Commander (Apath)

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Unofficial rules compendium

The officer takes responsibility for his followers and strives for the glory and honor of the group rather than of himself.

The officer is a defensive Cavalier archetype focused on group tactics and tight formations rather than on an aggressive charge. The officer is a front-line fighter, but also a support character somewhat similar to the cleric or paladin in defensive abilities.

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.

Class Abilities

The officer has all the cavalier's class abilities, except as noted.

Inspiring Leadership (Ex)

Once per day, an officer can inspiring use leadership on nearby allies. The officer uses inspiring leadership as a standard action or as free action taken during a round in which the officer charges an enemy. 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 creature thus inspired gains 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. Inspiring leadership is a mind-affecting ability and lasts for 1 minute per class level.

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. (This is as many times as a regular chevalier can use challenge.) Bonuses from multiple uses do not stack, but temporary hit points overlap; use the better value if you gain temporary hit points from several different sources, including multiple uses of Inspiring Leadership.

At level 5, and each 5 levels thereafter, the bonus from a inspiring leadership increases, giving one extra hit dice and increasing the attack and armor class bonus by one.

This ability replaces the Challenge ability.

Command (Ex)

The officer can spend a Standard Action to give an order to an ally (excluding the officer himself) within 150 ft. that can hear the officer. The targeted ally can take a full round's worth of actions, just as if his turn had come up. This does not affect the target's or officer's initiative.

This replaces the order ability gained at level 1.

Steadfast Leadership

At 2nd level, the officer can use inspiring leadership as a move action.

This replaces the order ability gained at level 2.

Officer's Charge (Ex)

At 3rd level, the officer and anyone affected by the officer's inspiring leadership ability does not take a penalty to armor class when charging. This replaces the Cavalier's Charge ability.

Swift Leadership (Ex)

At 8th level, the officer can use inspiring leadership as a swift action.

This replaces the order ability gained at level 8.

Surging Charge (Ex)

At 11th level, when the officer makes a charge, allies under that officer's inspiring leadership ability can take an immediate action to charge. Each of them can choose a separate target for their charge.

This replaces the Mighty Charge ability.

Mighty Leadership (Ex)

At 12th level, the officer adds his class level to the damage of any attack made in the same round as he uses inspiring leadership.

This replaces the Demanding Challenge ability.

Frightening Leadership (Ex)

At 15th level, when using the inspiring leadership ability, any enemies within 30 ft. of the officer must make a Will 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 order ability gained at level 15.

Supreme Command (Ex)

Once per day at level 20, the officer can use Command as a swift action to affect all allies (including himself) within 30 ft. This replaces the Supreme Charge ability.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Challenge
  • Order
  • Cavalier's Charge
  • Demanding Challenge
  • Supreme Charge