Mindal (Valliyv Class)
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|“||Commanders have no souls. Treat them as you would a demon, and do not allow them to be resurrected.||”|
|—Sir Kyle, human Kapish Knight, on strategy against Mindali.|
Mindali (or Commanders) are the commander class of the Delniit. Often feared by those from other nations as something close to demons (possibly due to their frequent resurrection by Delniit necromancers), the Mindali are actually generally human. Delniit Commanders generally wield two swords in battle but are also proficient with bow and spell. All Mindali are descendents of dragons, capable of becoming sorcerers. Unlike the Knights and Paladins of Kapo and Willenasherry, Delniit Commanders are somewhat feared even by the Delniit.
Making a Mindal
Although their strength is in melee combat, especially against Kapish cavalry, Mindali are extremely versatile, capable of switching to ranged or magic as needed. However, they are unarmoured or lightly armoured, relying mostly on dexterity to protect them.
Abilities: Strength is important for damage and attack bonus, dexterity for ranged attack bonus and AC (as Mindali generally do not wear heavy armour), and charisma for casting rolls and save DC. Some constitution is also helpful.
Starting Gold: 5d6 x10 (180)
Starting Age: Moderate
|Saving Throws||Special||Base Spell Bonus|
|1st||+1||+2||+0||+2||Two-Weapon Fighting, Charmed Brand||—||—||—||—||—|
|2nd||+2||+3||+0||+3||Charmed Brand 2||+0||—||—||—||—|
|3rd||+3||+3||+1||+3||Oversized Two-Weapon Fighting||+0||—||—||—||—|
|4th||+4||+4||+1||+4||Endurance, Two-Weapon Defense||+1||+0||—||—||—|
|5th||+5||+4||+1||+4||Charmed Brand 3||+1||+0||—||—||—|
|6th||+6/+1||+5||+2||+5||Improved Two-Weapon Fighting||+2||+1||—||—||—|
|7th||+7/+2||+5||+2||+5||Rapid Shot, Sorcerer's Orb||+2||+1||—||—||—|
|9th||+9/+4||+6||+3||+6||Armor Proficiency (Light)||+3||+2||+0||—||—|
|11th||+11/+6/+1||+7||+3||+7||Greater Two-Weapon Fighting||+4||+3||+1||—||—|
|12th||+12/+7/+2||+8||+4||+8||Manyshot, Sorcerer's Ray||+5||+4||+2||+0||—|
|14th||+14/+9/+4||+9||+4||+9||Improved Critical (sword)||+6||+5||+3||+1||—|
|15th||+15/+10/+5||+9||+5||+9||Improved Critical (bow)||+6||+5||+3||+1||—|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Mindal.
Favored Enemy (Ex): Due to the special focus of their training on fighting the Kapish, Commanders consider Knights their favoured enemies (the regular bonuses for a ranger's favoured enemies apply). Their damage bonus against Knights starts with +2 at level 1 and increases by 2 every 10 levels after that (the next time is level 11).
Weapon and Armour Proficiency: Mindali are proficient with all simple and martial weapons. They are not proficient with any armour or shields (considering that they are wielding two weapons, they wouldn't be able to use shields anyways). Indeed, Commanders lose the benefit of their bonus feats in two-weapon fighting and archery when they are wearing armour (until they gain light armour proficiency) or armour heavier than light armour (after gaining the proficiency). As with sorcerers, Mindali receive spell failure chance when casting spells in armour due to armour's interference with their ability to connect to the spirit plane.
Spells: As with sorcerers, Mindali cast mostly offensive arcane spells, ignoring verbal, somatic, and material components. Like sorcerers, Commanders are spontaneous spellcasters, so they do not need to prepare their spells in advance. A first level, Mindali do not have caster levels. At second level or higher, the Mindal's caster level is equal to half of their Mindal levels.
To learn or cast a spell, a Mindal must have a Charisma score equal to at least 10 + the spell level. The DC for a saving throw against a Mindal's spell is equal to 10 + the spell level + the Mindal's Charisma modifier.
There are no limits to the number of times a spell may be cast per day. However, to cast a spell, a Mindal must roll a spell-casting check with DC equal to 10 + (1.5 x spell level), rounding up. The base spell bonus for the spell level and Mindal level, and the Mindal's charisma modifier, are added to the roll result. Commanders choose their spells from the Mindal spell list.
The number of spells a Mindal knows is shown in the table below.
Charmed Brand (Sp): At the end of their training, Mindali are branded with the Delniit insignia (usually on their arm or somewhere easily accessible). This brand is enchanted and gives Commanders the ability to cast several spells they would not usually have access to by touching the mark. Alternatively, someone else can cast the spell instead by touching the brand (though the spell must be cast on the Mindal). Spells cast in this way are treated for all purposes as regular spells cast by a class that can cast them (casting wizard or cleric spells deals nonlethal damage to the caster). Caster level is the Mindal level at which the spell is gained.
At first level, Mindali gain the ability to cast Endure Elements once per day.
Oversized Two-Weapon Fighting (Ex): At third level, Commanders gain the ability to dual-wield larger one-handed weapons without penalty. The penalty for using Two-Weapon Fighting with a one-handed weapon (that is not light) on the off-hand is reduced to that of a light weapon.
Charmed Brand 3 (Sp): At fifth level, Commanders gain the ability to cast Cure Light Wounds once a day. Additionally, the number of uses for Vital Energy increases to two per day, and the number of uses for Endure Elements increase to three per day.
Sorcerer's Orb (Sp): At seventh level, Commanders are able to conjure an orb of energy (of whichever element they desire) to throw. This elemental orb deals 1d6 damage of the chosen energy type/3 levels above seventh to one target. Throwing the orb is a ranged touch attack, and the orb has 30ft range. Sorcerer's orb has no limits to its use, no cast check, and takes a standard action to produce and throw. However, spell failure chance is applied.
Armor Proficiency (Light) (Ex): At ninth level, Mindali gain Armor Proficiency (Light) as a bonus feat. Additionally, they no longer lose their class bonus feats when wearing light armour, and suffer no penalties for casting spells (or using spell-like abilities) in light armour.
Sorcerer's Ray (Sp): At twelfth level, Mindali become able to conjure a ray of energy in whichever element they choose, to shoot at a target. This elemental ray deals 5d6 damage of the chosen energy type/5 levels above eleventh to one target. Shooting the ray is a ranged touch attack, with 50ft range. Sorcerer's ray is subject to casting checks, takes a standard action to produce and shoot, and can be used once per day at level eleven. The number of uses increases by one every three levels above eleventh, to a maximum of five. Spell failure chance is applied.
Two-Weapon Mastery (Ex): At sixteenth level, Mindali become very adept at fighting with two weapons. They get a fourth attack with their off-hand weapon, at a -15 penalty.
Element Specialization (Su): At eighteenth level, Mindali specialize in an element for their spells and sorcerer abilities. For the element chosen, they gain one bonus damage die/2 levels above sixteenth, a +1 bonus to their base spell bonus/2 levels, and +5ft range/2 levels (they get one of each at level sixteen). However, they also gain a phobia of any opposing elements (eg. ice and fire are opposing elements), which is triggered by spells or natural occurrences of the element (including when the Mindal casts a spell of that element).
Delniit Commanders must be, as the name suggests, Delniit. If a Mindal becomes no longer Delniit (eg. due to betraying their country), they are no longer considered a commander in Delniia and will be hunted down as a rebel. However, Mindali that are no longer Delniit do not lose any class abilities.
4 + Int modifier skill points per level.
Spells: The Mindal's caster level is equal to one half of his or her class level. The Mindal’s number of spells per day does not increase after 20th level. The Commander does not learn additional spells unless he or she selects the Spell Knowledge feat.
Bonus Feats: The epic Commander gains a bonus feat (selected from the list of epic Commander bonus feats) every three levels after 20th.
Epic Mindal Bonus Feat List: Improved Combat Casting, Energy Resistance, Two-Weapon Rend, Perfect Two-Weapon Fighting, Legendary Climber, Fast Healing, Blinding Speed, Perfect Health, Overwhelming Critical, Devastating Critical, Combat Archery
Mindal Starting Package
Because Mindali are the commander class of the Delniit, it is assumed that they are provided with the following equipment at the end of their training, regardless of race. You get the regular amount of gold even if you take this package (using this skill selection is optional).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Gear: Commander's uniform (with space to conceal two of the five granted daggers (+10 bonus to Sleight of Hand checks made to conceal those daggers). The rest of the weapons are worn openly).
Gold: 5d6 x10
Playing a Mindal
Religion: Mindali are always Delniit, so they often follow the Delniit version of the Elemental Gods. Because they are also sorcerers with access to the spirit plane, they probably believe in the spirits of the spirit plane, and may worship them.
Other Classes: Delniit Commanders typically hate the Kapish in general, and their Knights (which are the Kapish commander class) in particular, due to the ancient conflict between the nations. Commanders have a healthy respect for clerics because of their healing abilities (which the Mindali do not have access to). They typically do not like necromancers, but they tolerate them, being Delniit, and may even respect them if they have resurrected someone they care about. Commanders consider wizards helpless and weak (they think of wizardry as an inferior form of magic), but they get along well with sorcerers due to their similar casting abilities. Mindali consider themselves above anyone without the ability to use magic, though they will respect skill in combat.
Of course, the Knights of Kapo also hate Mindali, though they have a fair bit of fear for them as well. This holds true for many people outside of Delniia. To someone not familiar with them, Commanders often seem shadowy and dangerous, almost like demons. This similarity is cemented by how they don't seem to stay dead (as commanders in the Delniit army, they are fairly important and a priority for necromancers should they fall in battle), and have a mark with magical properties on their arms. Even inside Delniia, citizens are wary of Mindali, though they agree with the Commanders' goal of protecting their country. Some despise Mindali for their arrogance, but most respect their skill in arms.
Combat: Generally, Commanders will charge in with the rest of the melee warriors, wreaking havoc with their two blades. If the enemy is far away, they might shoot arrows instead, but only until they can get close enough for swords. Mindali can also provide an offensive spell to damage multiple opponents or attack a structure.
Advancement: Many Mindali will take classes in sorcerer to improve their spellcasting abilities. Because a Mindal is basically considered to be a sorcerer in terms of magic, their caster level is added to the number of sorcerer levels they take to determine which abilities and spells they get (they also gain any sorcerer abilities from levels below this new total).
Mindali in the World
|“||You are my Zar. I will obey your commands.||”|
|—Fir II Del, human Delniit Commander|
Mindali are the commanders of the Delniit army, and as such their main jobs are to fight the enemies of Delniia, train future soldiers and Commanders, and keep the peace within the country.
Daily Life: In peacetime, Mindali focus on training new soldiers and Commanders (of which there are plenty, due to the Delniit conscription policy), primarily teaching them the skills of sword, bow, and spell, but sometimes also knowledge about Delniia and its terrain. They hunt in the forests to help feed the garrisons of their home fort, and spend time honing their skills. They may also aid Watchers and Shadows in observing the land and keeping peace. In wartime, Commanders lead their armies into war (most commonly against the Kapish), defend the forts, prowl the deep forests, and plan strategy.
Notables: Seneta Colora, Brothrike Akis, Fir II Del
Organizations: Commanders are part of the Delniit army, and so they are usually assigned to a fort for most of their career. Depending on the size of the army at the fort, there may be one or several Mindali. Congregations of many Commanders are not usually called, though a few may be gathered (by command of someone higher up) to plan an attack.
NPC Reactions: NPC's of countries against Delniia (hint, all of them) are usually hostile towards Commanders, though they will obey the Mindal out of fear (Commanders have quite a reputation, and not exactly one that is correct). If there are many of these NPC's (note, quite a few more than would actually be necessary to overpower the Commander), they may attack the Mindal. Delniit NPC's would be wary but repectful, allied NPC's more wary and less respectful. Most Delnii would help a Commander if it was asked of them.
Characters with ranks in Knowledge (arcana) or Knowledge (politics) can research Mindali to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Mindali are commanders in the Delniit army. They specialize in wielding two weapons (usually swords).|
|10||Mindali are always sorcerers (have dragon blood), and can cast sorcerer spells using the energy of the spirit plane.|
|15||Commanders are not demons. Really, whatever you may think, they aren't. They're just regular people who happen to be mages who happen to fight really well who happen to also shoot arrows.|
|20||Commander training is harsh and makes harsh, cold-hearted Commanders.|
Mindali in the Game
Often, a Commander's quest starts with a command from their superior: a higher-ranking Commander, an Academy high councillor, a king. It might take them far from home, or into enemy territory, but Mindali never forget their loyalty to their country, Delniia, nor their original goal of protecting it. Unless they are Delniit, a Mindal would be reluctant to join up with any other adventurers, but with time and companionship, they may warm up and seem human after all. Mindali make great melee combatants (though a tad fragile with that lack of armour in the beginning) and also have a lot of flexibility with switching between archery and magic. However, they don't have a lot of abilities focused elsewhere and tend to scare NPC's away.
Adaptation: A sneakier Commander with less focus on two-weapon fighting and more focus on sneak attack and perhaps some of those rogue special abilities. A more magic-focused Mindal with more levels of spells and the addition of a cone attack (sorcerer abilities and spells gained would also be moved earlier). A more archery-focused Commander with the full set of feats that the ranger gets instead of that 16th level upgrade to two-weapon fighting. Alternatively, you could focus the Commander more on two-weapon fighting and less on the other stuff.
Sample Encounter: The PC's have been sent by the Kapish to invade Delniia to stop the evils of necromancy for once and for all. At the head of the army that stands in the treacherous mountain passes between Kapish land and that of the Delniit are several Delniit Commanders.
EL 10: The adventurers manage to get close to the Shield Mountains that guard the way into Delniia when someone starts shooting arrows at them. A spot check may reveal the Mindal perched at the edge of a cliff on the mountainside, longbow drawn. The Commander in question is an experienced general called Mindal Brothrike, who has been tasked by his young queen to see to the defence of the Shield Mountains.