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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.

Revision as of 01:26, 16 November 2023

Your path to becoming the warrior you are today was one of absolute discipline. At a young age, you were a gifted athlete, playing in children’s sports or getting into trouble pushing back against authority. As you grew, your restlessness matured into a desire to protect those that are weaker than you. Guided by great blademasters, you learned your way around sword and spear, shield and bow. A versatile fighter, you are almost equally capable with any weapon and any suit of armor, making you an invaluable soldier. You also have a keen mind for battle tactics and act with disciplined measure as you direct your foes away from your weaker allies. What motivates you when you don your armor? What thoughts stick with you as you draw your weapons and slog into the battlefield? How do your driving goals inform your fighting style? If you are motivated by vengeance, you might be an especially merciless fighter, whereas if you desire to protect your loved ones, you might stay your blade when you have the opportunity to do an enemy in, letting compassion guide your hand as much as justice. Maybe you have no scruples at all and will simply do what is asked of you as long as the coins keep coming.

WARRIOR STACKS

Soldier You are a proven warrior, capable of adapting to any situation on the battlefield or any weapon in your arsenal.

Archer An unparalleled sniper, you can offer covering fire to your allies and can pick off enemies with deadly accuracy.

Protector You lead the charge in combat, locking down enemies on the battlefield and helping your allies reposition and retreat when they must.

Commander A master of warfare, you know how and when to issue orders. Help your allies fight as a cohesive team, where the sum is greater than the parts.

After gaining the Warrior Entry talent, you can take talents from any of the warrior stacks.


WARRIOR ENTRY

Feature PreReq Discreption
Warrior, Class Entry Prerequisites: Character Level 2 When you take this entry talent, you gain the following abilities.
Battlefield Tactician You may spend 1 AP on your turn to specify a target within 5 ft of you. Friendly targets within 40 ft of you gain Focused against that target. Battlefield Tactician persists for 10 minutes while you can see the target. If you use this on a new target, it fades on the original target. (AWR+1/Recoup)
Warrior Training. If this is your first Class Entry talent, you gain two specialization talents: one from the defense stack and one from the combat, command, or defense stack. If this is not your first Class Entry talent, you gain one talent from the defense stack.

ARCHERY TRACK

Feature Tags PreReq Discreption
ARCHERY FOCUS Warrior, Archery Warrior Entry You gain the Focus Target ability. Focus Target. You may spend 1 AP to specify a target you can see and that is within range of the weapon you are holding. This target is your Focused Target. Gain Focused against that target, and if you strike them with a ranged attack, that target gains TD on their next attack.
SHARPSHOOTER Warrior, Archery Warrior Entry

Incompatible: Overwatch

You ignore Partial Cover against your Focused Target.
SNIPER’S NEST Warrior, Archery Sharpshooter You gain an additional +1 to your defenses when firing from Cover, and when attempting to hide while in total cover, you can roll 2d20 and take the higher result.
STALKING Warrior, Archery Sniper’s Nest You ignore Concealed, Unseen, and Invisible against your Focused Target while it is within 30 ft of you.
IMPECCABLE AIM Warrior, Archery Stalking If you do not take any movement on your turn or your last turn, have not taken damage since the end of your last turn, did not use Impeccable Aim last turn, and are firing from cover, you can activate Impeccable Aim, gaining +10 to your attack rolls until the end of your turn.
SHARPSHOOTER II Warrior, Archery Impeccable Aim If you kill a creature on your turn with a ranged attack, you can make another attack immediately for 0 AP with your equipped ranged weapon. If you kill that creature, you may make one more additional attack for 0 AP. Subsequent attacks cost AP as normal, even if they are killing blows.
SNIPER’S NEST II Warrior, Archery Sharpshooter II On your turn, you can move 5 ft for free. Once per turn, if a ranged attack or spell misses you, you may move 5 ft for free.
STALKING II Warrior, Archery Sniper’s Nest II Your range for Stalking increases to half the range of the weapon you have equipped.
HEADSHOT Warrior, Archery Stalking II You gain the Headshot ability.

Headshot Declare you are attempting a headshot. Subtract 12 from your attack roll. If you hit, it is considered a crit. (3/Rest)

SHARPSHOOTER III Warrior, Archery Headshot Your ranged attacks ignore Resist Physical and ignore the Prone condition.
SNIPER’S NEST III Warrior, Archery Sharpshooter III Your benefits from cover cannot be ignored by any other ability or talent, and if you have the high ground you gain an additional source of TA, and all of your defenses gain the benefit from your cover.
STALKING III Warrior, Archery Sniper’s Nest III Your range is doubled for ranged weapons against your Focused Target. Additionally, your range for Stalking increases to your equipped weapon’s range.
IMPECCABLE AIM II Warrior, Archery Stalking III You may now activate Impeccable Aim without the conditions being met one time. (1/Catch Breath)
HEADSHOT II Warrior, Archery Impeccable Aim II Your Headshots now only take a -10 penalty, and you add one additional damage die to your damage roll if you hit.
OVER WATCH Warrior, Archery Archery Focus

Incompatible: Sharpshooter

If a Focused Target moves more than 10 ft on its turn and is within range of your weapon after that movement, you may make a reactive attack against that target, spending the normal amount of AP it would cost you to attack with that weapon.
FOCUS TARGET II Warrior, Archery Overwatch You may now have a number of Focused Targets equal to 1⁄2 your AWR.
OVER WATCH II Warrior, Archery Focus Target II When you strike a target with a ranged reactive attack, they are Slowed until the end of their turn.
SUPPRESSING FIRE Warrior, Archery Overwatch II You may spend 2 additional AP when making a ranged attack or ranged reactive attack. If that attack hits, the target is Suppressed until the end of their next turn.
FOCUS TARGET III Warrior, Archery Suppressing Fire Draw a line from you to the closest unoccupied space adjacent to a Focused Target. If physically being in that square would cause a target to be considered Flanked, that target is considered Flanked.
OVER WATCH III Warrior, Archery Focus Target III Focused Targets now additionally trigger reactive attacks for you when they make a melee attack against one of your allies.
FOCUS TARGET IV Warrior, Archery Overwatch III You may now have a number of Focused Targets equal to your AWR.
COVERING FIRE Warrior, Archery Focus Target IV You gain the Covering Fire ability.

Covering Fire When you hit with an reactive attack that was triggered by an enemy making a melee weapon attack, you may spend 1 AP to force the creature to roll the attack again and take the lower result. (AWR/Recoup)

OVER WATCH IV Warrior, Archery Covering Fire Reactive attacks now cost you 1 fewer AP (min 1).
COVERING FIRE II Warrior, Archery Overwatch IV You may use Covering Fire against enemies that make ranged weapon attacks, unless you are the target of that attack.
FOCUS TARGET V Warrior, Archery Covering Fire II Your Focused Targets now gain TD on all their attacks made until the end of their next turn when they are struck by your ranged attack.
COVERING FIRE III Warrior, Archery Focus Target V You may use Covering Fire against enemies that make magic attacks, unless you were the target of the attack.
OVER WATCH V Warrior, Archery Covering Fire III If you crit on a Reactive Attack, you can use Suppressing Fire for free and the target is knocked prone.
Warrior, Archery, Capstone Archery 14 You are a marksman of great renown. Your presence on the battlefield strikes fear in your enemies and brings comfort to those you watch over. You do not lose the Unseen condition from making ranged attacks. If you have 3 or more TA against a target, your attacks gain the following benefits:

You deal double damage Your attacks that hit knock the target prone Striking a Prone target gives them the Pinned condition. (Escape DC = 8+ Your DEX) You regain 1d10 HP whenever you make the killing blow against a creature that is ML 6 or higher. Level 30: Once per week, you can kill a target of ML or Character Level of 5 or less. You cannot miss and the target cannot survive the attack. Provided you are Unseen when you make the attack, it cannot be traced back to you through evidentiary means.

COMMANDER TRACK

Feature Tags PreReq Discreption
BATTLEFIELD COMMAND FOCUS Warrior, Commander Warrior Entry Your Battlefield Tactician ability range when choosing a target increases from 5 ft to 20 ft, and you gain the Battle Standard ability. Battle Standard. 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.

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.

IMPROVED BATTLE STANDARD Warrior, Commander Battle Command Focus Friendly Targets now gain TA on all attacks while within range of your standard.
BATTLE STANDARD RANGE Warrior, Commander Improved Battle Standard Your battle standard’s range increases by +10 ft.
BATTLE STANDARD RANGE II Warrior, Commander Battle Standard Range Your battle standard’s range increases by +20 ft.
BATTLE STANDARD RANGE III Warrior, Commander Battle Standard Range II 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.