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Classes

1495941432

Edited 1495941647
The Channeler Mysterious and Powerful, magic users in the Wheel of Time are known as Channelers. These powerful beings draw their magical abilities from the One Power, the force that drives the universe. Intelligence is important for learning weaves. Wisdom is important for casting the weaves and determining how hard they are to resist. Constitution is important because a channeler’s ability to concentrate is effected by their physical health. Level BAB Fortitude Reflex Will Defense Special 1 0 2 1 2 0 Channeler Path 2 1 3 2 3 0 Scribe Scroll 3 1 3 2 3 1 Bonus Channeling Feat 4 2 4 2 4 1 Power Heightened Senses, Channeler Emphasis 5 2 4 3 4 1 Bonus Channeling Feat 6 3 5 3 5 2 Multiweave I 7 3 5 4 5 2 Bonus Channeling Feat 8 4 6 4 6 2 Slow Aging, Channeler Emphasis 9 4 6 4 6 3 Bonus Channeling Feat 10 5 7 5 7 3 Multiweave II 11 5 7 5 7 3 Bonus Channeling Feat 12 6 8 6 8 4 Channeler Emphasis 13 6 8 6 8 4 Bonus Channeling Feat 14 7 9 6 9 4 Multiweave III 15 7 9 7 9 5 Bonus Channeling Feat 16 8 10 7 10 5 Channeler Emphasis 17 8 10 8 10 5 Bonus Channeling Feat 18 9 11 8 11 6 Multiweave IV 19 9 11 8 11 6 Bonus Channeling Feat 20 10 12 9 12 6 Bonus Channeling Feat, Channeler Emphasis HD: d6 Alignment: Any Weapon & Armor Proficiencies: Channelers are proficient with all simple weapons. Channelers are not proficient with any armor or shields. Class Skills: Concentration (Con), Composure (Wis), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Invert Weave (Int), Knowledge (Varies, Int), Perception (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Weavesight (Int), Use Magic Device (Cha) Skill Points: 4+Int. Modifier, 4x at 1 st level. Class Features: Channeler Path: At 1st Level, a Channeler must choose whether she is an Initiate or a Wilder. Once this choice is made, it cannot be unmade. Initiates are channelers who have received a formal education concerning the One Power. Intelligence determines how powerful a weave an initiate can cast, while Wisdom determines how hard it is for the weave to be resisted. In order to cast a weave, an Initiate must have an Intelligence Score of 10 + the Weave’s Level. Intelligence and Wisdom modifiers determine bonus weaves per day; that is, if you have a high enough ability score in both, then you get the bonus weaves per day of both. Initiates have the following features in addition to those of the base channeling class: Weave DCs: The DC to resist a weave is equal to 10 + Weave Level + the Initiates Wisdom Modifier. Talents, Affinities, and Starting Weaves: Initiates begin play at 1st level with one affinity appropriate to the character’s sex (Air, Water, or Spirit for females; Fire, Earth, or Spirit for males), Knowing two Talents of the player’s choice, and knowing a number of weaves of 0th or 1st level equal to 8+Int Modifier. These weaves can be of any talent, but are usually a part of a talent the Initiate already knows. Cross-Talent Weaves: Initiates can only cast weaves greater than 1st level if they are within one of her talents. Weavesight: Initiates are exposed to a vast array of Arcane knowledge, as well as a vast variety of weaves which they are expected to know on sight. Because of this intense training, Initiates get a +5 Competence bonus to Weavesight checks and Knowledge (Arcana) checks. They may take 10 on these checks, even when being rushed or threatened. This bonus increases to a +10 when the Initiate reaches a channeling level of 10 or higher. Channeling School and/or Mentor: Each Initiate has been either been enrolled in a Channeling School of their choice (or according to the expectations of their culture), or have been apprenticed to a specific channeler. In either case, the student is expected to learn from their teacher(s) and follow them in all things. Channelers are taught with the understanding that they will be expected to join one of the many different channeling traditions upon completion of their training, usually one of the traditions that are sponsoring the school, or whichever tradition the channeler’s Mentor belongs to. Decipher Script: Decipher Script is a class skill for Initiates. Wilders are Channelers who have managed to tap successfully into the One Power without a teacher or mentor to guide them through the dangerous process. Since Channeling Academies have become more widespread, the knowledge of how to channel safely has also spread, and thus Wilders have become more common as well. Wilders must rely on a combination of intuition and common sense rather than a formal education, and as such Wisdom and Charisma are important for a Wilder. Wisdom determines how powerful a weave she can cast, as well as how hard they are to resist. Weaves DCs: The DC to resist a weave is equal to 10 + Weave Leave + the Initiates Wisdom Modifier Talents, Affinities, and Starting Weaves: Wilders begin play at 1st level with two affinities appropriate to the character’s sex (Air, Water, or Spirit for females; Fire, Earth, or Spirit for males), knowing one Talent of the player’s choice, and knowing a number of weaves equal to 5+Int Modifier. These weaves can be of any talent, but are usually a part of a talent the Wilder already knows. Cross-Talent Weaves: A Wilder can only cast weaves greater than 2nd level if they are within one of her talents. Block: Your character is unable to channel unless they achieve a specific mental state decided before hand between you and your GM. Achieving this state is a full round action that takes a composure check (DC 15). If you are in the opposite state of mind the DC is 20, if you are in a similar state of mind the DC is 10.Overchanneling: Wilders receive a +5 competence bonus to concentration checks while overchanneling, and a +5 competence bonus to fortitude saves if they fail their checks while overchanneling. These bonuses increases to +10 at 10th level. Learning Weaves: Channelers gain an additional 2 weaves every time their channeler level increases. These weaves can be any level, provided the caster can actually cast them at their minimum level. Bonus Channeling Feats — At 3rd level, at every odd level thereafter, and at 20th level, a Channeler receives a Bonus Channeling Feat. She may choose any channeling or Meta-magic feat, provided she meets the prerequisites. Scribe Scroll — At 2nd level, a channeler gets Scribe Scroll as a bonus feat. Slow Aging — The ability to channel slows the aging process. Starting at 8th level, divide your channeler level by 2 to determine how many years must pass in order for your character to age 1 year. Channeler Emphasis — At 4th, 8th, 12th, 16th, and 20th levels, a channeler receives Skill Emphasis as a bonus feat. They must select the skills from the following list: Composure, Concentration, Diplomacy, Invert Weave, Knowledge (Arcana), Sense Motive, and Weave Sight.
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Edited 1496541552
The Armsman: Armsman are trained in the complex arts of combat and war. Abilities: Strength is important because Armsmen tend to favor melee weapons. Constitution is important because Armsmen are more likely to be hit in combat because of their heavy armor. Level BAB Fortitude Reflex Will Defense Special 1 1 2 1 0 2 Fighter Synergy, Fighter Bonus Feat, Armor Training 1 2 2 3 2 0 2 Weapon Training (1x/day per level) 3 3 3 2 1 3 Armor Compatibility 4 4 4 2 1 3 Fighter Bonus Feat 5 5 4 3 1 3 Armor Training 2 6 6 5 3 2 4 Fighter Bonus Feat 7 7 5 4 2 4 Broadened Critical 8 8 6 4 2 4 Fighter Bonus Feat 9 9 6 4 3 5 Armor Mastery (DR 5/Adamantine) 10 10 7 5 3 5 Fighter Bonus Feat, Armor Training 3 11 11 7 5 3 5 Dark One’s Own Luck 3x Day 12 12 8 6 4 6 Fighter Bonus Feat 13 13 8 6 4 6 Improved Multiplier 14 14 9 6 4 6 Fighter Bonus Feat 15 15 9 7 5 7 Armor Training 4 16 16 10 7 5 7 Fighter Bonus Feat 17 17 10 8 5 7 Weapon Training (2x/day per Level) 18 18 11 8 6 8 Fighter Bonus Feat 19 19 11 8 6 8 Armor Mastery (DR 10/Adamantine) 20 20 12 9 6 8 Fighter Bonus Feat, Armor Training 5 HD: d10 Alignment: Any Weapon & Armor Proficiencies: Armsmen are proficient with all Simple and Martial Weapons, All Armor Types, and With Shields (Including Tower Shields) Class Skills: Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Varies, Int), Perception (Wis), Profession (Wis), Ride (Dex), Search (Int), and Sense Motive (Wis). Skill Points: 4 + Int. Modifier, 4x that at 1st level. Class Features: Fighter Synergy — Levels in Armsman counts as fighter levels for the purposes of meeting prerequisites. Fighter Bonus Feats — The Armsman get a Fighter Bonus Feat at 1st level. At 4th level and every two levels thereafter, he gets another fighter bonus feat. (Armor Compatibility replaces one of the original Fighter Bonus Feats) Armor Training — Starting at 1st level, whenever an Armsman is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0), and increases the maximum dexterity bonus by 1. At 5th, 10th 15th, and 20th levels, the maximum dexterity bonus increases again by +1, and the armor check penalty is also reduced by 1. Weapon Training — Starting at 2nd level, Once per day per class level you can automatically deal maximum damage with any weapon that you are currently wielding, provided that you are proficient with said weapon. At 17th level, the number of times you can use this ability increases to 2x/day per level. Armor Compatibility — Starting at 3rd level, the Armsman may stack their defense bonus from Armor and Shields alongside their Class Defense Bonus. Broadened Critical — Starting at 7th level, whenever the Armsman wields a weapon they are profecient with, its critical threat range is doubled. Should the weapon that she is wielding have the Keen property or should she have the Improved Critical feat for said weapon, then the effects stack. Armor Mastery — At 9th level, the Armsman can use her armor to its maximum capability. While wearing armor, she gains DR 5/Adamantine. At 19th level, it increases to DR 10/Adamantine. Improved Multiplier — At 13th Level, whenever the Armsman wields a simple or martial weapon, its critical multiplier is increased by 1.
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Edited 1496629413
The Wanderer Dexterity, Intelligence, and Wisdom are important for the Wanderer. Charisma may also be useful, depending on your build. Level BAB Fortitude Reflex Will Defense Special 1 0 0 2 1 4 Illicit Barter, Trapfinding, The Dark Ones Own Luck x1 2 1 0 3 2 4 Weapon Finesse, Rouge Tricks 3 2 1 3 2 5 Sneak Attack +1d6, Evasion 4 3 1 4 2 5 Rouge Trick, Uncanny Dodge 5 3 1 4 3 5 The Dark Ones Own Luck x2 6 4 2 5 3 6 Rouge Trick, Sneak Attack +2d6 7 5 2 5 4 6 Improved Uncanny Dodge 8 6 2 6 4 6 Rouge Trick 9 6 3 6 4 7 Sneak Attack +3d6 10 7 3 7 5 7 Rouge Trick, The Dark Ones Own Luck x3, Bonus Feat 11 8 3 7 5 7 Improved Evasion 12 9 4 8 6 8 Rouge Trick, Sneak Attack +4d6 13 9 4 8 6 8 Bonus Feat 14 10 4 9 6 8 Rouge Trick 15 11 5 9 7 9 The Dark Ones Own Luck x4, Sneak Attack +5d6 16 12 5 10 7 9 Rouge Trick 17 12 5 10 8 9 Bonus Feat 18 13 6 11 8 10 Rouge Trick, Sneak Attack +6d6 19 14 6 11 8 10 Bonus Feat 20 15 6 12 9 10 Rouge Trick, The Dark Ones Own Luck x5 HD: d6 Alignment: Any Weapon & Armor Proficiencies: Wanderers are proficient with all Simple Weapons, plus the Hand Crossbow, Sap, Shortbow, & Short Sword. Wanderers are proficient with Light Armor, but not with shields. Class Skills: Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Intimidate (Cha), Knowledge (Varies, Int), Perception (Wis), Perform (Cha), Pickpocket (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Stealth (Dex), and Survival (Wis). Skill Points: 8+Int Modifier, 4x at 1 st level. Class Features: Illicit Barter — At 1st level, The Wanderer receives a +5 competence bonus to all Appraise and Diplomacy checks that involve illegal goods or services. Trapfinding — Wanderers have a knack for finding and disarming traps (due to their genre-savviness), and as such, they gain the Trapfinding feat for free at 1st Level. As such, they can use the Search skill to locate traps when the task has a DC higher than 20, and can use their Disable Device skill to disable a magical trap. The Dark One’s Own Luck — At 1st, 5th, 10th, 15th, and 20th levels, the Wanderer gets The Dark One’s Own Luck as a bonus feat. This feat allows you to reroll a single die roll once per day, but you must keep the result. You may take this feat multiple times, with each additional time you take it granting you another use of the feat per day. Weapon Finesse — At 2nd Level, the Wanderer gets Weapon Finesse as a bonus feat. Rouge Tricks — Starting at 2nd level, and every even level thereafter, a Wanderer learns a trick that aids her in combat and/or her devious deeds. You can only choose one for which you meet the prerequisites. Danger Sense  : You gain a +2 dodge bonus to Defense against attacks made by traps, a +2 bonus to saves made against traps, and a +2 Bonus to Perception Checks. You may take this trick multiple times. Each time you do, it increases the bonuses by +1. If you gain this trick from another class, the bonuses stack. Skill Emphasis  : You gain Skill Focus as a bonus feat. You can take this trick multiple times, each time you do, it applies to a different skill. Crippling Strike (Ex): A Wanderer with this perk can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. A wanderer must be able to do at least +3d6 worth of sneak attack damage before she can take this trick. Additional Sneak Attack Damage (Ex): A wanderer with this perk gains an additional +1d6 points of sneak attack damage. The Wanderer may take this perk multiple times, and each time she does, it stacks. A wanderer must be at least 5th level to take this perk. Defensive Roll (Ex): The Wanderer can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the wanderer’s evasion ability does not apply to the defensive roll. Note: A wanderer must be at least 7th level to take this perk. Opportunist (Ex): Once per round, the wanderer can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Wanderer’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round. A wanderer must be at least 7th level to take this perk. Skill Mastery: The wanderer becomes so adept in the use of certain skills that she can use them reliably even under adverse conditions.Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A wanderer may gain this special ability multiple times, selecting additional skills each time. A wanderer must be at least 7th level to take this perk. Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. Fast Sneak (ex): When using the Stealth skill, you can move up to your normal move speed without suffering a penalty. Lightning Strike (ex): Whenever an opponent you threaten is denied their Dexterity bonus against you, you may make an immediate additional attack of opportunity, which is a sneak attack unless the creature is not vulnerable to your sneak attacks. Even if you have combat reflexes you may only do this once per round for any single target. A wanderer must be at least 5th level to take this perk. Faceless (ex): In an urban environment with ten or more people about you can hide in plain sight by simply blending into the crowd, even if being watched. People have a hard time remembering your face, so any disguise penalties you may incur through someone’s familiarity with you (such as having wanted posters plastered across the city, or having run in with a certain town guard before) are negated. Improved Feint (ex): You may feint an opponent (see PHB 64) as a move action, rather than a standard action. Ambush (ex): During a surprise round you are not limited to taking only a single action. Thorn in their Side (ex): If others are flanking a target you gain the benefits of flanking against that target, even when you are not yourself flanking. This only applies to melee attacks. Sneak Attack — Starting at 3rd level, a Wanderer may sneak attack, just like a rouge. However, because of the Wanderer’s varied nature, the damage starts at +1d6 at level 3 and increases every three levels. Evasion — Starting at 3rd level, a Wanderer can avoid even magical and unusual attacks with great agility. If the wanderer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the wanderer is wearing light armor or no armor. A helpless wanderer does not get the benefit of Evasion. Uncanny Dodge — Starting at 4th level, a wanderer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Wanderer already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead. Improved Uncanny Dodge — A Wanderer of 7th level or higher can no longer be flanked. This defense denies another character with the ability to sneak attack the character by flanking her, unless the attacker has at least three more levels than the target does in a class with the sneak attack ability. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character. Improved Evasion — Starting at 11th level, the Wanderer’s Evasion ability improves. This ability works like evasion, except that the wanderer only takes 1/2 damage on a failed reflex save. A helpless wanderer does not get the benefit of Improved Evasion. Bonus Feats — At 10th, 13th, 17th, and 19th levels the Wanderer gets a bonus feat. The GM may rule that certain feats are not available to be chosen as a bonus feat.
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Edited 1497879310
The Woodsman: Abilities: Dexterity is important to a Woodsman who favors ranged weapons and also gives them better defensive capabilities. Strength and Constitution would be important for a Woodsman who focuses on melee combat. Wisdom is important for many of the Woodsman’s class skills. Charisma is important for when a Woodsman is dealing with animals. Level BAB Fortitude Reflex Will Defense Special 1 1 1 0 0 2 Nature’s Warrior (One Environment), Track, Wild Empathy 2 2 2 0 0 2 Partial Improved Initiative, Stealthy 3 3 2 1 1 3 Endurance 4 4 2 1 1 3 Fighter Bonus Feat 5 5 3 1 1 3 Favored Enemy I, Weapon Specialization 6 6 3 2 2 4 Animal Companion (As Ranger of equivalent level) 7 7 4 2 2 4 Nature’s Warrior (Two Environments) 8 8 4 2 2 4 Swift Tracker 9 9 4 3 3 5 Fighter Bonus Feat 10 10 5 3 3 5 Woodland Stride, Favored Enemy II 11 11 5 3 3 5 Evasion 12 12 6 4 4 6 Chameleon 13 13 6 4 4 6 Nature’s Warrior (Three Environments) 14 14 6 4 4 6 Fighter Bonus Feat 15 15 7 5 5 7 Favored Enemy III 16 16 7 5 5 7 Improved Evasion 17 17 8 5 5 7 Hide in Plain Sight 18 18 8 6 6 8 Nature’s Warrior (Four Environments) 19 19 8 6 6 8 Fighter Bonus Feat 20 20 9 6 6 8 Favored Enemy IV HD: d10 Alignment: Any Weapon & Armor Proficiencies: All simple and martial weapons, Light Armor, Medium Armor, and Shields (excluding tower shields). Class Skills: Acrobatics (Dex), Athletics (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Cha), Intimidate (Cha), Knowledge (Nature, Geography, Arcana, Dungeoneering & Blight, Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), Search (Int), and Sense Motive (Wis). Skill Points: 6 + Int Modifier, 4x that at 1st level. Class Features: Wild Empathy: A Woodsman can use a diplomacy or handle animal check to improve the attitude of an animal. This ability functions just like a diplomacy check to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the woodsman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Woodsman can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. Nature’s Warrior: At 1st Level, you may choose 1 environment from the following list (Forest, Swamp, Plains & Hills, Mountains, Deserts, Arctic, Blight, Aquatic). Add half the woodsman’s dex bonus (in addition to strength bonus) against any humanoid opponent, or against any creature native to said environment. He may also apply this bonus against wild beasts, no matter where he fights them. He may choose a second environment at 7th level, a third at 13th level, and a fourth at 18th level. Track: Gains track as a bonus feat at 1st level. Partial Improved Initiative: The woodsman can fight with the benefits of the Improved Initiative feat whenever he is wearing light or no armor. Stealthy: Gains the Stealthy feat at 2nd level. Replaces woodland stealth. Endurance: Gains Endurance as a bonus feat at 3rd level. Fighter Bonus Feats: Levels in woodsman counts as fighter levels for the purpose of feat perquisites. In addition, the Woodsman also gains fighter bonus feats at 4th, 9th, 14th, and 19th levels. Weapon Specialization: Weapon specialization becomes available at 5th level for a Woodsman. He may choose it as one of his fighter bonus feats, provided he meets the prerequisites. Favored Enemy: The woodsman gains Favored Enemy as a bonus feat at 5th, 10th, 15th, and 20th levels. Animal Companion: The woodsman gets an animal companion at 6th level, as if he were a ranger of equivalent level. In other words, for the purposes of the Woodsman’s animal companion, treat woodsman levels as ranger levels. Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Woodland Stride (Ex): Starting at 10th level, a woodsman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed, without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him. Evasion (Ex): At 11th level, a woodsman can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion. Chameleon: At 12th level or higher, the Woodsman can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. In addition, they can take 10 on all stealth checks, even when rushed or threatened. Improved Evasion (Ex): At 16th level, A woodsman gains the benefits of Improved Evasion. This ability works like evasion, except that the Woodsman only takes half damage on a failed reflex save. A helpless woodsman does not gain the benefit of improved evasion. Hide in Plain Sight (Ex): While in any sort of natural terrain, a woodsman of 17th level or higher can use the Stealth skill even while being observed.
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Edited 1496629727
The Martialist Abilities: Dexterity is important for Martialists because they do not wear armor, and many of the martial art forms are based on agility. Wisdom is important for Martialists, as most of their class abilities depend on a High Wisdom Score. Strength and Constitution are also good for Monks as they tend to focus upon melee combat. Level BAB Fortitude Reflex Will Defense Flurry of Blows BAB Special 1 1 1 2 1 4 -1/-1 Unarmed Strike, Martial Arts, Flurry of Blows, Bonus Feat 2 2 2 3 2 4 +0/+0 Combat Reflexes 3 3 2 3 2 5 +1/+1 Martial Arts Form, Bonus Feat 4 4 2 4 2 5 +2/+2 Ki Pool, Ki Strike (Magic) 5 5 3 4 3 5 +4/+4 Martial Arts Form, Bonus Feat 6 6 3 5 3 6 +5/+5/+0 Ki Power, Meditation 7 7 4 5 4 6 +6/+6/+1 Martial Arts Form, Bonus Feat 8 8 4 6 4 6 +7/+7/+2 Ki Strike (Silver OR Cold Iron), Ki Power 9 9 4 6 4 7 +9/+9/+4 Martial Arts Form, Bonus Feat 10 10 5 7 5 7 +10/+10/+5 Improved Flurry, Ki Power 11 11 5 7 5 7 +11/+11/+11/+6/+1 Martial Arts Form, Bonus Feat 12 12 6 8 6 8 +12/+12/+12/+7/+2 Ki Strike (Both Silver & Cold Iron), Ki Power 13 13 6 8 6 8 +13/+13/+13/+8/+3 Martial Arts Form, Bonus Feat 14 14 6 9 6 8 +14/+14/+14/+9/+4 Ki Power 15 15 7 9 7 9 +15/+15/+15/+10/+5 Martial Arts Form, Bonus Feat 16 16 7 10 7 9 +16/+16/+16/+11/+6/+1 Ki strike (Adamantine), Ki Power 17 17 8 10 8 9 +17/+17/+17/+12/+7/+2 Martial Arts Form 18 18 8 11 8 10 +18/+18/+18/+13/+8/+3 Ki Power, Bonus Feat 19 19 8 11 8 10 +19/+19/+19/+14/+9/+4 Martial Arts Form 20 20 9 12 9 10 +20/+20/+20/+15/+10/+5 Ki Power, Bonus Feat HD: d8 Alignment: Any Weapon & Armor Proficiencies: Martialists are proficient with all simple weapons, kama, nunchaku, sai, shuriken, and siangham. Martialists are not proficient with armor or shields. Class Skills: Acrobatics (Dex), Athletics (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Perception (Wis), Perform (Cha), Profession (Wis), Search (Int), and Sense Motive (Wis). Skill Points: 6 + Int Mod, 4x at 1 st level. Class Features: Monk Synergy: Levels in Martialist count as Monk Levels for the purposes of meeting prerequisites. Unarmed Strike — At 1st level, a Martialist gains Improved Unarmed Strike as a bonus feat. A Martialist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Martialist may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Martialist striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a Martialist’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A Martialist’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A Martialist also deals more damage with her unarmed strikes than a normal person would as listed on the table below, and just like the Monk in the PHB. Level Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal 1st–3rd 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 4th–7th 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6 8th–11th 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8 12th–15th 1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6 16th–19th 1d6 1d8 1d10 2d6 2d8 3d8 4d8 6d8 8d8 20th+ 1d8 1d10 2d6 2d8 2d10 4d8 6d8 8d8 12d8 Flurry of Blows (Ex)—When unarmored, a Martialist may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Martialist. This penalty applies for 1 round, so it also affects attacks of opportunity the Martialist might make before her next action. When a Martialist reaches 4th level, the penalty lessens to –1, and at 8th level it disappears. A Martialist must use a full attack action to strike with a flurry of blows. When using flurry of blows, a Martialist may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a Martialist applies her Strength bonus (not Str bonus × 1-1/2 or ×1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The Martialist can’t use any weapon other than a special monk weapon as part of a flurry of blows. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a Martialist may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. Improved Flurry: When a monk reaches 10th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus. Combat Reflexes — You receive Combat Reflexes as a bonus feat at 2 nd level. Martial Arts — Martialists spend years learning and honing their unarmed combat skills in special forms of unarmed combat that can aid a Martialist in unique ways. Because of this training, a Martialist begins play knowing 2+Wis Modifier forms of martial arts at novice level. At 3 rd Level and every odd level thereafter, the martialist picks up either an additional Martial Art Form or improves a form which he already is trained in. In order to receive the benefits of a Martial Art Form, a Martialist must declare which form he is using, then spend a move action to establish the form. Once active, the Martialist receives the full benefits of the form and maintaining it is a free action. However, in order to change to a different form, another move action must be spent. Tiger Form: Channeling the raw ferocity of the tiger, this form emphasizes aggression, power, and strength for devastating effect. Disadvantages: While using the Tiger Form, you take a -5 penalty to defense, a -2 penalty to Constitution, and a -2 penalty to your reflex save. Novice: While using this form, you receive a +4 Bonus to Strength, and your unarmed strikes count as Piercing, Slashing, and Bludgeoning weapons for the purpose of overcoming damage reduction. Adept: Tiger’s Fury —You may make up to 2 extra attacks at full BAB during Flurry of Blows, however they incur a -2 penalty. This penalty stacks with the Flurry of Blows penalty. Master: Refined Tiger’s Fury — The penalty to your defense is reduced to a -2 penalty. Grand Master: Mastered Tiger’s Fury — Extended training in your Tiger form allows you to deal extra damage with each attack. While using the Tiger Form, all attacks made using an unarmed strike or with special monk weapons receive a damage bonus equal to 1/2 your class level rounded down (Minimum of +1, Max of +10). This damage is not multiplied in a critical hit. Creatures immune to critical hits or precision damage are still effected by this form. Viper Form: Channeling the natural cunning of the serpent, this form focuses upon speed, deception, and the targeting of weak points. Disadvantages: The Viper form requires intense concentration, and as such, you cannot use Ki abilities or Flurry of Blows while in this form. Novice: While in the Viper form, you may feint as a move action, gain a +10 bonus to your movement speed, and receive a +2 bonus to your initiative. Adept: Weak Point Strike —Whenever you attack someone who is flat footed, you may choose to follow it up with an attack against a specific weak-point or pressure point. You can try to use this when your opponent is not flatfooted, but if you do, the attack takes a -5 penalty. Either way, the attack and the weak point you are targeting must be declared before you roll. Should the attack hit, the target takes damage as normal and is afflicted with one of the following conditions, depending on where exactly you chose to strike: Blinded (Striking the eyes), Deafened (Striking the ears), Slowed (Leg tendons and/or pressure points), Sickened (pressure points), or Staggered (Groin or other sensitive area). The condition lasts for 1 round. Master: Improved Weak Point Strike — Conditions caused by a weak-point strike lasts 2 rounds. In addition, to the weak point listed above, you may stun your opponent for 1 round by striking the solar plexus or equivalent. While stunned, you can trip him as part of a full attack, and without provoking an attack of opportunity. Grand Master: Weak Point Mastery — Conditions caused by a weak-point strike lasts 1d4+2 rounds. In addition if an opponent is prone and stunned, or prone and effected by three or more conditions listed above, you may perform a coup de grace against them as if they were helpless. Crane Form: Crane form is a well rounded form that focuses on balance, defensive maneuverability, and using your opponents actions against them. Disadvantage: While using Crane form, you take a -2 penalty to all attacks and a -2 penalty to Will Saves. Novice: While using this form, you receive a +2 bonus to your Defense and a +2 bonus to your Reflex Save. Adept: Adaptive Defense —You may set a readied action in order to render any attacks against you harmless. You may set a readied action in order to render any attacks against you harmless at the last moment. This counts as a Total Defense action (Standard Action that grants you a +4 dodge bonus to your defense for 1 round, starting with the use of this action). While using Adaptive Defense, you count as being flat-footed until you make a DC 15 reflex save, at which point you gain the full benefits of your full Defense Score plus the Total Defense Bonus. If the attack hits, then you may make an additional save (Fortitude for Physical attacks, Will Save for Magical Attacks) at the same DC to roll with the attack and only take 1/2 damage. Each of your opponent’s attacks provides an opportunity to dodge it with a Reflex Save, but for each failed save, the DC increases by 2. Master: Counterstrike — Whenever an opponent triggers your Adaptive Defense ability (regardless of whether you succeed in dodging the attacks or not), you may make an attack of opportunity against them, provided that they are within range of your fists or whatever weapon you are currently wielding. If this attack is successful, the attacker is stunned for 1 round, and his turn ends. If your readied action altered your order in initiative, then your turn begins immediately after the attacker’s turn. Grand Master: Kata — You are so familar with the Crane form, that you know how to chain your various attacks together to be more effective. When using Flurry of Blows, if you succeed on your first two attack rolls, then all of your next attacks receive a +5 insight bonus for the rest of your turn. So long as you continue to hit, the insight bonus increases by +5 for every additional attack landed, but should you miss, then the insight bonus is lost and you have to start all over again. You cannot make more attacks than the Flurry of Blows Ability allows you to. The Maximum bonus can not exceed your BAB, nor increase your total attack bonus above its usual amount; it just effectively removes the -5 penalty per additional attack. Mantis Form: Mantis Form sacrifices maneuverability in exchange for unrivaled precision in melee combat and granting opportunistic attacks that can deal status effects to those within range. Disadvantages: While using this form, you may only take a single 5 ft step per round, regardless of your movement speed. If you have a fly speed, climb speed or swim speed, then the speed is cut in half. Novice: While using Mantis Form, you receive a +5 Competence Bonus on all melee attack rolls, and a damage bonus equal to 1/2 your level, rounded down. This damage counts as precision damage. Should your attack beat their Defense (AC) by 5 or more, you deal an additional +2d6 points of precision damage. Adept: Opportunity Strike — Whenever an opponent enters your threatened space, while either passing through, or moving to attack you, you may make an Attack of Opportunity against them. If the attack is successful, and you haven’t had your turn yet, then you may take your turn immediately after your target finishes his turn. This doesn’t count against your number of normal Attacks of Opportunity. Master: Devastating Strike — While using this form, you are treated as if you have Improved Critical feat for unarmed strikes and special monk weapons. In addition, the critical multiplier for these weapons increases by 1. Grand Master: Maiming Strike — While using this form,you receive a +10 Competence bonus on melee attacks instead of the +5 competence bonus. In addition, with each attack that exceeds the target’s defense by 5 or more, instead of applying your precision damage, you may instead choose to apply one of the following status effects to the target: Sickened: You can make the target sickened for 1d6 rounds by striking various pressure points on the target’s body. Should you do it a second time to the target, they become nauseated. Maimed: You permanently break the primary arm of the target, preventing him from using two handed weapons and forcing him to use his off hand when attacking, which grants a -4 penalty to all attacks, unless the person has the Dual Weapon Training feat. If both arms are broken, the target cannot attack using his hands at all. Magical healing effects or A Healing Check (DC 20) combined with 6 weeks of bedrest per arm broken can remove this effect. Slowed: You permanently slow the target by breaking at least one leg. If all of the target’s legs are broken, they cannot move at all, but are not considered helpless. Magical healing effects or a Healing Check (DC 20) combined with 6 weeks of bedrest per leg broken can remove this effect. Paralyze: You permanently paralyze the target by breaking their back. Magical healing effects or a Healing Check (DC 35) combined with 6 weeks of bedrest and 6 weeks of therapy can cure this effect. Monkey Form: Monkey Form focuses upon using your natural agility to outmaneuver your opponents and then devastate them in close quarters. Disadvantages: While using this form, you take a -2 penalty to your Strength, and a -2 penalty to fortitude saves. Novice: While using this form, you receive a +4 bonus to dexterity. Adept: Monkey Strike — While using this form, you are treated as if you had the Weapon Finesse and Spring Attack feats, regardless of whether or not you met the perquisites. Special Monk Weapons count as Finesse Weapons for the purpose of this ability. Master: Monkey Dodge — While using this form, you gain the benefits of the Evasion class ability. Grand Master: Skirmish — Whenever you move at least 10 feet from your starting location, you gain +2d6 precision damage to your attack and a +2 dodge bonus to your Defense. Tortoise Form: Tortoise form is a total defense form focused completely upon withstanding the onslaught of your opponent. Disadvantages: While using this form, you suffer movement speed penalties as if you were wearing heavy armor, and a -2 penalty to Dex. Novice: While using this form, you receive a +4 bonus to Constitution and a +2 bonus to Will Saves. Adept: Tortoise Shell: While using this form, you may add your Con Bonus to your Defense. Master: Improved Tortoise Shell — While using this form, your receive DR 5/Piercing. Grand Master: Mastered Tortoise Shell — While using this form you receive DR 10/Piercing. Ki Pool — Starting at 4 th level, a Martialist gains access to their Ki, a pool of supernatural energy found within every living thing. While it is not magic, this ki pool can be spent in order to accomplish incredible feats. Your Ki Pool gives you a number of Ki Points equal to 1/2 your character level + your Wisdom Modifier. When half your Ki Points are depleted, you become fatigued, and if you run out of Ki points, you become exhausted. After 8 hours of rest all your Ki points are replenished; the hours don’t have to be consecutive. Spending a Ki Point is a swift action unless stated otherwise. Benefits gained from Ki Powers do stack with the benefits of the Martial Art Forms. Ki Strike — As Long as you have at least 1 Ki Point in your Ki Pool, you gain the following: At 4 th level, any Weapon you wield counts as a Magic weapon for the purposes of bypassing DR. At 8 th level they also count as either Silver OR Cold Iron Weapons (Your choice; once made, it cannot be unmade) for the purposes of bypassing DR. At 12 th level, they count as both Silver and Cold Iron weapons for the purposes of bypassing DR. At 16 th level, they also count as Adamantine Weapons for the purposes of bypassing DR. Ki Powers — At 4 th level, you only start out knowing 3 powers of your choice; however, you do gain an additional power at 6 th level and every even level thereafter. You must meet the prerequisites (if any) for the Ki Power. Ki Attack — You may spend 1 Ki point to gain the following (Duration is 1 Min for every 2 class levels): +2 competence bonus to all melee attacks. +1d6 damage on all melee attacks. Note: You may spend additional Ki Points to increase the attack bonus and attack damage. Each additional ki Point Spent increases the attack bonus by +1 and the damage by +1d6. Ki Defense — As a full-round action, you spend 1 Ki point to produce an invisible but tangible shield of force around you that protects you from harm. This ability functions similarly to the spell Mage Armor , however it instead provides an armor bonus equal to 1/2 your class level, up to a maximum of +5 at 10 th level. Ki Defense lasts for a number of hours equal to your level, up to a maximum of 8 hours at 8 th level. Ki Haste — As a Standard Action, you spend 1 Ki point to improve your speed, giving yourself the benefits of the Haste spell.Caster Level is equal to your class level. You may spend additional ki points to increase the duration of the spell. Each Ki point so spent increases the duration of the spell by a number of rounds equal to your class level. Prerequisites: — Ki Powers: Ki Defense Life Tap — As a Full Round action, you may take 1d4 points of Con Damage to replenish double that amount of Ki points. Prerequisites — Ki Powers: Ki Defense, Ki Haste Ki Blast — You spend 1 Ki point in order to give yourself a short ranged ranged energy attack for a number of minutes equal to your class level. The Ki Blasts have the following properties: Ranged Touch Attack using BAB + Wisdom Modifier + Misc Modifiers Range: 60 Feet. Damage: 1d6 for every 2 class levels + Wisdom Mod. Damage Type: Force Critical: 19-20/x2 Restriction: Cannot target anyone more than 60 feet away. Special: Ki Blasts can be used as part of flurry of blows, and in combination with melee attacks. Ki Blasts fired at melee range take a -4 penalty to their attack roll, unless the Martialist has the Point Blank Shot feat. Prerequisites: Ki Powers: Ki Attack Note: You may spend an extra Ki Point to increase the duration of this ability for a number of minutes equal to your class level. Slow Fall — Immediate action;By spending a Ki point, a Martialist can use his Ki to slow his fall as if he were casting the spell Feather Fall. Caster level is equivalent to the Martialist’s class level. Fly — By spending 2 Ki points you gain the temporary ability to fly. This ability functions similarly to the Fly Spell, except its duration is a flat 5 minutes. Your fly speed is 60 feet per round, but can be increased by spending additional Ki points. Each additional Ki Point spent increases your flight speed by +20. Prerequisites: Ki Powers: Ki Defense, Slow Fall Solar Flare: When you activate your Ki Blast Ability, instead of making a normal attack with a Ki Blast, you may instead choose to ignite a brilliant flash of light. All creatures within a 60 ft radius of you, who have eyes or some type of light sensory organs must make a Reflex Save (DC 10 + 1/2 Class Level + Wisdom Modifier) or be stunned for 1 round and blinded for an additional 1d4+1 rounds afterwards. Prerequisites: Ki Powers : Ki Attack, Ki Blast Ki Flurry: You may spend a ki point to give yourself an additional 2 attacks during Flurry of Blows, for a number of rounds equal to your class level. Both attacks are made at Full BAB, with a -7 penalty, Prerequisites: Ki Powers : Ki Attack, Ki Haste Ki Wave: Full Round Action: When you activate your ki blast ability, instead of making a normal attack with a Ki Blast you may instead charge up a Ki Wave as a full round action, releasing the blast at the beginning of your turn next round. A Ki Wave functions similarly to a breath weapon of force (Range & Type: 5 ft by 90 ft Line of Force, Damage: 1d6 per Character Level + Wisdom Modifier, Reflex Save for Half Damage: DC 10 + 1/2 Character Level + Wis Modifier) Once released, a Ki Wave lasts for up to 3 rounds as a continuous torrent, although the player can choose to end it prematurely. Maintaining a Ki Wave during this time is a standard action. You may spend a move action to change the direction of the Ki Wave up to 90° from where you started. All those in the spaces that the Ki Wave pass through take half damage, although a successful reflex save halves the damage again. Anyone in squares occupied by the Ki Wave at the end of its movement take full damage as usual. Special: A Ki wave can be charged using additional full-round actions to add additional damage when it is released. For each round you charge it, it adds an additional +2d6 points of force damage, and increases the duration of the Ki Wave by 1 round. Prerequisites: Ki Powers : Ki Attack, Ki Blast Meditation: Starting at 6 th level, a Martialist can spend time meditating in order to calm their mind, focus their energy, and even heal their bodies. In order to receive the benefits of the meditation, you must spend an amount of uninterrupted time (listed in the meditation entry) doing nothing but sitting an meditating. When you meditate, you may do one of the following: Healing Trance: You slow your heartbeat down and enter a trance that speeds up the healing process. For every minute you spend in this trance, you convert an amount of Hit Points equal to 1/2 your class level + your Wisdom modifier into non-lethal damage. You can only heal a number of hitpoints in this manner, an amount equal to 1/2 max HP + Wisdom Modifier. Restoring Trance: So long as you are not dead, paralyzed, helpless, or unconscious, you may meditate for 10 minutes, allowing you to restore yourself to peak condition. This ability functions like the spell Lesser Restoration, except that it heals 1d4+2 points of ability damage, and can heal permanent ability drain as well. You must wait a period of 1 hour between uses of this ability. Calm the Mind: By spending one hour in meditation, you can calm your mind and gain focus. You gain a +2 competence bonus on all skill or ability checks that deal with a mental ability score, for the next 8 hours. You may only use this ability once per day. Purify Body: By Spending an hour in meditation, you can delay the effects of poison and disease on your body. This ability functions similarly to the spell Delay Poison, except that it also effects diseases, and lasts for a number of hours equal to 8 + your Wisdom Modifier. This ability has no effect upon Supernatural or Magical Poisons & Diseases. You may only use this ability once per day. Combat Reflexes — The Martialist receives Combat Reflexes as a bonus feat at 2 nd level. Bonus Feats — At 1 st , 3 rd , 5 th , 7 th , 9 th ,11 th , 13 th ,15 th , 18 th & 20 th levels, a Martialist receives a bonus feat from the list below, provided she meets the prerequisites. As she levels up, the list expands. Some feats cannot be chosen until the martialist reaches a certain level. 1 st level: Improved Combat Maneuver, Deflect Arrows, Stunning Fist, Latent Ki Pool, or any feats that require Monk levels. 5 th Level: All feats that require the Ki Pool class feature or Latent Ki Pool feat. 7 th Level: All Feats that require the Meditation class feature. 9 th Level: All Fighter Bonus Feats.
...And the last of the core classes has been finished!   The Commander Class Description: Fierce and intelligent, Commanders are a force to be reckoned with on the battle field, able to use their wit and charm to tactical precision. Troops and friends look up to their leadership. Abilities: Charisma is important as it is what allows the Commander to inspire his allies. Intelligence is important because it helps to make the Commander an effective leader and tactician. Level BAB Fortitude Reflex Will Defense Special 1 1 1 1 1 2 Fighter Synergy, Battle Cry (+1 Bonus) 2 2 2 2 2 2 Fighter Bonus Feat 3 3 2 2 2 3 Command, Battle Cry (+2 Bonus) 4 4 2 2 2 3 Inspiring Presence, Strategy 5 5 3 3 3 3 Favor, Battle Cry (+3 Bonus) 6 6 3 3 3 4 Fighter Bonus Feat 7 7 4 4 4 4 Hard March, Battle Cry (+4 Bonus) 8 8 4 4 4 4 Enhanced Battle Cry, Strategy 9 9 4 4 4 5 Improved Command, Battle Cry (+5 Bonus) 10 10 5 5 5 5 Fighter Bonus Feat 11 11 5 5 5 5 Battle Cry (+6 Bonus) 12 12 6 6 6 6 To the Bitter End, Strategy 13 13 6 6 6 6 Battle Cry (+7 Bonus) 14 14 6 6 6 6 Quickened Battle Cry, Fighter Bonus Feat 15 15 7 7 7 7 Battle Cry (+8 Bonus) 16 16 7 7 7 7 Strategy 17 17 8 8 8 7 Battle Cry (+9 Bonus) 18 18 8 8 8 8 Fighter Bonus Feat 19 19 9 9 9 8 Battle Cry (+10 Bonus) 20 20 9 9 9 8 Strategy HD: d8 Alignment: Any Weapon & Armor Proficiencies: The Commander is proficient with all Simple and Martial Weapons, with light armor, and with shields (excluding Tower Shields) Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Forgery (Int), Intimidate (Cha), Knowledge (Varies, Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), and Sense Motive (Wis). Skill Points: 6+Int Modifier, 4x at 1 st level Class Features: Fighter Synergy: Commander levels count as fighter levels for the purposes of meeting prerequisites. Battle Cry: At 1 st level, the Commander can let loose a battle cry as a full round action, inspiring all allies who can hear the sound of his voice. He may do so a number of times per day equal to his class level. A single use of battle cry can do any one of the following: Grant a morale bonus to all saves, grant a dodge bonus to defense, or grant a morale bonus to attack and damage. The effects of a battle cry last for a number of minutes equal to 1 + the Commander’s charisma modifier (Minimum of 1 minute). Bonuses granted by a battle cry start off at +1 at 1 st level, and increases by +1 at every odd level thereafter, up to a maximum of +10 at 19 th level. Fighter Bonus Feats: At 2 nd , 6 th , 10 th , 14 th , and 18 th levels, the Commander receives a Fighter Bonus Feat. Command: Starting at 3 rd level, the Commander can direct the actions of others, greatly increasing the chances of success. To do this, the commander makes a Diplomacy check (DC 10+number of allies to be assisted) as a full round action. The commander may not take 10 or 20 on this check. A success grants a competence bonus to all skill checks for 1 minute, or a single task if it requires more than 1 minute of time. The bonus is equal to 1 + the Commander’s Cha Bonus (minimum of 1). Inspiring Presence: Starting at 4 th level, the Commander’s very presence serves to inspire his allies. All allies that remain within 60 feet of the Commander receive a Morale Bonus to all saves, to all attack rolls, and to all damage rolls equal to 1 + Commander’s charisma bonus (minimum of 1). These bonuses stack with the effects granted by the Battle Cry class ability and with the strategy class ability. Strategy: At 4 th level, the Commander’s instincts on the field of battle have become attuned to the point where he can direct his allies effectively in combat. At 4 th level and every fourth level thereafter, he may choose a single strategy from the list below. Activating or switching to a new strategy is a standard action that requires a diplomacy check (DC 10 + Number of Allies directing). If successful, the strategy activates, and the commander may maintain it as a free action. Bonuses granted from a strategy stack with bonuses granted by a Battle Cry or Inspiring Presence. Only one strategy may be active at a time. Tactical Ambush: While this strategy is active, the commander grants himself and all allies within 60 feet a bonus to initiative equal to 1 + his intelligence modifier; however, they suffer a -2 penalty to attack rolls. All those affected by the commander’s initiative bonus are not limited to taking only a single action during a surprise round, provided Tactical Ambush was active before combat began. Tactical Maneuver: While this strategy is active, the commander grants himself and all allies within 60 feet of him a +10 bonus to speed. On the the Commander’s turn, whenever the commander moves, then all allies affected by the speed bonus may choose to automatically follow his movement at 1/2 their movement speed as a swift action. This movement will not count against their normal movement granted on their turn. Defensive Formation: While this strategy is active, the commander grants himself and all allies within 60 feet a bonus to Defense equal to 1 + his intelligence modifier; however, their movement speed is reduced by 10 feet. If an enemy even enters the melee threat range of an ally while this strategy is active, then the ally may make an AOO, if he has not already used one that round. Aggressive Formation: While this strategy is active, the commander grants himself and all allies within 60 feet a bonus to all melee attack and damage rolls equal to 1 + his intelligence modifier; however, they suffer a -2 penalty to their defense. Concentrate Fire: While this strategy is active, the Commander may designate a 30 foot area for his allies to target as a swift action. All allies within 60 feet of the Commander receive a bonus to all ranged attack and damage rolls equal to 1 + his intelligence modifier when targeting an enemy within the area the Commander designated. Favor: At 5 th level, the Commander gains the ability to call in favors from those he knows. By making a favor check, the Commander can call upon contacts to gain important information without going through the time and trouble of a Diplomacy check to gather information. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances. To call in a favor, the Commander makes a favor check. Roll a d20 and add the character's favor bonus (+1 at 1st level, +2 at 3rd level, and so on). The DM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. The Commander can't take 10 or take 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to circumvent an adventure should always be unavailable to the character, regardless of the results of a favor check. A Commander can try to call in a favor a number of times in a week of game time that's equal to half his class level, rounded down (minimum 1). So a 1st-level Commander can attempt to call in a single favor per week, while a 7th-level Commander can attempt to call in favors as many as three times from different contacts. The DM should carefully monitor the Commander's use of favors to ensure that this ability isn't abused. The success or failure of a mission shouldn't hinge on the use of a favor, and calling in favors shouldn't replace good roleplaying or the use of other skills. The DM may disallow any favor deemed to be disruptive to the campaign. Hard March: Starting at 7 th level, the Commander’s mere presence can urge his troops and allies to push themselves while traveling over long distances. Anyone traveling with the Commander receives a +5 morale bonus on all Constitution Checks made to endure extreme weather (Such as heat or cold) and endure a forced march. This bonus only applies to living creatures with an intelligence score of 3 or higher and who can speak a language the commander knows. Enhanced Battle Cry: At 8 th level, the Commander’s battle cry becomes more potent. A single use of battle cry can now apply any two of the effects listed. Improved Command: At 9 th level, the Commander’s abilities to direct his allies improves. This ability works like Command, except the effect lasts for 10 minutes, and the bonus granted from the check is 2 + the Commander’s charisma modifier. To the Bitter End (Ex): At 12 th level, the Commander’s very presence inspires those near him to give the ultimate sacrifice for their cause. All allies within 60 feet of the Commander may continue to fight without penalty while disabled or dying, and will continue to do so until they are dead or the fighting ceases. Quickened Battle Cry: Starting at 14 th level, the Commander can use a battle cry as a standard action.