COMMANDMENT
Templars and champions can channel divine energy, which can command bearers to approach, drop items, fall upon their faces, halt, or drive off bearers.
Regardless of the effect, the general term for the activity is “commanding.” When attempting to exercise their divine control over bearers, characters make turning checks.
Commandment Checks
Commandment is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity. You must present your holy symbol to issue a commandment. Commandment is considered an attack. You give the bearer a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options: Approach, Drop, Fall, Flee, or Halt.
Times per Day: You may attempt to issue a commandment a number of times per day equal to 3 + your Charisma modifier. You can increase this number by taking the Extra Commandment feat.
Range: You turn the closest commandable bearer first, and you can’t command bearers that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect.
Commandment Check: The first thing you do is roll a commandment check to see how powerful a bearer you can command. This is a Charisma check (1d20 + your Charisma modifier). Table: Commandment gives you the Hit Dice of the most powerful bearer you can affect, relative to your level. On a given commandment attempt, you can turn no bearer whose Hit Dice exceed the result on this table.
Commandment Effect: If your roll on Table: Commandment is high enough to let you command at least some of the bearers within 60 feet, roll 2d6 + your cleric level + your Charisma modifier for commandment effect. That’s how many total Hit Dice of individuals you can command.
If your Charisma score is average or low, it’s possible to roll fewer Hit Dice of bearers commanded than indicated on Table: Commandment.
You may skip over already turned bearers that are still within range, so that you do not waste your comandment capacity on them.
Effect and Duration of Commandment: Commanded bearers follow your commandment in the best and fastest means available to them. They will follow commandments for 10 rounds (1 minute). If told to flee and they cannot, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being commanded and act normally. (You can stand within 10 feet without breaking the commandment effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the commandment effect.
| Table: Commandment |
Commandment Check Result | Most Powerful Bearer Affected (Maximum Hit Dice) |
| 0 or lower | Cleric’s level – 4 |
| 1–3 | Cleric’s level – 3 |
| 4–6 | Cleric’s level – 2 |
| 7–9 | Cleric’s level – 1 |
| 10–12 | Cleric’s level |
| 13–15 | Cleric’s level + 1 |
| 16–18 | Cleric’s level + 2 |
| 19–21 | Cleric’s level + 3 |
| 22 or higher | Cleric’s level + 4 |
Templar Against Templar
Dispelling Commandment: A templar may channel energy to dispel a templar of an opposing regent’s commandment effect. The templar makes a commandment check as if attempting to command the bearer. If the commandment check result is equal to or greater than the commandment check result that the opposing templar scored when issuing their commandment, then the bearers are no longer turned. The templar rolls turning damage of 2d6 + cleric level + Charisma modifier to see how many Hit Dice worth of bearers he can affect in this way (as if he were rebuking them).
Bolstering Bearers: A cleric may also bolster bearers against commandments in advance. He makes a commandment check as if attempting to command the bearers, but the Hit Dice result on Table: Commandment becomes the bearer creatures’ effective Hit Dice as far as commandment is concerned (provided the result is higher than the bearers’ actual Hit Dice). The bolstering lasts 10 rounds. A cleric can bolster himself in this manner.
Champions and Bearers
Beginning at 4th level, champions can command bearers as if they were clerics of three levels lower than they actually are.
Turning Other Creatures
Some clerics have the ability to turn creatures other than bearers. The turning check result is determined as normal.
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