Commander (Apath)

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Unofficial rules compendium

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.

Inspiring Leadership

Once per day, an officer can inspiring use leadership on 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 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.

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 chavallier 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

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 what is normally a full-round action or a standard and a move action as an immediate action.

This replaces the Mount ability.

Officer's Order

An officer belongs to an order just as a cavalier does. The officer does not get his order's Challenge ability, as he lacks challenge. See below for special cases on order abilities. This is a modification to the Order ability.

  • Order of the Heart: The level 15 ability Charge as One gives allies that charge as a part of the Sugging Charge ability two benefits: a +4 bonus to attack rolls (instead of the normal +2 bonus for a charge) and they do not take any penalty to armor class for charging
  • Order of the Bulwark: The level 8 ability Shield of Thorns works against anyone attacking those under your Inspiring Leadership ability, except you.
  • Order of the Sword: The level 15 ability Knight's Challenge is replaced by Knight's Inspiring Cry. At 15th level, the cavalier can make a knight’s inspiring cry once per day. This functions like a normal inspiring leadership, but the officer adds his Charisma bonus on all his own attack rolls and damage rolls. In addition, he receives a +4 circumstance bonus on attack rolls made to confirm critical hits. This additional effect lasts for three rounds.
  • Order of the Unicorn: The level 2 ability Overbearing Charge allows anyone under your Inspiring Leadership ability to add your Charisma modifier on CMD checks to Bull Rush as part of a charge, and to do so without causing attacks of opportunity.

Officer's Charge

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

Swift Inspiring Leadership

At 4th level, the officer can use inspiring leadership 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 inspiring leadership ability can take an immediate action to charge immediately afterwards. This replaces the Mighty Charge ability.

Frightening Leadership

At 12th 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 Demanding Challenge ability.

Supreme Command

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