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.