All special abilities of a Legendary Commander are extraordinary, unless otherwise specified.
Fearless: Legendary Commanders are so confident in their abilities and stalwart in their determination that they are immune to fear.
Aura of Command: Your strength of leadership and command lends power to your words. Your aura of command affects all allies within a 10' radius per class level around you. This radius is doubled if they're also your followers (or cohort). They must be able to see or hear you to gain this benefit. Your allies affected by the aura gain a circumstance bonus on fear checks equal to your Charisma bonus (if any) plus your class level.
Rally the Troops: By giving stern commands and heartening words, you lift the spirits of your allies and allow them to fight markedly better. This ability may be used in one of two ways, both require either an intimidate or diplomacy check.
First is bolstering the troops before battle... to do this, the Commander must speak for a full minute uninterrupted. At the end of the speech, he makes either an intimidate check or a diplomacy check (his choice) to see the results of his speech. For every 5 full points by which his check exceeds 20, any allies who heard the speech receive a +1 morale bonus to hit and damage and saves against fear effects for a number of minutes equal to his Charisma bonus (if any) plus his class level. This bonus cannot exceed +1 for every 5 character levels the character has (rounded up).
The second way this may be used is to inspire his troops to shake off fear, exhaustion, and confusion in the middle of battle. As a standard action, the Commander makes an intimidate or diplomacy check (his choice). Any ally who is Addled*, Confused, Cowering, Dazed, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Shaken, Sickened, or Stunned, or affected by any mind-affecting effect, may make a new save against the effect, using the Commander's skill check instead of rolling a save. If the original effect allowed no save, it is automatically reduced by one step for every 5 full points by which the Commander's skill check exceeded 20. The steps are given below:
Cowering, Panicked, or Frightened -> Shaken -> Unaffected
Exhausted -> Fatigued -> Unaffected
Nauseated -> Sickened -> Unaffected
Stunned -> Dazed -> Unaffected
Fascinated -> Unaffected
Confused -> Addled* -> Unaffected
*Addled - As confused, but 80% chance to act normally, 20% chance to do nothing.
An effect on an ally may only be affected by Rally the Troops once. Fatigue or exhaustion due to normal, physical exertion or lack of sleep may only be affected by one step and only once per day.
Expert Tactician: A number of times per day equal to your class level, you may issue commands in battle that allow your allies to take advantage of your tactical knowledge. Each command may only be issued once per battle. As a swift action, you may choose to give one of the following commands:
As One: Any willing allies within 60' of you may reset their initiative to your initiative. If they have already acted this round, they may not act again until their next turn. If they have not already acted this round, they may do so immediately.
Flank: All allies within 60' may move up to their speed as an immediate action. This movement draws attacks of opportunity as usual.
Hold the Line: For a number of rounds equal to your class level, you and any allies within 60' who have not moved more than 5' in a round gain two benefits: first, all areas you threaten are considered difficult ground for your enemies. Second, you may make an attack of opportunity on anyone entering your threatened area (not just those who leave it).
Charge: After making this command, you must charge a target, any willing allies on the same initiative as you may also charge. You and any allies that perform a charge with you gain a +4 bonus to AC against attacks of opportunity for that movement, do not suffer the usual -2 AC penalty for charging, and gain +2 damage with your attack.
Advance the Line: After making this command, you must bullrush a target, any willing allies on the same initiative may also choose to bullrush a target. You and any allies that perform a bullrush with you are treated as having the improved bullrush feat. In addition for each ally you have next to both you and your target when you initiate the bullrush, you gain +2 to the check.
Improved Aura of Command: Your allies affected by the aura also gain a +2 morale bonus on will saves.
Legendary Leadership: You get a +2 bonus to your Leadership score. In addition, your cohort may now be up to one level lower than yourself. Finally, the Leadership feat now grants you twice the normal number of followers.
Legendary Commander
Hit Die: d8
Requirements
To qualify to become a Legendary Commander, a character must fulfill all of the following criteria -
Skills: Diplomacy or Intimidate: 9 ranks
Feats: Combat Expertise, Skill Focus: Diplomacy or Intimidate, Leadership
Alignment: Any non-Chaotic
Special: Must have command over at least 10 troops.
Base Attack Bonus: +6
Class Skills
The Legendary Commander's class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Craft (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering), Knowledge (geography) Knowledge (history), Knowledge (nobility and royalty), Profession (Int), Sense Motive (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.
Table: The Legendary Commander
Code:
Lvl BAB Fort Ref Will
1st +1 +0 +0 +2 Fearless, Aura of Command
2nd +2 +0 +0 +3 Rally the Troops
3rd +3 +1 +1 +3 Expert Tactician
4th +4 +1 +1 +4 Improved Aura of Command
5th +5 +1 +1 +4 Legendary Leadership
Fearless: Legendary Commanders are so confident in their abilities and stalwart in their determination that they are immune to fear.
Aura of Command: Your strength of leadership and command lends power to your words. Your aura of command affects all allies within a 10' radius per class level around you. This radius is doubled if they're also your followers (or cohort). They must be able to see or hear you to gain this benefit. Your allies affected by the aura gain a circumstance bonus on fear checks equal to your Charisma bonus (if any) plus your class level.
Rally the Troops: By giving stern commands and heartening words, you lift the spirits of your allies and allow them to fight markedly better. This ability may be used in one of two ways, both require either an intimidate or diplomacy check.
First is bolstering the troops before battle... to do this, the Commander must speak for a full minute uninterrupted. At the end of the speech, he makes either an intimidate check or a diplomacy check (his choice) to see the results of his speech. For every 5 full points by which his check exceeds 20, any allies who heard the speech receive a +1 morale bonus to hit and damage and saves against fear effects for a number of minutes equal to his Charisma bonus (if any) plus his class level. This bonus cannot exceed +1 for every 5 character levels the character has (rounded up).
The second way this may be used is to inspire his troops to shake off fear, exhaustion, and confusion in the middle of battle. As a standard action, the Commander makes an intimidate or diplomacy check (his choice). Any ally who is Addled*, Confused, Cowering, Dazed, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Shaken, Sickened, or Stunned, or affected by any mind-affecting effect, may make a new save against the effect, using the Commander's skill check instead of rolling a save. If the original effect allowed no save, it is automatically reduced by one step for every 5 full points by which the Commander's skill check exceeded 20. The steps are given below:
Cowering, Panicked, or Frightened -> Shaken -> Unaffected
Exhausted -> Fatigued -> Unaffected
Nauseated -> Sickened -> Unaffected
Stunned -> Dazed -> Unaffected
Fascinated -> Unaffected
Confused -> Addled* -> Unaffected
*Addled - As confused, but 80% chance to act normally, 20% chance to do nothing.
An effect on an ally may only be affected by Rally the Troops once. Fatigue or exhaustion due to normal, physical exertion or lack of sleep may only be affected by one step and only once per day.
Expert Tactician: A number of times per day equal to your class level, you may issue commands in battle that allow your allies to take advantage of your tactical knowledge. Each command may only be issued once per battle. As a swift action, you may choose to give one of the following commands:
As One: Any willing allies within 60' of you may reset their initiative to your initiative. If they have already acted this round, they may not act again until their next turn. If they have not already acted this round, they may do so immediately.
Flank: All allies within 60' may move up to their speed as an immediate action. This movement draws attacks of opportunity as usual.
Hold the Line: For a number of rounds equal to your class level, you and any allies within 60' who have not moved more than 5' in a round gain two benefits: first, all areas you threaten are considered difficult ground for your enemies. Second, you may make an attack of opportunity on anyone entering your threatened area (not just those who leave it).
Charge: After making this command, you must charge a target, any willing allies on the same initiative as you may also charge. You and any allies that perform a charge with you gain a +4 bonus to AC against attacks of opportunity for that movement, do not suffer the usual -2 AC penalty for charging, and gain +2 damage with your attack.
Advance the Line: After making this command, you must bullrush a target, any willing allies on the same initiative may also choose to bullrush a target. You and any allies that perform a bullrush with you are treated as having the improved bullrush feat. In addition for each ally you have next to both you and your target when you initiate the bullrush, you gain +2 to the check.
Improved Aura of Command: Your allies affected by the aura also gain a +2 morale bonus on will saves.
Legendary Leadership: You get a +2 bonus to your Leadership score. In addition, your cohort may now be up to one level lower than yourself. Finally, the Leadership feat now grants you twice the normal number of followers.