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|Battle Standard Range II | |Battle Standard Range II | ||
|Your battle standard’s range increases by +30 ft. | |Your battle standard’s range increases by +30 ft. | ||
E X T R A STA N DA R D | |||
Warrior, Commander | |||
Prerequisites: Battle Standard Range III | |||
You gain an additional Battle Standard. This second Battle | |||
Standard can be worn as a banner on the warrior’s back, | |||
and equipped or stowed using 1 AP. It must be equipped to | |||
be planted. | |||
R E I N FO R C E D STA N DA R D | |||
Warrior, Commander, Repeatable | |||
Prerequisites: Improved Battle Standard | |||
Your Battle Standard gains +10 HP. | |||
R E I N FO R C E D STA N DA R D I I | |||
Warrior, Commander | |||
Prerequisites: Reinforced Standard | |||
Your Battle Standard gains +5 DT. | |||
R E I N FO R C E D STA N DA R D I I I | |||
Warrior, Commander | |||
Prerequisites: Reinforced Standard II | |||
Your Battle Standard gains +5 AR, REF, and FORT. | |||
IMPROVISED REPAIRS | |||
Warrior, Commander | |||
Prerequisites: Reinforced Standard II | |||
You may repair one Battle Standard when you Take a Rest, | |||
even if you are not in a settled area. (1/Week) | |||
R A L LY I N G STA N DA R D | |||
Warrior, Commander | |||
Prerequisites: Improved Battle Standard | |||
Allies within range of your standard gain the Rallied | |||
condition. | |||
R A L LY I N G STA N DA R D I I | |||
Warrior, Commander | |||
Prerequisites: Rallying Standard | |||
While allies are Rallied by your Battle Standard, they cannot | |||
be Charmed. Existing Charm effects are suppressed while | |||
they remain within range. | |||
UNDER THE BANNER | |||
Warrior, Commander | |||
Prerequisites: Rallying Standard II | |||
Whenever you start your turn in range of a Battle Standard, | |||
you regain 1 HP while engaged in combat and Bloodied. | |||
UNDER THE BANNER II | |||
Warrior, Commander | |||
Prerequisites: Under the Banner | |||
While allies are Rallied by your Battle Standard, they are | |||
Protected. | |||
UNDER THE BANNER III | |||
Warrior, Commander | |||
Prerequisites: Under the Banner II | |||
While allies are Rallied by your Battle Standard, they gain | |||
+2 to their mental defenses. | |||
STA N DA R D B E A R E R | |||
Warrior, Commander | |||
Prerequisites: Improved Battle Standard | |||
You gain a “Standard Bearer” NPC with the stats of a | |||
Page. This NPC is under your control and takes its turn | |||
immediately following yours. It carries one additional Battle | |||
Standard, and cannot attack, but can plant and retrieve | |||
Battle Standards. If your Standard Bearer is slain in combat, | |||
you may hire a new one by spending at least 3 days in a | |||
populated area and expending 100 sc. | |||
STA N DA R D B E A R E R I I | |||
Warrior, Commander | |||
Prerequisites: Standard Bearer | |||
Your Standard Bearer gains HP equal to your number of | |||
Warrior talents + your AWR. | |||
STA N DA R D B E A R E R I I I | |||
Warrior, Commander | |||
Prerequisites: Standard Bearer II | |||
Your Standard Bearer gains +5 ft speed and no longer | |||
provokes reactive attacks due to movement. | |||
STA N DA R D B E A R E R I V | |||
Warrior, Commander | |||
Prerequisites: Standard Bearer III | |||
Your Standard Bearer can pull up an allied creature from | |||
being Prone by spending one of their monster actions. | |||
STA N DA R D B E A R E R V | |||
Warrior, Commander | |||
Prerequisites: Standard Bearer IV | |||
Your Standard Bearer now gains experience up to 30 times. | |||
For each week under your employ where they engage in | |||
combat (not training or sparring), they gain an additional | |||
1d4+1 HP. | |||
On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that | |||
they gain experience, they gain one talent of your choice as | |||
though they were a level 1 Adventurer. | |||
COMMAND | |||
Warrior, Commander | |||
Prerequisites: Improved Battle Standard | |||
You gain the Command ability. | |||
Command. 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. | |||
TO ME! | |||
Warrior, Commander | |||
Prerequisites: Command | |||
Your command gains the following option. | |||
Tactical Repositioning: (1 AP) The target of your | |||
command may immediately move up to their speed, but the | |||
movement must end with them closer to you. | |||
HOLD! | |||
Warrior, Commander | |||
Prerequisites: Command | |||
Your command gains the following options. | |||
Hold your Ground: (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. | |||
Hold your Fire: (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. | |||
FIRE! | |||
Warrior, Commander | |||
Prerequisites: Hold! | |||
Your command gains the following option. | |||
Fire!: (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. | |||
FO R WA R D ! | |||
Warrior, Commander | |||
Prerequisites: Command | |||
Your command gains the following option: | |||
Charge: (1 AP) The target of your command may | |||
immediately move up to their speed, but they cannot move | |||
closer to the Commander. | |||
COMMAND IMPROVEMENT | |||
Warrior, Commander | |||
Prerequisites: Command | |||
Movement from your Commands no longer provokes | |||
reactive actions while the target is under the effects of a | |||
Battle Standard. | |||
COMMAND IMPROVEMENT II | |||
Warrior, Commander, Repeatable | |||
Prerequisites: 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 | |||
range. | |||
COMMAND IMPROVEMENT III | |||
Warrior, Commander | |||
Prerequisites: Command Improvement II | |||
Targets of your Command ability may also immediately | |||
move up to 5 ft. | |||
COMMAND IMPROVEMENT IV | |||
Warrior, Commander | |||
Prerequisites: Command Improvement III | |||
Targets must be able to see or hear you to benefit from | |||
Command, instead of only hearing you. | |||
TACT I C I A N ’ S C O M M A N D | |||
Warrior, Commander | |||
Prerequisites: Command | |||
When issuing a command that would result in the target of | |||
your Battlefield Tactician being attacked, that attack deals | |||
+2 damage. If the target is also under a Battle Standard, it | |||
deals +4 damage. | |||
BAT T L E STA N DA R D C O M M A N D | |||
Warrior, Commander | |||
Prerequisites: Tactician’s Command | |||
When issuing a command to a target who is being affected | |||
by your Battle Standard, you spend 1 fewer AP (min 1). | |||
I M P O S I N G BAT T L E STA N DA R D | |||
Warrior, Commander | |||
Prerequisites: Battle Standard Command | |||
Targets of your Battlefield Tactician ability are Shaken until | |||
the end of their next turn whenever they enter the range of | |||
your Battle Standard. | |||
BAT T L E F I E L D TACT I C I A N I I | |||
Warrior, Commander | |||
Prerequisites: Command | |||
Your Battlefield Tactician ability no longer fades on the | |||
previous target when you use it again. | |||
WA R C RY | |||
Warrior, Commander | |||
Prerequisites: Battlefield Tactician II, COR 4 | |||
You gain the War Cry ability. | |||
War Cry. 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. | |||
(1/Rest) | |||
WA R C RY I I | |||
Warrior, Commander | |||
Prerequisites: War Cry | |||
A target who can see or hear you use the War Cry ability | |||
who is outside of the range of your Battle Standard but | |||
within 10 ft of an unoccupied square that would be in the | |||
range of your Battle Standard may move into that square for | |||
free. | |||
WA R C RY I I I | |||
Warrior, Commander | |||
Prerequisites: War Cry II | |||
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. | |||
WA R C RY I V | |||
Warrior, Commander | |||
Prerequisites: War Cry III | |||
Targets affected by your War Cry gain Shield HP equal to | |||
your AWR. Targets who are Bloodied receive double this | |||
amount. | |||
WA R C RY V | |||
Warrior, Commander | |||
Prerequisites: War Cry IV | |||
War Cry becomes 1⁄2 AWR/Rest. | |||
BAT T L E F I E L D TACT I C I A N | |||
IMPROVEMENT | |||
Warrior, Commander | |||
Prerequisites: Battlefield Tactician II | |||
Your Battlefield Tactician ability gains +20 ft range when | |||
choosing a target. | |||
BAT T L E F I E L D TACT I C I A N | |||
IMPROVEMENT II | |||
Warrior, Commander | |||
Prerequisites: Battlefield Tactician Improvement | |||
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. | |||
BAT T L E F I E L D TACT I C I A N | |||
IMPROVEMENT III | |||
Warrior, Commander | |||
Prerequisites: Battlefield Tactician Improvement II | |||
You no longer need to see the target for Battlefield Tactician | |||
to remain active. | |||
BAT T L E F I E L D TACT I C I A N | |||
IMPROVEMENT IV | |||
Warrior, Commander | |||
Prerequisites: Battlefield Tactician Improvement III | |||
Whenever the target of your Battlefield Tactician is the | |||
subject of an Exploit attack, friendly targets who are within | |||
5 ft of the target and have the Reactive AP to do so may also | |||
attack that target even if a reactive attack would not have | |||
been triggered for them. | |||
GREAT GENERAL | |||
Warrior, Commander, Capstone | |||
Prerequisites: 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. | |||
Level 30: Your Knights add your AWR to their max HP | |||
and 1⁄2 your AWR to their attack and damage rolls. | |||
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