High Commander

High Commander
Level 15 (+7)
"Attention, grunts! The High Commander will be making an appearance to your sorry little excuse for a barracks, to ensure everyone is performing up to expectations! Now, she is known for not giving a single damned copper for excuses, so I strongly suggest you don’t leave anything lying around you feel the need to make up a story for!"
——Agnon, Guard Sergeant preparing his troops for inspection.
A career soldier of exceptional skill, strength, and fortitude, this seasoned warrior is a master of armed combat and military command. Soldiers that reach this rank in the military are often responsible for overseeing entire sieges and wars on the behalf of the country or city they serve. They usually report directly to the ruling body of their charge, such as a King, High Priest, or powerful Baron. They are extremely well equipped with Full Plate Armor, featuring embellishments that denote their station. They prefer powerful melee weapons such as a flail, coupled with a light shield, and wield a hand crossbow to deal with escaping prisoners or stragglers of an opposing force.
Awareness
19
Senses
Normal
Initiative
21/1d8
Max HP
260
Resilience: +3
Healing Value: 52
Morale
4
Defenses
AC
30/40
Touch
24
Fort
22
Reflex
25
Will
22
Resistances:
Vulnerabilities:
Defensive Actions
Battle Hardened
It requires two advantages (instead of one) to automatically upgrade a Glancing Hit to a Full Hit. (Basic)
Attributes / Saving Throws
STR
18 / 22
DEX
11 / 15
CON
14 / 18
INT
13 / 16
WIS
12 / 15
CHA
15 / 18
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 4
Skirmish 30ft / 5
Sprint 55ft / 5
At-Will
+17 vs AC (Crit 9%/8)
Heavy Flail
2d10+6 damage (ArN 0)
REC 6, Reach 5ft
+13P vs AC (Crit 14%/12)
Hand Crossbow
2d6+2 damage (ArN 2)
REC 5, Rld 1, Range
2d8+8 damage
Grapple +15
Special Actions
High Commander Techniques
On each turn, roll 1d8 to determine the actions available to the High Commander.

Any result, choose one of the following:
Basic Attack: Make a Flail or Hand Crossbow attack. (Basic)
Defending Blow: Make a Flail attack. On a hit, the target suffers a -1 penalty to its next attack roll made on a creature other than the High Commander. (Basic)
Second Wind [Limit 1/combat]: The High Commander regains 104 hitpoints. (Basic)

3 or more, choose one of the following:
Cleave [REC 7]: Make a single Flail attack roll against up to 3 continuous creatures. (Basic)
Revitalizing Strike [REC 7]: Make a Flail attack. On a hit, gain 15 Temporary hitpoints. (Basic)

5 or more, choose one of the following:
Stupefying Blow [REC 10]: Make a Flail attack. On a hit, deal +2d10 damage and the target is Stupefied [SE, ST 4d10 vs WIS]. (Advanced)
Twice Pummeled [REC 8]: Make two Flail attacks, on the same or different targets. On each attack, deal +1d10 damage. (Advanced)

7 or more, choose one of the following:
Crush: Make a Flail attack. On a hit, deal +4d10 damage and knock a target of medium size or smaller Prone. Additionally, the High Commander threatens the target, he gains an opportunity each time the target attempts to stand. (Legendary)
Overland Movement
30 mi/day
Qualities
  • Human Survival: +1 racial bonus to Fortitude, Reflex, and Will. (inc)
Skills: Rank 3 Balance [-1], Rank 3 Climb [+1], Rank 3 Jump [+0], Rank 4 Riding [+0], Rank 2 Stealth [-3], Rank 2 Swim [-1], Rank 1 Tumble [-6], Rank 3 Listen [+7], Rank 5 Spot [+11], Rank 2 Orienteering [+5], Rank 4 History [+9], Rank 5 Martial Pract. [+12], Rank 5 Charm [+12], Rank 6 Coercion [+15], Rank 2 Deception [+6], Rank 3 Manipulation [+8], Rank 7 Persuasion [+15], Rank 3 Aloofness [+8], Rank 5 Bravery [+12], Rank 5 Intuition [+11], Rank 4 Tolerance [+9], Rank 6 Suspicion [+13]
Feats: Improved Speed, Great Morale, Fast Initiative, Heavy Hitter, Improved Attack, Improved Parry
Philosophies: Rank 3 Mental, Rank 4 Physical, Rank 6 Martial
Combat Training: Melee 6, Ranged 4, Parry 6, Fort 2, Reflex 3, Will 3
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Full Plate, Light Shield, Flail, Hand Crossbow
Social
Languages: Common, Dwarven, Elven
Composure: 26
Charm
+12
Coercion
+15
Deception
+6
Manipulation
+8
Persuasion
+15
Aloofness
+8
Bravery
+12
Intuition
+11
Tolerance
+9
Suspicion
+13
Prejudices:
    Motives: