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zenanarchist
2010-06-11, 12:09 AM
Requirements
To qualify to become a Commander, a character must fulfil all the following criteria:

Alignment

Any Chaotic

Base Attack Bonus
+6

Skills
Handle Animal 5 ranks, Ride 5 ranks, Knowledge (Nature) 5 ranks


The Commander’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)

Weapon and Armour proficiencies
If the Commander did not previously have them, he now gains proficiency in up to Heavy Armour as well as all martial weapons. He also gains Exotic Weapon proficiency with the Whip, Spiked Chain and Lance.

Hit Die: 1D12


Commander
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Underling (1) 30HP, You will take me, Types available: Defender, Decoy

2nd|
+2|
+3|
+0|
+3|Underling (1), Come here, Types available- Brute, Spell Sink

3rd|
+3|
+3|
+1|
+3|Underling (2) 40 HP, Get up, Types Available: Skill, Ability

4th|
+4|
+4|
+1|
+4|Underling (2), Improved Underlings: +1AC per 1/2 Character Level, Combine the Horde

5th|
+5|
+4|
+1|
+4|Underling (3) 50HP, Improved Underlings +2 To Hit and Damage per Commander level

6th|
+6|
+5|
+2|
+5|Underling (4) Types available- Life Leech, Healer, Spiderwalk

7th|
+7|
+5|
+2|
+5|Underling (4) 60HP, Types available- Seer, Counterspell

8th|
+8|
+6|
+2|
+6|Underling (5) Types available- Burrow, Fly

9th|
+9|
+6|
+3|
+6|Underling (5) 70HP, Types available- Fire and Ice (Aura), Give from Horde

10th|
+10|
+7|
+3|
+7|Underling (6), Types available- Mount, Clock, Antimagic[/table]

Underlings:
Underlings are a unique creature that only a commander, through his sheer understanding of alien dialects, other planes, and other worlds may summon. They are constantly shifting masses of flesh, extruding bone and sharp mandibles. Each underling (list below) is able to be summoned twice per day. However the underlings last until they are destroyed or unsummoned. All underlings have a Touch AC of 15, a BAB equivalent to that of a Commander 1/4 of his current ECL, and a Base Land Speed of 15ft.



Defender

This underling has a Touch AC of 20, and can be equipped in Light or Medium armour. When the Defender underling takes a move action, all hostile characters within a 20ft radius must make a Will save (DC15+1/2 ECL+Cha Modifier) or be forced to move towards the Defender and attack if possible. When the Commander is standing behind the Defender Underling he is immediately granted Concealment (50%). The defender Underling may never attack. The Defender may wear Heavy Armour.

Decoy

The Decoy underling serves to draw enemy fire and spells. Whenever a Decoy is within 20ft of a Commander any ranged attack initially targeted to the Commander will switch course midflight and strike the Decoy instead. The Decoy has (1/2 the Commanders ECL X three) extra hit points than normal Underlings.

Brute

The Brute underling is summoned to be the melee arm of the Underling group. He has (1/2 Commanders ECL X two) extra BAB, however has -10 to his touch AC and may not wear armour). The Brute may carry up to 150Ibs worth of items and still attack effectively. The Brute acts as if he had the Combat Reflexes feat and the Diehard feat. These abilities are lost should the Brute ever meld with his commander. The Brute may wear up to Heavy Armour. The Brute has the same weapon proficiencies as that of the Commander.

Spell Sink

The Spell Sink Underling may absorb and dissipate spells equal to that 1/4 the ECL of the Commander. Any spells cast within a 10ft radius of the Spell Sink underling must make an opposed caster check as if the Spell Sink was the same caster level as the ECL of the commander.


Skill

The Commander chooses one skill when summoning the Skill Underling. The Underling then synergises with the Commander and uses his skill check for that skill + 1 for every second level of the Commanders ECL. This Skill Underling may not change the skill until they are resummoned. Two Skill Underlings of the same type may not be summoned at the same time.

Ability

The Ability Underling acts as if they had the ability "Emulate Class Ability". The Commander designates one ability that the Underling may take, and until dismissed or killed the Underling has that ability.

Life Leech

The Life Leech underling, when summoned, heads immediately for the least armoured hostile target in the area. When striking, the Life Leech Underling ignores all spells, abilities and items that improve AC, or prevent melee attacks and makes a Touch AC attack. If this attack should strike (1d6 damage) half of the amount struck is transferred to the Commander as permanent hit points. This may never take him above the total hit points for his class. The Life Leech is partially incorporeal and attackers suffer a 25% miss chance when attempting to strike the Underling.

Healer

Spiderwalk






You will take me (Ex)

As an immediate action the Commander may designate any attack, ability activation or spell with a target to strike himself instead of an ally. This ability is useable four times per day.

Come Here (Ex)

As a standard action a commanders reach extends by 10ft, with this extra reach he designates a target. The commander may then move that target 10ft in any direction he so chooses. The Commander must be holding a weapon that can ensnare an opponent for this ability to work (Whip, spiked chain, net etc.)

Get Up (Ex)

Whenever an ally or companion slips below 0HP and are within 10 ft of the Commander, the Commander makes a Will Save (DC 25-Cha Modifier), if successful that companion is brought back to 1HP. This is an immediate action.

Combine the Horde (Su)

As a full round action the Commander may choose to meld two or more Underlings into one larger Underling.

The Underling size categorys are as shown:
1 Underling- Small (Brute-Medium),
2 Underlings- Medium,
3 Underlings- Medium,
4 Underlings- Large,
5 Underlings- large,
6 Underlings-Huge.

When the Horde is combined the new, larger Underling obtains the abilities of all melded Underlings. This ability lasts for 3 rounds X 1/4 of the Commanders ECL.

zenanarchist
2010-06-11, 12:11 AM
More to come, updating. Had to post due to being at work on a shocking computer and not wanting to lose the tables and work.

Will post again when fully completed, Tuesday latest.