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Commander (1.1) Adventurer Class

Some come from the ranks of nobles, some from the common soldier that has experienced years of combat. These players are the backbone of any standing army.

 

Playing the Commander

Commanders have medium defense, a good selection of weapons to choose from and some good advanced abilities. The true benefit of the Commander is to gain royal rank and to aid others in battle. If you would like a character that is a leader of a combat unit or likes helping others perform better in combat then this is the class for you. The Commander often has a need to know the terrain and land of an area, this gives them access to Nature scrolls at higher levels.

Abilities

Armor Allowed: Level 2

Weapons Allowed: Club, Stick, dagger, knife, Long Sword, Sword and Shield, short spear (one handed spear), short sword, short spear and shield, hand and a half sword. 

Abilities

  • Shield Use: can use medium, round, and small shields. Cannot use a buckler or body shield.

  • Path to Royalty: You receive double Royalty points for bringing in recruits to events.

  • Mounted: may cross river obstacles at no cost. May carry 1 party member at a time.

  • Leadership: You may assign a +1 damage bonus on any melee attack to any one member of your party, NOT including yourself. This damage bonus applies to weapons but not spells. Once assigned this cannot be changed until after the encounter, battle, or duel. Once assigned this cannot be changed until after the encounter, battle, or duel.

  • Level 2: Nature Scroll Training -You can read Nature scrolls 

  • Level 3: Cultural Ability

  • Level 4:  Improved Leadership - Your leadership bonus stays at +1 damage but can now be used on 2 party members NOT including yourself. This damage bonus applies to weapons and now spells. This replaces Leadership and is always on. Once assigned this cannot be changed until after the encounter, battle, or duel. 

  • Level 5:  Battle Cry - You let out a fearsome shout to rally your teammates (your party) you negate the effects of any ability such as Control Monster, Fey Charm, Fey Curse, Hex, or any other form of curse and/or mind control. This does not cancel out positive effects such as blessings. This needs to be called out and the other players need to be made aware that your team is no longer under any controlling forces.

  • Level 6: Cultural Ability

  • Level 7:  Lieutenant Commander -  You now have the title of Lieutenant Commander and can be addressed as such. you now start each event with an additional 20 GP for your service to the crown, your company, or your people. 

  • Lead from behind: The player gains +1 APR if there is another fighter with a shield in their party.

  • Level 8:  Advanced Leadership - Your leadership bonus stays at +1  damage but can now be used on 3 party members, one of which can be yourself. This damage bonus applies to all weapons, including long range weapons, and spells. This replaced Improved Leadership and is always on.

  • Level 9: Cultural Ability

  • Level 10: Grand Commander - You now have the title of Grand Commander and can be addressed as such. you now start each event with an additional 40 GP for your service to the crown, your company, or your people. 

  • Expert Leadership: Your Leadership can now be used on all the members of your party including yourself.

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