Commander
Commander (1.15) 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: Medium (Level 2) Weapons Allowed: Club, Stick, Dagger, Knife, Longsword, Sword and Shield, Short Spear, Shortsword, Short Spear and Shield, Hand-and-a-Half SwordLevel 1
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. You yourself do not count in your Royalty Points. Mounted: You may cross river obstacles at no cost, and you may carry one additional 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.Level 2
Nature Scroll Training: You can use Nature Scrolls.Level 3
Cultural AbilityLevel 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 now applies to both weapons and spells. This replaces Leadership and is always on. Once assigned this cannot be changed until after the encounter, battle, or duel, battle, or duel.Level 5
Battle Cry: You let out a fearsome shout to rally your party. You negate the effects of any form of curse and/or mind control including Fae Charm, Fear, Fae Curse, and Hex. This does not cancel out positive effects such as blessings. You must call out “Battle Cry” and the other players need to be made aware that your team is no longer under any controlling forces. Your party becomes immune to curse, Fear, and mind control for the remaining duration of the encounter, battle, or duel. Any HP lost from Fear are immediately regained for your party.Level 6
Cultural AbilityLevel 7
Lieutenant Commander: You now have the title of Lieutenant Commander and can be addressed as such. At the start of each event you gain 20 GP for your service to the crown, your company, or your people. Strategic Retreat: This ability allows a safe retreat for your party during combat. By declaring "Strategic Retreat Plan," you can leave without being attacked by enemies (players, NPCs, or monsters). This lasts for one minute after which enemies may attack you again. If you or your party attack the enemy this ability ends.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, and spells. This replaces Improved Leadership and is always on.Level 9
Cultural AbilityLevel 10
Grand Commander: You gain the rank and title of Grand Commander. At the start of each event gain 40 GP for your service to the crown, your company, or your people. Expert Leadership: Your Leadership ability can now be used on all the members of your party including yourself.
Type
Military
SHIELD TRAINING. EXPERT LEADERSHIP INSTEAD OF ADVANCE AND MASTER INSTEAD OF EXPERT.