Class Information

Hit Die: The Commander gains 1d8 hit points per level. The character’s Constitution modifier applies.

Feats: The Commander gains any new feat, of their choice, at every even level; if they fulfill the feat’s prerequisites.

Class Skills

The Commander’s class skills are as follows.

Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (culture, history, society, and tactics), Linguistics (Int), Perception (Wis), Sense Motive (Wis).

Skill Points at Each Level: 5 + Int modifier.


Class Level Base Attack Bonus Fort Save Ref Save Will Save Class Features Reputation Bonus
1st +1 +0 +2 +2 Battle Focus 1, Leadership +1
2nd +2 +0 +3 +3 Strategic Defense +1
3rd +3 +1 +3 +3 Bonus feat +1
4th +3 +1 +4 +4 Battle Focus 2, Tactical expertise +2
5th +4 +1 +4 +4 August leadership +2
6th +5 +2 +5 +5 Bonus feat +2
7th +6 +2 +5 +5 Battle Focus 3, Tactical mastery +3
8th +6 +2 +6 +6 Commanding presence +3
9th +7 +3 +6 +6 Bonus feat +3
10th +8 +3 +7 +7 Battle Focus 4, Direction of Fires +4
11th +9 +3 +7 +7 Last Stand +4
12th +9 +4 +8 +8 Bonus feat +4
13th +10 +4 +8 +8 Battle Focus 5,- +5
14th +11 +4 +9 +9 - +5
15th +12 +5 +9 +9 Bonus feat +5
16th +12 +5 +10 +10 Battle Focus 6,- +6
17th +13 +5 +10 +10 - +6
18th +14 +5 +11 +11 Bonus feat +6
19th +14 +6 +11 +11 Battle Focus 7 (1 per day) +7
20th +15 +6 +12 +12 Action, Not Position +7

Basic Training

The Commander begins with the Personal Firearms Proficiency, Advanced Firearms Proficiency, Armor Proficiency (light) feats as class features.

Battle Focus

A Commander begins with the Battle Focus class feature.

Class Features


At 1st level, by providing supervision and guidance, a Commander can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Commander makes a Diplomacy check (DC 10). Success grants a competence bonus on the ally’s skill check equal to the Commander’s Charisma bonus or Reputation bonus, whichever is greater. The ally must be within sight and hearing distance of the Commander and must be able to understand him.

A Commander cannot use this ability on himself.

Strategic Defense

Beginning at 2nd level, a Commander can add one-half his class level to his Defense for 1 round, once per day. (The bonus applies to the Commander’s flat-footed Defense, as well.) He must declare he is doing this at the beginning of his turn, and the Defense bonus lasts until his next round of actions.

This ability increases to twice a day at 8th level, three times a day at 14th level and four times a day at 20th level.

Bonus Feats

At 3rd, 6th, 9th, 12th, 15th, and 18th level, the Commander gets a bonus feat. The bonus feat must be selected from the following list, and the Commander must meet all the prerequisites of the feat to select it.

Alertness, Athletic, Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Combat Expertise, Dodge, Combat Martial Arts, Confident, Deadly Aim, Improved Initiative, Iron Will, Mobility, Precise Shot, Quick Draw, and Renown.

Tactical Expertise

Starting at 4th level, as a full-round action, a Commander can use his tactical knowledge to coordinate allies. Allies to be affected must be within sight and hearing distance of the Commander and must be able to understand him.

The Commander must make a Knowledge (tactics) check with a DC equal to 15 + the number of allies affected. If the check succeeds, all affected allies gain a competence bonus on attack rolls or a dodge bonus to Defense equal to the Commander’s Reputation bonus. The Commander chooses which of the two benefits to impart and must impart the same benefit to all affected allies. The benefits last for 1 round but can be maintained a number of rounds equal to 1 + Cha Mod + half the Commanders level (rounded up) as a free action.

If the check fails, the Commander’s allies gain no benefit, but the action is still spent.

If the check fails but is over 15 the effect is granted to a number of allies equal to the amount over 15.

A Commander cannot apply the benefits of this ability to himself.

This effect ends if the Commander is rendered unconscious.

Competent Leadership

The Commander gains this ability at 5th level. It works like the leadership ability (see above), except the Commander adds his Charisma bonus and his Reputation bonus to the ally’s skill check.

Tactical Mastery

At 7th level, the Commander requires less time to direct his allies. This ability is similar to tactical expertise (see Tactical Expertise, above) but requires an attack action instead of a full-round action.

Commanding Presence

At 8th level and beyond, a Commander can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve.

Enabling an ally requires an attack action and a successful Diplomacy check (DC 15). If the check succeeds, the Commander can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Commander and must be able to understand him.

The Commander cannot use this ability on himself.

Weakening a foe’s resolve requires an attack action and a successful Intimidate check (opposed by a will save). If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Commander’s class level + the Commander’s Charisma modifier. If the check succeeds by 10 or more it is cowering for half the time it would have been shaken. The target must be within sight and hearing distance of the Commander and must be able to understand him. A target that resists the Commander’s attempt to weaken its resolve is immune to the Commander’s use of this ability for 24 hours.

Direction of Fires

At 10th level, the Commander’s mere presence inspires, safeguards, and motivates his allies.

As a free action, at any time during combat, a Commander may spend one of his attack actions to modify an ally’s attack roll, skill check, or saving throw result by +2d6.

The ally to be affected must be within sight and hearing distance of the Commander to gain the benefits of the Commander’s spent action. A Commander may use this ability once per round, and not on himself.

Any character may, in turn, assist the Commander during combat and in doing so transfer some or all of their actions to the Commander as a free action. The Commander must consent to the transfer, and these actions each add +1d6 to any attack roll, skill check, ability check, or saving throw.

This ability can be used a number of times per day equal to the Commanders Charisma modifier.

Last Stand

Once per day, at 11th level, a Commander can inspire their allies to continue the fight even in a dire situation.

By spending an attack action, the Commander gains and grants all allies, within 30 feet, the benefits of the Diehard feat as well as a +1 to saving throws against charm and fear effects and a +1 to attack and weapon damage rolls. This effect last until the end of combat.

Decisive Action

At 20th level, a Commander, once per day, may immediately grant all allies within sight or range of their voice (No action required) the benefits of the following Commander abilities: Tactical Expertise, Competent Leadership, Commanding Presence (Enabling an ally requires no check), Direction of Fires (one free use at activation with 3d6 to check), and Last Stand.


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