Commander (Apath)
Unofficial rules compendium | |
|
The officer takes responsibility for his followers and strives for the glory and honor of the group.
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 healing-like and haste-like 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 largely a question of morale.
Class Information
This is a cavalier archetype.
Hit Die: d10.
Class Skills
Add Heal (Wis), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), and Knowledge (Nobility) (Int) to the officer's list of class skills.
Skill Ranks per Level: 4 + Int modifier.
Class Features
The officer has all the cavalier's class features, except as noted.
Advanced Tactician (Ex)
This works like the cavalier's tactician ability, except that allies must be within 30 ft. + 5 ft./5 levels, and that the officer can share any tactical feat he knows - both those gained from the tactician ability and those gained from other sources, such as regular feat picks. The officer can still only share one tactical feat at any one time.
Inspiring Leadership (Ex)
Once per day, an officer can use inspiring leadership on nearby allies. This is a standard action that does not trigger attacks of opportunity, or a 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 50 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, damage, 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 emotion effect 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, inspiring leadership improves. The radius increases by 5 ft. and the bonus increases, giving one extra hit dice and increasing the attack, damage, and armor class bonus by one each.
This ability replaces the Challenge ability.
Officer's Orders (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 move up to his speed and make one standard attack action. This does not affect the target's or officer's initiative. The target of officer's orders cannot benefit from this ability again until two rounds have elapsed.
This replaces the order ability.
Steadfast Leadership
At 2nd level, the officer can use inspiring leadership as a move action.
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.
Rousing Leadership (Ex)
At 8th level, inspiring leadership gives the ability to throw off lasting effects. Anyone who is under a lasting condition that initially allowed a saving throw to negate or reduce the effect gains a new saving throw against that ability when an officer of 8th level or higher uses inspiring leadership on them. This additional saving throw gains a morale bonus equal to the officer's Charisma modifier. If this saving throw succeeds, it has the same effect as if the initial saving throw was a success.
Surging Charge (Ex)
At 11th level, when the officer makes a charge, allies under that officer's inspiring leadership ability (except the officer himself) can take an immediate action to charge. Each of them can choose a separate target for their charge.
This replaces the Mighty Charge ability.
Battle Leadership (Ex)
At 12th level, the officer can use inspiring leadership as a swift action.
This replaces the Demanding Challenge ability.
Battle Banner (Ex)
At 14th level, the officer’s banner becomes a rallying point for his allies. The saving throw bonus offered by the banner now applies to all saving throws. In addition, while his banner is displayed, the officer can spend a standard action to wave the banner through the air, which gives an additional use of inspiring leadership that does not count against daily limits.
Frightening Leadership (Ex)
At 15th level, when using the inspiring leadership ability, any enemies within 10 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. If the officer uses inspiring leadership as a part of a charge, the distance is measured at the end of the charge. 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.
Seize The Initiative (Ex)
Once per day at level 20, the officer can use officer's orders as a swift action to affect all allies (including himself) within 30 ft. This replaces the Supreme Charge ability.
Table: Officer
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +0 | Advanced tactician, inspiring leadership 1/day, mount, officer's orders |
2nd | +2 | +3 | +0 | +0 | Steadfast leadership |
3rd | +3 | +3 | +1 | +1 | Officer's charge |
4th | +4 | +4 | +1 | +1 | Inspiring leadership 2/day, expert trainer |
5th | +5 | +4 | +1 | +1 | Banner, inspiring leadership +2 |
6th | +6/+1 | +5 | +2 | +2 | Bonus feat |
7th | +7/+2 | +5 | +2 | +2 | Inspiring leadership 3/day |
8th | +8/+3 | +6 | +2 | +2 | Rousing leadership |
9th | +9/+4 | +6 | +3 | +3 | Greater tactician |
10th | +10/+5 | +7 | +3 | +3 | Inspiring leadership 4/day +3 |
11th | +11/+6/+1 | +7 | +3 | +3 | Surging charge |
12th | +12/+7/+2 | +8 | +4 | +4 | Bonus feat, battle leadership |
13th | +13/+8/+3 | +8 | +4 | +4 | Inspiring leadership 5/day |
14th | +14/+9/+4 | +9 | +4 | +4 | Battle bannner |
15th | +15/+10/+5 | +9 | +5 | +5 | Frightening leadership, inspiring leadership +4 |
16th | +16/+11/+6/+1 | +10 | +5 | +5 | Inspiring leadership 6/day |
17th | +17/+12/+7/+2 | +10 | +5 | +5 | Master tactician |
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Bonus feat |
19th | +19/+14/+9/+4 | +11 | +6 | +6 | Inspiring leadership 7/day |
20th | +20/+15/+10/+5 | +12 | +6 | +6 | Inspiring leadership +5, seize the initiative |
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Challenge
- Tactician
- Order
- Cavalier's Charge
- Greater Banner
- Greater Charge
- Demanding Challenge
- Supreme Charge
The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text. |