Difference between revisions of "Commander (Apath)"
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=== Command === | === Command === | ||
− | The officer can spend a Standard Action to give an order to an ally within 150 ft. that can hear the officer (excluding the officer himself). The targeted ally can take what is normally a full-round action or a standard and a move action as an immediate action. If using command on allies | + | The officer can spend a Standard Action to give an order to an ally within 150 ft. that can hear the officer (excluding the officer himself). The targeted ally can take what is normally a full-round action or a standard and a move action as an immediate action. If using command on allies 3 levels (or HD) or more lower than the officer's level, up to 5 allies can be commanded at once. This replaces the Mount ability. |
=== Officer Orders === | === Officer Orders === |
Revision as of 11:00, 18 June 2012
Unofficial rules compendium | |
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The officer is a Cavalier focused on group tactics and tight formations rather than on an aggressive charge.
The abilities of the officer may trouble some player's suspension of disbelief, but remember that the time scale in Pathfinder is arbitrary and hit points can be a question of morale.
Rally
Once per day, an officer can rally nearby allies. As a standard action, the officer exhorts himself and his comrades to fight with renewed vigor and determination. This affects the officer and any allies within 30 ft. Targets must be able to see or hear the officer. A rallied creature 1 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), and a +1 competence bonus on attack rolls and armor class. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Rally is a mind-affecting ability and lasts for 1 minute.
The officer can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Multiple uses do not stack, but temporary hit points overlap
At level 5, and each 5 levels thereafter, the bonus from a rally increases, giving one extra hit dice and increasing the attack and armor class bonus by one.
This ability replaces Challenge.
Command
The officer can spend a Standard Action to give an order to an ally within 150 ft. that can hear the officer (excluding the officer himself). The targeted ally can take what is normally a full-round action or a standard and a move action as an immediate action. If using command on allies 3 levels (or HD) or more lower than the officer's level, up to 5 allies can be commanded at once. This replaces the Mount ability.
Officer Orders
An officer belongs to an order just as a cavalier does. Any cavalier order abilities that function when using challenge instead work when under the effects of rally. Any ability order that works when mounted works all the time for the officer.
Officer's Charge
At 3rd level, the officer and anyone affected by the rally ability does not take a penalty to armor class when charging. This replaces the cavalier's charge ability.
Swift rally
At 4th level, the officer can use rally as a swift action. This replaces the expert trainer ability.
Surging Charge
At 11th level, when the officer makes a charge, allies under that officer's rally ability can take an immediate action to charge immediately afterwards.
Frightening Rally
At 12th level, when using the rally ability, any enemies within 20 ft. of the officer must make a Fortitude saving throw (DC 10 + ½ the officer's level + the officers Charisma modifier) or be frightened for one round. This is a mind-affecting fear effect.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
This replaces the Demanding Challenge ability.
Supreme Command
At level 20, the officer can use Command as a move action to affect all allies (including himself) within 30 ft. This gives the officer the opportunity to take an extra full-round actions during his turn, as well as allowing all allies to take one full-round action, counting as an immediate action for each ally and as a swift action for the officer. This replaces the mighty charge ability.