COMMANDER

This section describes the Commander prestige class. The fastest way to get to this class is through the Charismatic Hero class. The universe of Warhammer 40,000 is a galaxy at war. It is not surprising therefore that the military commander occupy such an important role. From the Space Marine Force Leader to the Imperial Guard Commissar to the Dark Eldar Archons every army in the 41st millenium needs commanders. Commanders are not neccesarily the strongest or the fastest, but they can do one thing and they do it well. They can give decisive orders under difficult circumstances. They are brave and fearless and do not give up in the face of incalculable odds.

 

Requirements

Skills: Diplomacy 12 ranks, Intimidate 12 ranks, Knowledge (racial) 12 ranks, Knowledge (tactics) 12 ranks, Sense Motive 12 ranks.

Leadership Bonus: +5

Feat: Cohort

 

CLASS INFORMATION

The following information pertains to the Commander prestige class.

 

Hit Die

Gains 1d8 hit points per level. The character’s Constitution modifier applies.

 

Action Points

Commanders gain a number of action points equal to 7 plus one-half their character level, rounded down, every time they advance a level in this class.

 

Class Skills

Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Imperium) (Int), Knowledge (tactics) (Int), Sense Motive (Wis).

 

Skill Points for each Level: 5 + Int modifier

 

Table: The Commander

Level

Base Attack

Fort Save

Ref Save

Will Save

Special

Defense

Leadership

1

+0

+1

+1

+2

Self-Confidence

+1

+1

2

+1

+2

+2

+3

Undaunted, Ally

+1

+1

3

+2

+2

+2

+3

Inspire Greatness

+2

+1

4

+3

+2

+2

+4

Route the Enemy

+2

+2

5

+3

+3

+3

+4

Tactical Master

+3

+2

CLASS FEATURES

The following class features pertain to the Commander prestige class.

 

Self Confidence

The commander may treat his Commander levels as Charismatic levels for any talents for which Charismatic level is used (charm, fast-talk etc…)

 

Undaunted

The commander may add his Commander level as a bonus on Will saves. In addition he project an undaunting aura, so that any allies within 30 feet also get this same bonus on their own Will saves.

 

Ally

Also at second level, the Commander gets an extra cohort as granted by the Cohort feat. All the restrictions that apply on the first cohort apply on the second cohort. A commander suffers the same penalties for cohort death for the second as for the first.

 

Inspire Greatness

In a non-combat situation, before any roll is made, the Commander can do a special ‘aid another’ check. He makes a Leadership check DC 15. If he succeeds the character gets a +5 bonus on the check. The Commander cannot both Inspire Greatness and aid another.

 

Route the Enemy

The commander is so good at routing the enemy that any time he or one of his allies within 30 feet deal damage to an opponent, then that opponent will feel tactically overwhelmed. He must pass a Will save DC 10 + damage dealt. If he fails this Will save he has no choice but to spend his next move doing a double move away from the commander. He can rally himself as a full round action on any subsequent round.

 

Tactical Master

For three rounds per day the Commander, and any allies within 30 feet, can use his total modified Knowledge (tactics) skill in place of base attack bonus when making ranged and melee attack rolls.

 

 

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