Ultimate Commander (PFRPG)

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Take Command!

Ultimate Commander bridges the gap between hero-level small-group adventuring and large-scale battlefield action, bringing you a brand-new character class, the general! These great leaders are capable of wielding a squad of soldiers like a living weapon, trained in complex tactics and with extraordinary acumen on the battlefield. If you've ever wanted to adventure with your own personal army at your back, this is the class for you! At the same time, the rules for this class are fully compatible with the kingdom-building and mass combat rules introduced in Pathfinder Roleplaying Game Ultimate Campaign and expanded and enriched in Ultimate Rulership, Ultimate Battle, and Ultimate War from Legendary Games!

Ultimate Commander includes an amazing array of class abilities and specialized stratagems, feats of command and leadership, and alternate favored class bonuses. It also brings you over a dozen archetypes for the general, from the criminal kingpin to radical revolutionary and the righteous redeemer to the marauding warbringer! It also presents the general's evil opposite, the hordelord, commanding a relentless zombie horde on their path of depravity! Whether your characters lead the armies of heaven or stand in the vanguard of villains, Ultimate Commander opens up a whole new route to victory and conquest! Check out this 42-page supplement and Make Your Game Legendary!

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An Endzeitgeist.com review

5/5

This massive class-pdf clocks in at 42 pages, 1 page front cover, 1 page inside front cover, 2 pages editorial, 1 page ToC, 2 pages of introduction, 1 page SRD, 4 pages of advertisement, 1 page inside back cover, 1 page back cover, leaving us with a massive 30 pages of pure content, so let's take a look, shall we?

Before we get into the details of the general class, let me explain some of the basic premises of this class. If you've been following my reviews *VERY* carefully, you may be aware of the fact that I consider the troop-subtype awesome - much like swarms, it makes the pitchfork-wielding mob a challenge and its level of abstraction enables venue of storytelling not well-supported by the default system. At the same point, I am a pretty big fan of the mass-combat rules introduced in Ultimate Campaign, superbly supported by Legendary Games' glorious plug-ins. Both have one thing in common - a disjoint of abstraction, one that is slightly exacerbated by mass combat.

Pathfinder's combat is detailed to the point where one may argue that the game turns into a kind of simulator once combat begins - it is probably as close to a simulator with a low level of abstraction as you can get without compromising the fluidity of the playing experience. At the same time, mass-combat rules provide a relatively high degree of abstraction. The general attempts to bridge the gap between the mass combat and regular combat rules. As a base chassis, the general is a class with d8, 3/4 BAB-progression, proficiency with simple and martial weapons, shields and light + medium armor as well as goo fort- and will-saves.

The basic means to achieve that would be the general's squad. A squad can be considered a somewhat abstract troop of individuals which doubles as a kind of pet-creature that defends the general. As such, an obviously slightly gamist level of abstraction is required to run the class, but one that makes sense - but can the base mechanics stand up to the premise? Gained at 1st level, a squad acts as an aggregate, is not subject to flanking or massive damage, but to sneak attack and massive damage and when reduced to 0 HP, it disbands. A squad counts as one creature for the purpose of skill-checks, attacks, initiative, etc. Squads initially occupy 3 squares, shapeable as the squad sees fit, with actual size category determined by the component creatures. One may move through their squares and the squad may move through occupied squares, but incurs AoOs when it does. Squads cannot be dragged, pushed, repositioned, tripped, grappled or bull-rush'd, except when the effect applies to an area. Squads grappling opponents do incur the grappled condition. Squads are immune to single target spells and require AoE-spells to be properly affected, though, thankfully, with the massive array of spells, the GM remains the final arbiter to whether an obscure spell affects the squad. Squads obviously take +50% damage from spells and effects that inflict AoE damage. Nonlethal damage is properly covered as well.

Whenever a squad disperses or takes damage that is not magically healed within 1 minute, calculate 1/4 of the damage as casualties. Casualty damage cannot be healed by natural healing, since it not only stems from injury and death, but also from loss of morale and desertion. A squad suffering from more than 1/4 of its HP as in casualties receives 1 negative level, though said level cannot kill squads, only impose the penalty- Squads that suffer more than 3/4 maximum HP in casualties are disbanded until the casualty damage can be repaired. Yes, this is pretty much in line with how such mechanics work when used in mass combat. In order to regain troops, generals have to journey to a given settlement to recruit new members. Handy DCs by settlement-size are provided and a squad has a relatively simple attack, though one that can be supplemented by a second attack or a shield. Squads can execute combat maneuvers, threaten squares and can execute AoOs as normal.

Squads increase their HD (D8) every level and have 3/4 BAB-progression, good ref-saves and begin play with1 feat, gaining +1 at 3rd level and then +1 every odd level thereafter. A squad gets good ref-saves and increases its armor bonus every level by +1. Squads also receive a scaling str/con-bonus that scales from +0 to +7 and increase the numbers over the levels of up to 12-18 soldiers, occupying increasing amounts of squares, up to 6 squares. Squads also have their own skill-list and get 2+Int skills per level. Squads can make their teamwork feats only work in conjunction with one allied character.

Now, obviously, the general makes for a superb general when used in conjunction with the kingdom building rules, including quicker, scaling training and army-limits - awesome! Whenever a general benefits from a tactical bonus due to placement on the battlefield, he increases this bonus, rewarding players actually playing the general as the tactical commander he is intended to be. Now where things become interesting is via the synergy of general and squad: As a standard action, the general can enhance the squad's BAB to equal his level and at higher levels, the commands become VERY interesting - 3rd level unlocks the swarm attack: When the general issues this command as a standard action, the squad may expend a standard action to deal general-level damage to all creatures and unattended objects in reach. At higher levels, a buffing command that can be executed as a swift action provides further bonuses.

3+Cha-mod times per day, generals may issue motivational speeches to heal non-casualty damages to the squad that scale thankfully. At 2nd level and every 2 levels thereafter, a general may learn one squad tactic. Here, we have an example of the rare Legendary Games-glitch, with the page number not being correct, instead listing a "page ??" - thankfully, the adjacent internal linking renders this glitch cosmetic at best. Squad tactics cover a list of 3 pages, with improved mobility and aiding as well as the option to temporarily render terrain difficult. Further hampering spellcasting, firing volleys of bolts etc. can all be found, alongside more conventional tricks à la Blind Fight etc. Holy or unholy damage are also interesting. I noticed a minor issue with Mitigation tactics: This allows the squad to mitigate damage retained, with the amount depending on the general level - namely that since the ability does not use DR or resistance, I'm not sure whether the minimum damage of 1 still applies or not. Granted, this one point is not going to cut it in most cases, but I still would have loved to see this covered. Raising or lowering earth squares in record time may sound none too impressive, but oh boy can you make nasty ambushes with just a bit of time on your hands... All in all, these squad talents are great, though formatting can't seem to decide whether to include a blank line between the talents or not - mind you, this gripe remains an aesthetic one.

At 2nd level, 5th level and every 3 levels thereafter, the general may select a genius stratagem, which can be executed as a move action and the stratagem either affects an ally or his squad within 30 ft. The stratagems lasts for Int-mod rounds and cover various supplemental buffs, with some being relegated to higher levels. A personal favorite of mine allows for nonlethal damage sans penalties. The general also receives the cavalier banner class feature at 3rd level, with cavalier level +2 as the effective level. 4th level nets contacts in all sorts of places, with command skill determining availability. 5th level also nets higher effective scores for kingdom-building-related bonuses to Loyalty and Stability. Now if the action-economy seemed pretty bled-dry, you'll like to hear that, at 7th level, the general, fighting in tandem with his squad, may lend the enhancement bonus and weapon special abilities to his squad, more interestingly in conjunction with ranged weapons and a proper interaction with ammunition.

Better yet, at higher level, increased power in mass combat, with full synergy with Ultimate Battle, extends the general's field of influence from kingdom building to mass combat. Beyond these abilities, soldiers from the squad sacrificing themselves to keep the general from harm and similar defensive abilities round out an excellent class, with the capstone making the general an instantly recognizable man of wide renown.

The class provides solid favored class options for the core races and also features several archetypes: The Crusader would be a religious commander who can incite a kingdom to forego a kingdom's leader bonus to stability, instead applying it to a reroll of the three checks rolled. Other than that, the archetype nets favored weapons and a minor defensive aura. The guerrilla receives different squad stats and an emphasis on hit and run tactics, with vital strike-charge-synergy, for example. Kingpins would be the subtle commanders, with Stealth and Disguise allowing the kingpin to blend with the squad and the squad to be less conspicuous. Via their illicit gains, they can mitigate failed stability checks and foiling truth-finding and becoming pretty divination-proof also help. Damn cool one! The mindbender is a kind of eldritch-themed enchantment-specialist with a limited array of SPs that help recruiting and succinctly, ways of determining magical influence and a psychic debuff. I like the fluff here, but found myself wishing this had been realized as a telepathy-related archetype instead.

Nobles obviously have quite a bunch of gold to through around and may maintain endowments of a building autonomous of the kingdom and may have friends in higher places. The Rallier provides bravery and more enduring marches. Reavers share teamwork feats with their squad, but take longer to command it and can charge through their squad with a nasty synergy attack. Redeemers are specialists of rehabilitation and nonlethal victories - love them! Revolutionaries receive automatic casualty-replacements when in an area with sufficient dissent. They may also destabilize kingdoms and high-level revolutionaries may whip their squads into zealous frenzy, preventing dispersal.

Strategists do not get the support command, but may designate high-value targets and keep said order lasting longer. Tacticians depend mostly on Intelligence, not Charisma for motivational speeches etc. and may have two sets of squad tactics, switching between the two with a drill. And yes, the archetype gets a contingency plan. the Tactician can be VERY strong, as it essentially has a gestalty-squad. Tyrants use fear-based tactics and intimidation, while warbringers are the bloodthirsty barbarian warlords. On a nitpicky side, I don't think "Blood Rage" is a smart way of naming an ability, with the bloodrager out there.

The pdf also provides an alternate class, the hordelord, who must be evil, gets d8, 4+Int skills, proficiency with light armor, scythes and simple weapons and arcane spell failure in better armor. The class gets 1/2 BAB-progression as well as fort- and will-saves. Instead of a squad, the hordelord receives a unit of zombies that pretty much follows the rules for squads, with the exception that dispersal is handled differently and that replacements require only a ritual and some monetary investment. Hordelords receive channel energy as a cleric of their level and command undead as a bonus feat at 1st level. Hordelords get spontaneous spellcasting of up to 6th level, governed by Cha, but restrict their spell-selection to necromancy spells and those with the fear and death-descriptors. In a nice catch, the pdf does specify the priority sequence for spells that can be found on multiple lists with different spell levels. The hordelord also receives a kind of adaptation of squad tactics at 2nd level and every 2 levels thereafter, with some unique tactics thrown into the mix. (The question-mark glitch also can be found here, btw.) At 2nd level, the class also receives the path of depravity, a bloodline-like modification that further provides bonuses at 9th and 16th level - 3 such paths are provided. Increased and trampling zombies, killing off zombies to power your spells and becoming a scythe-wielding master of the undead - all covered. It should btw. be noted that the zombie horde does NOT suffer from the usual staggered-issue of the shambling undead.

The pdf also provides 2 pages of feats with extra class feature-uses, class feature upgrades, combat maneuvers, excluding allies from swarm attacks, etc. - a solid array of feats. The final page covers interaction of Leadership feat and general and lists the troop-subtype's characteristics for your convenience.

Part II of my review is in the product discussion. See you there!


Ultimate Commander Review

5/5

The latest in the Ultimate series from Legendary Games, Ultimate Commander is a step in a new direction from the previous entries, which mainly expanded on the kingdom-building and mass combat rules presented in Paizo's Ultimate Campaign. The PDF and book proper is 42 pages long, with 28 of those pages devoted to the 'meat' and the rest the OGL, credits, table of contents, etc. However, we get quite a bit in those 28 pages.

Ultimate Commander introduces us to a new class, the General. This is a class that attempts something that has not been previously done in Pathfinder, creating a character whose main ability is the control and command of a troop. Troops were introduced a few years back in Adventure Path #71 as a way of keeping low-level opponents a threat to high level characters by having them fight as a unit. In effect, it's a swarm for non-vermin. It was a strikingly original idea but little has been done with it since.

Until now. Starting from 1st level the General gets to command their own troop, called the squad here. They are treated as a single creature, much like an animal companion, for purpose of feats and hit dice and damage inflicted, though they get better at all three as the General rises in level. From the start they can use shields to increase their AC or use their squad weapon in both hands to increase damage.

They're also immune to single-target spells and can't be flanked, though they can take critical hits and be sneak attacked. Spells that affect an area or more than one person can hurt the squad badly. And if it takes enough damage it disperses, making it very difficult for the General to turn them into a useful fighting group again. Squad damage is divided into casualties and morale, and you can't treat them both the same. The usual kinds of healing work for casualties, but for morale (which is the bigger part of damage) the General has to give a motivating speech, one of the class features. If things get bad enough the General has to go recruiting to repair the damage done to his squad, and tables and DCs are thoughtfully provided for all of this.

The squad is very useful even from the start, but it has to be carefully managed and treated to make sure it stays useful. And much of thus is on the General. It's like an animal companion or eidolon, though differing from both -- the other characters can help, but in the end it's up to the General to make sure the squad stays functional and helpful.

Getting on to the General, they start with some simple commands, mainly for the squad to attack. The General also learns new commands time goes on, enabling the squad to swarm attack more than one enemy, assist him or other allies in flank attacks, and to aid the general in her own attacks. The General also gets special tactics they can use with the squad, allowing it to do things like learn to use crossbows and volley fire them, learn to use pikes, develop guerrilla tactics, shield-breaking, skirmishing, siege tactics, how to hit harder and more accurately, etc. It's not quite everything (some mounted combat tactics would have been welcome), but you get a LOT of options over time for how to use the squad. Eventually the General can have members of the squad sacrifice themselves to save her or fight to the bitter end. And she can share any magical bonuses and special abilities she gets from her weapons with theirs.

The General also gets certain stratagems she can use with her fellow adventurers, allowing for bonuses on saves, attacks, damage, etc. You can also learn things like how to enable an ally to strike for nonlethal damage or share teamwork feats. I have to say that the list seems kind of short and the bonuses don't scale with level, which feels odd for these sort of class abilities, but they're all good. A few more genius stratagems would have been good, though, as if you stick to the General class all the way to the end you'll run through the whole list.

The General develops several abilities that play more into the kingdom building rules, especially the expanded version we got in the other Ultimate books. For example, if the General is the kingdom's general, they allow for more armies and elites to be raised (as seen in Ultimate Battle) and for the troops to cost less consumption, and be trained faster. They also provide a better bonus to the Loyalty score. Over time they get even better at this, becoming a near-legend and making the armies under their command even more dangerous and skilled. They also get bonuses on the Leadership feat if taken, together with a small section in the back explaining how this can be especially useful to a multi-class General.

The General also gets additional bonuses to their Profession (soldier) skill over time, which they use for many of their class abilities like recruiting soldiers and commanding in battle. They also learn how to use it to develop contacts, and get better at using social skills to cultivate those contacts and other allies as well.

So that's the General and the squad. There are several archetypes in the book as well, with standouts like the criminal Kingpin who rules a nation's underworld, the malicious Mindbender who uses charm and dominate spells to control their flunkies, the intellectual Tactician who depends more on brains than charisma to win battles (hello, Grand Admiral Thrawn), and the brutal Tyrant and Warmonger, depending respectively on fear and bloodlust to inspire the troops.

Few of them can match the alternate class Hordelord for sheer creepiness, however.

Who? Oh, well, remember those zombie apocalypse movies? The Hordelord is a living person who controls their very own zombie horde. Most of what was said above about the General applies here, with the exception that the horde consists of undead and the Hordelord gets less people-motivating abilities and develops necromantic magic instead. They can also choose one of three Paths of Depravity, each of which provides its own unique slant on just why you'd be running around with a horde of zombies in the first place. The Master with his even bigger zombie horde; the Path of Night with its focus on necromancy; and the Path of the Reaper that feeds on souls -- all of them very great and so very vile! And the capstone ability turns the Hordelord into an undead of their choice. Even better!

At the end of the book we get some new feats and one repeat from the Inner Sea World Guide, the Flagbearer feat. It seems to be either misprinted or altered, with bonuses that once applied to all attacks now limited to attacks of opportunity. However it's still effective and the new feats expand on the General's abilities and allow some new options.

So there you have the General. The class seems best used in campaigns where kingdom-building and mas combat as the focus, but it has more than enough flexibility to be useful elsewhere. It allows for you to make a character who brings their own huscarls or landsknecht or retainers along on their adventuring career, and yet who will not dominate campaign time with their gang of NPC characters. And the Hordelord could make for a whole campaign of heroic PCs confronting hordes of ravaging undead and their mortal masters. I'm going with five stars and a recommendation for one of the best RPG books I've seen all year!


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Ben Walklate wrote:
Jason Nelson wrote:
Cat-thulhu wrote:
Any word on a hardcover compilation yet Mr Nelson?
At minimum, I'd have to finish Ultimate Armies first, and we also have Ultimate Factions percolating around to flesh out sub-rulership groups within a kingdom, so I am guessing it will still be a while before we do a compilation.

Percolate, percolate

Almost finished. Example factions are partially done, and then it's on to finishing touches before sending it to Jason. Current plan is "by this weekend", depending on how well my wife nags me about it, and how poorly my son is.

Good luck with it and I hope your son does well.


1 person marked this as a favorite.

Looks like it was only a 24-hour thing. He's fine. So, bedtime for him, then factions for me!

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Looking forward to seeing this one come in!


Jason Nelson wrote:
We also have in production more variants of the general, including a pied piper/animal horde version as well as a fey-master version. Probably not coming until sometime after GenCon, but definitely in the works!

Did any of these variant generals get published? If so what supement?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Ariakon wrote:
Jason Nelson wrote:
We also have in production more variants of the general, including a pied piper/animal horde version as well as a fey-master version. Probably not coming until sometime after GenCon, but definitely in the works!
Did any of these variant generals get published? If so what supement?

Alas, no. Linda and Cheapy both got busy with other things and just never quite circled back around to it.

We *did* create a 5E version of the class, and we might look at creating a version for PF2 as well.


Jason Nelson wrote:

Alas, no. Linda and Cheapy both got busy with other things and just never quite circled back around to it.

We *did* create a 5E version of the class, and we might look at creating a version for PF2 as well.

Thanks for the quick response! Bummer those generals were never fleshed out.

Dark Archive

Is there a mage lord archetype, with a magic-based squad? Somewhere? Do you have some plans for expanding these rules for use with Corefinder?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

nightflier wrote:
Is there a mage lord archetype, with a magic-based squad? Somewhere? Do you have some plans for expanding these rules for use with Corefinder?

We are building a Leader class into Corefinder, where its class features and schtick is built around leading and assisting allies. Whether we end up doing a companion class like the general and their squad is still TBD!

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