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123 bytes added ,  21 December 2023
Commander Track
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(Commander Track)
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==== Conmmander Track ====
== Conmmander Track ==
 
{| class="wikitable"
{| class="wikitable"
!Feature
!Talent
!PreReq
!PreReq
!Discreption
!Description
!Tags
!Tags
|-
|-
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|Your Battlefield Tactician ability range when choosing a target increases from 5 ft to 20 ft, and you gain the Battle Standard ability.  
|Your Battlefield Tactician ability range when choosing a target increases from 5 ft to 20 ft, and you gain the Battle Standard ability.  


* <u>Battle Standard</u>. You carry your battle standard into battle. This requires one free hand. You can plant or retrieve your Battle Standard with 1 AP. It has a base range of 20 ft. All friendly targets within range gain TA on their first attack made on each turn they start in range.
* <u>Battle Standard</u>: You carry your battle standard into battle. This requires one free hand. You can plant or retrieve your Battle Standard with 1 AP. It has a base range of 20 ft. All friendly targets within range gain [[Tactical Advantages|TA]] on their first attack made on each turn they start in range.


Battle Standards have AR, REF, and FORT of 15. They have 20 HP, DR 20/Fire, and DT 10. Replacing a broken battle standard requires 4 hours and 40 sc in a settled area. If you have the Soldier background, it costs 2 hours and does not cost sc provided that your military has a presence in the settled area.
Battle Standards have AR, REF, and FORT of 15. They have 20 HP, DR 20/Fire, and DT 10. Replacing a broken battle standard requires 4 hours and 40 sc in a settled area. If you have the Soldier background, it costs 2 hours and does not cost sc provided that your military has a presence in the settled area.
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|'''Improved Battle Standard'''
|'''Improved Battle Standard'''
|Battle Command Focus
|Battle Command Focus
|Friendly Targets now gain TA on all attacks while within range of your standard.
|Friendly Targets now gain [[Tactical Advantages|TA]] on all attacks while within range of your standard.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|'''Reinforced Standard'''
|'''Reinforced Standard'''
|Improved Battle Standard
|Improved Battle Standard
|Your Battle Standard gains +10 HP.
|''Repeatable.'' Your Battle Standard gains +10 HP.
|''Warrior, Commander, Repeatable''
|''Warrior, Commander, Repeatable''
|-
|-
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|'''Rallying Standard II'''
|'''Rallying Standard II'''
|Rallying Standard
|Rallying Standard
|While allies are Rallied by your Battle Standard, they cannot be Charmed. Existing Charm effects are suppressed while
|While allies are Rallied by your Battle Standard, they cannot be Charmed. Existing Charm effects are suppressed while they remain within range.
they remain within range.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|You gain the Command ability.
|You gain the Command ability.


* <u>Command</u> A willing target who can hear you within 20 ft of you may immediately take one of the following actions of your choice. Attack: (AP Varies) The target immediately makes an attack with a weapon they are holding, gaining TA. This costs you a number of AP equal to what it would cost the target.
* <u>Command</u>: A willing target who can hear you within 20 ft of you may immediately take one of the following actions of your choice.
* <u>Attack</u>: (AP Varies) The target immediately makes an attack with a weapon they are holding, gaining [[Tactical Advantages|TA]]. This costs you a number of AP equal to what it would cost the target.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|Your command gains the following option.
|Your command gains the following option.


* <u>Tactical Repositioning</u> (1 AP) The target of your command may immediately move up to their speed, but the movement must end with them closer to you.
* <u>Tactical Repositioning</u>: (1 AP) The target of your command may immediately move up to their speed, but the movement must end with them closer to you.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|Your command gains the following options.  
|Your command gains the following options.  


* <u>Hold your Ground</u> (1 AP) If the target of your command accepts the command, they gain the [[Grounded]] and Suppressed condition until the end of their next turn, and can no longer be moved or knocked prone.
* <u>Hold your Ground</u>: (1 AP) If the target of your command accepts the command, they gain the [[Grounded]] and Suppressed condition until the end of their next turn, and can no longer be moved or knocked prone.
* <u>Hold yourFire</u> (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells that they have AP for, if they chose to do so, on their next turn. They can specify a trigger for their attacks or spell casts such as “When an enemy is in range” or “When an enemy attacks”. The commander may suggest a trigger, but the target is not required to use that trigger.
* <u>Hold your Fire</u>: (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells that they have AP for, if they chose to do so, on their next turn. They can specify a trigger for their attacks or spell casts such as “When an enemy is in range” or “When an enemy attacks.The commander may suggest a trigger, but the target is not required to use that trigger.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|Your command gains the following option.
|Your command gains the following option.


* <u>Fire!</u> (2 AP) All targets who are using “Hold your Fire” may immediately make the attacks and cast the spells they were holding. For each “volley”, every participant rolls to attack, but all participants use the highest die roll. A volley is considered an attack that expends AP. For example, if Player 1 and 2 both had 6 AP, and prepared three attacks each, and Player 3 had 6 AP but could only cast one spell, Players 1, 2, and 3 roll for Volley 1 and take thehighest of their three rolls. Players 1 and 2 participate in Volley 2 and 3.
* <u>Fire!</u>: (2 AP) All targets who are using “Hold your Fire” may immediately make the attacks and cast the spells they were holding. For each “volley”, every participant rolls to attack, but all participants use the highest die roll. A volley is considered an attack that expends AP. For example, if Player 1 and 2 both had 6 AP, and prepared three attacks each, and Player 3 had 6 AP but could only cast one spell, Players 1, 2, and 3 roll for Volley 1 and take the highest of their three rolls. Players 1 and 2 participate in Volley 2 and 3.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|Your command gains the following option:
|Your command gains the following option:


* <u>Charge</u> (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to the Commander.
* <u>Charge</u>: (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to the Commander.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|'''Command ImprovementT II'''
|'''Command ImprovementT II'''
|Command Improvement
|Command Improvement
|Your Command gains +20 ft of range if your command has under 100 ft range. If it has 100 ft or more, it gains +10 ft
|''Repeatable.'' Your Command gains +20 ft of range if your command has under 100 ft range. If it has 100 ft or more, it gains +10 ft range.
range.
|''Warrior, Commander, Repeatable''
|''Warrior, Commander, Repeatable''
|-
|-
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|'''Battle Standard Command'''
|'''Battle Standard Command'''
|Tactician’s Command
|Tactician’s Command
|When issuing a command to a target who is being affected
|When issuing a command to a target who is being affected by your Battle Standard, you spend 1 fewer AP (min 1).
by your Battle Standard, you spend 1 fewer AP (min 1).
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|'''Battlefield Tactician II'''
|'''Battlefield Tactician II'''
|Command  
|Command  
|Your Battlefield Tactician ability no longer fades on the
|Your Battlefield Tactician ability no longer fades on the previous target when you use it again.
previous target when you use it again.
|''Warrior, Commander''  
|''Warrior, Commander''  
|-
|-
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|You gain the War Cry ability.
|You gain the War Cry ability.


* <u>War Cry</u> (1/Rest) By spending 5 AP, all creatures of your choice who can hear you and are currently under a Battle Standard gain an additional 2 AP at the beginning of their next turn.  
* <u>War Cry</u>: (1/Rest) By spending 5 AP, all creatures of your choice who can hear you and are currently under a Battle Standard gain an additional 2 AP at the beginning of their next turn.  
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|'''War Cry III'''
|'''War Cry III'''
|War Cry II
|War Cry II
|Targets affected by your War Cry, who also have conditions suppressed by your Battle Standard, remove the Charmed,
|Targets affected by your War Cry, who also have conditions suppressed by your Battle Standard, remove the Charmed, Frightened, Broken, and Demoralized conditions, rather than only suppressing them.
Frightened, Broken, and Demoralized conditions, rather
than only suppressing them.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|'''Battlefield Tactician Improvement II'''
|'''Battlefield Tactician Improvement II'''
|Battlefield Tactician Improvement
|Battlefield Tactician Improvement
|If you run out of uses of Battlefield Tactician, you can
|If you run out of uses of Battlefield Tactician, you can spend all of your AP on a turn to regain 1 use of Battlefield Tactician.
spend all of your AP on a turn to regain 1 use of Battlefield Tactician.
|''Warrior, Commander''
|''Warrior, Commander''
|-
|-
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|'''Great General'''
|'''Great General'''
|Commander 14
|Commander 14
|You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study for scholars and generals alike. You gain a small retinue consisting of four Knights. They take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon spending at least a week in a populated area and spending 250 sc.
|You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study for scholars and generals alike.
You gain a small retinue consisting of four Knights. They take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon spending at least a week in a populated area and spending 250 sc.


* <u>Level 30</u> Your Knights add your AWR to their max HP and 1⁄2 your AWR to their attack and damage rolls.
* <u>Level 30</u>: Your Knights add your AWR to their max HP and 1⁄2 your AWR to their attack and damage rolls.
|''Warrior, Commander, Capstone''
|''Warrior, Commander, '''Capstone'''''
|}
|}


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