| >> | Аноним Пятница 22 Авг 2025 00:54:34 Пт 22 Авг 2025 00:54
No.
2468092
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Так-с, я чуть похоумбрюю хироуз оф баттл пожалуй, на мой взгляд каждые три выигранные битвы (у нас в кампании это были Хелмсхолд, Холдайбим и крепость Ксанатара, т.к. и Адмирал и Лилль были на командирских должностях во время первых двух, то у них также за Хелмсхолд и Холдайбим по выигранным битвам зачёт, остаётся по одной у них) у командующего повышается командный рейтинг на 1 звезду, командный рейтинг будет влиять на социальные скиллы, прибавляя сёркамстенс бонус к дипломатии, блефу и запугиванию, а также на рекрутинг, прибавляя его на величину командного рейтинга, так же как и соц скиллы. Командный рейтинг позволит выбирать одну ауру из списка аур каждое своё повышение на звезду, ауры должны быть подходящими по преквизитам, таким как алаймент и прочим, однако я считаю, что преквизиты будут трактоваться, например Моргейн владеет языком гоблиноид и командует гоблиноидами, поэтому она сможет взять ауру с преквизитом гоблиноид, или Адмирал, когда получит командование над лардж кричурами типа ледяных гигантов и имея магическую возможность увеличивать свой размер сможет взять ауру с преквизитом лардж сайз и т.д. Вот имеющийся список аур
COMMANDER AURAS
Animal Commander
You are adept at using warbeasts to assault your foes—and
bringing them back alive when the battle is done.
Prerequisite: Commander rating 1, any neutral align-
ment, wild empathy class feature.
Benefit: Animal and magical beast allies within 30 feet
of you gain a +2 morale bonus on saving throws. This aura
affects allies with Intelligence scores of 1 or higher.
Archery Commander
You have a knack for directing arrows from the archers
in your command.
Prerequisite: Commander rating 2, any chaotic align-
ment, Point Blank Shot.
Benefit: Allies within 30 feet of you gain a +1 morale
bonus on ranged attacks. Add 1 to the save DC of any volley
of arrows (see page 68) that you direct.
Bloodthirsty Commander
You are most effective when you direct your troopers to
finish off wounded enemies.
Prerequisite: Commander rating 3, any evil alignment.
Benefit: Allies within 30 feet of you gain a +1 morale
bonus on damage rolls against wounded creatures.
Deathslayer Commander
Your allies battle undead with exceptional fervor.
Prerequisite: Commander rating 2, any good align-
ment, ability to turn undead.
Benefit: Living allies within 30 feet of you deal an extra
1d6 points of damage on melee attacks made against undead
creatures. This benefit is considered a morale bonus.
Defensive Commander
The orders you give in combat always keep the safety of
your troops paramount.
Prerequisite: Commander rating 2, lawful good
alignment.
Benefit: Allies within 30 feet of you gain a +1 morale
bonus to Armor Class.
Doublestrike Commander
You direct your troops to press the advantage against
enemies they have wounded.
Prerequisite: Commander rating 5, chaotic good
alignment.
Benefit: If an ally within 30 feet of you rolls a natural 20
on a melee attack, that ally can immediately make another
melee attack with the same weapon or natural attack, using
the same attack bonus.
Dwarf Commander
You are adept at inspiring your troops to stand fast against
giants and other foes of the dwarf people.
Prerequisite: Commander rating 3, dwarf, lawful good
alignment.
Benefit: Dwarf allies within 30 feet of you gain a +2
morale bonus to Armor Class, or a +4 morale bonus to AC
against giants.
Elf Commander
You are particularly good at safeguarding the elves under
your command.
Prerequisite: Commander rating 3, elf, chaotic good
alignment.
Benefit: Elf allies within 30 feet of you gain a +2 morale
bonus on saving throws
Feral Commander
You can whip animals under your command into a blood-
thirsty frenzy.
Prerequisite: Commander rating 3, any neutral align-
ment, Handle Animal 5 ranks.
Benefit: Animal and magical beast allies within 30 feet
of you gain a +2 morale bonus on attack rolls. This aura
affects allies with Intelligence scores of 1 or higher.
Giant-Killer Commander
You can direct your troops to bring down enemies bigger
than they are.
Prerequisite: Commander rating 2, Small or smaller
size, any good alignment.
Benefit: Allies within 30 feet of you gain a +2 morale
bonus on melee attacks against creatures at least two size
categories larger than they are.
Goblinoid Commander
You bring out the bloodthirsty, savage nature in your
goblinoid troops.
Prerequisite: Commander rating 3, goblinoid, lawful
evil alignment.
Benefit: Goblinoid allies within 30 feet of you gain a
+2 morale bonus on melee attack rolls.
Healing Commander
Your healing touch can inspire your troops to charge back
into battle.
Prerequisite: Commander rating 3, any good alignment.
Benefit: Whenever you use a spell or effect to heal
damage taken by an ally, you can attempt a rally check as
a free action to improve that ally’s morale.
Maneuvering Commander
You keep your soldiers always on the move, looking for
the weakest points in your enemies’ defenses.
Prerequisite: Commander rating 2, chaotic good
alignment.
Benefit: Any ally who starts her turn within 30 feet of
you and moves at least 10 feet gains a +2 morale bonus on
the next melee attack roll she makes during her turn.
Melee Commander
You are most effective when inspiring your soldiers to take
the fight to the enemy in hand-to-hand combat.
Prerequisite: Commander rating 3, any lawful align-
ment, base attack bonus +2 or higher.
Benefit: Allies within 30 feet of you gain a +1 morale
bonus on melee attack rolls.
Mobile Commander
Your troops are exceptionally fleet of foot.
Prerequisite: Commander rating 3, any chaotic
alignment.
Benefit: Any ally who begins his turn within 30 feet
of you gains a 5-foot bonus to his speed. This benefit is
considered a morale bonus.
Necromantic Commander
Your unliving allies battle the living with exceptional
fervor.
Prerequisite: Commander rating 2, any evil alignment,
ability to command or rebuke undead.
Benefit: Undead allies within 30 feet of you that have an
Intelligence score of 1 or higher deal an extra 1d6 points
of damage on melee attacks made against living creatures.
This benefit is considered a morale bonus.
Opportunistic Commander
You can direct your soldiers to take advantage whenever
your enemies are distracted or overwhelmed.
Prerequisite: Commander rating 1, any chaotic
alignment.
Benefit: Allies within 30 feet of you deal an extra 1d6
points of damage on any successful attack of opportunity.
This benefit is considered a morale bonus.
Orc Commander
You can hone the fighting instincts of the orcs under your
command.
Prerequisite: Commander rating 3, orc, chaotic evil
alignment.
Benefit: Orc allies within 30 feet of you deal an extra
1d6 points of damage on melee attacks. This benefit is
considered a morale bonus.
Orderly Commander
You are adept at getting your soldiers back into the fray
quickly.
Prerequisite: Commander rating 2, any lawful
alignment.
Benefit: Any ally rallied by you gains a 10-foot bonus
to its speed for 1 round. This benefit is considered a
morale bonus.
Protective Commander
Your allies benefit from your protective guidance.
Prerequisite: Commander rating 1, any lawful
alignment.
Benefit: Allies within 30 feet of you gain a +1 morale
bonus on saving throws.
Pursuing Commander
You direct your soldiers to chase down any cowards who
dare try to escape your iron grip.
Prerequisite: Commander rating 2, lawful evil
alignment.
Benefit: Allies within 30 feet of you deal an extra
1d6 points of damage against foes who are frightened or
panicked. This benefit is considered a morale bonus.
Reckless Commander
You inspire your allies to charge ferociously into battle.
Prerequisite: Commander rating 2, chaotic evil
alignment.
Benefit: Any ally who begins her turn within 30 feet
of you deals an extra 1d6 points of damage on the next
charge attack she makes during her turn. This benefit is
considered a morale bonus.
Runt-Squasher Commander
Your soldiers delight in fighting foes that are smaller than
themselves.
Prerequisite: Commander rating 2, Large or larger size,
any evil alignment.
Benefit: Allies within 30 feet of you gain a +2 morale
bonus on attacks made against foes at least one size cat-
egory smaller than they are.
Sneaky Commander
You are good at surrounding your enemies, then striking
from all sides.
Prerequisite: Commander rating 5, chaotic evil align-
ment, sneak attack ability.
Benefit: Allies within 30 feet of you deal an extra 1d6
points of damage against foes that they flank. This benefit
is considered a morale bonus.
Spellslinging Commander
The spellcasters in your command are inspired by
your presence and can channel extra energy into their
combat spells.
Prerequisite: Commander rating 3, ability to cast 1st-
level spells, Spellcraft 5 ranks.
Benefit: Any area spell cast by an ally within 30 feet of
you deals an extra 1d6 points of damage. Only spells that
deal damage gain this bonus. This benefit is considered a
morale bonus.
Steadfast Commander
You are skilled at getting your troops to hold the line
against the fiercest attacks.
Prerequisite: Commander rating 5, lawful good
alignment.
Benefit: Allies within 30 feet of you gain a +2 morale
bonus to Armor Class against foes who move at least 5 feet
before attacking.
Tyrannical Commander
Your soldiers are more afraid of you than they are of the
enemy.
Prerequisite: Commander rating 5, lawful evil align-
ment, Intimidate 5 ranks.
Benefit: Allies within 30 feet of you gain a +5 morale
bonus on morale checks but automatically become
panicked if they fail a morale check.
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