The clashing of swords, the whine of bullets zipping through the air, the screams of the dying, the oaths sworn and the angry shouts: the sounds of battle describe the chaos you have faced while fighting for your life. You have fought enemies to the death on blood-soaked fields.
You have traded blows with skilled combatants and, more than once, feared for your life. It’s enough to make you wonder why you would ever fight again.
Rather than steer you away from combat, though, your experience in fighting taught you how to win, to spot vulnerabilities and opportunities and then capitalize on them. Based on your observations, you can come up with a battle plan to thwart your enemies and aid your allies. The orders you shout impel your allies to strike where foes are most vulnerable or can save the lives of your fellow soldiers. You are at the center of the action, directing your companions to where they need to be most.
You need a sharp mind to succeed at command. It takes more than charisma or brute strength to adjust to the chaos in combat. If you are a warrior of exceptional intelligence, a cunning rogue, or even a magician, you can excel by following this path.
Level 3 Commander
Attributes Increase two by 1
Characteristics Health +4
Languages and Professions Gain one military profession or add another language to the list of languages you can speak.
Battle Plan In combat, you can use an action to concoct a battle plan that consists of one or more orders. Make an Intellect challenge roll. You gain three orders on a success, or one order on a failure. You retain each order until you use it or you use Battle Plan again. For each order, choose a trigger and an effect from the options presented below. You can choose a given trigger or effect just once until you use Battle Plan again. Whenever the condition for the trigger occurs, you can use a triggered action to produce the effect you chose for that trigger.
Triggers
- A creature you can see within medium range makes an attack roll.
- A creature you can see within medium range moves.
- A creature you can see within medium range takes damage.
- A creature you can see within medium range becomes injured or incapacitated.
- A creature you can see within medium range gains Insanity or an affliction.
Effects
- The triggering creature can use a triggered action to make an attack with a weapon it is wielding.
- The triggering creature deals 1d6 extra damage on the next attack it makes before the end of the round.
- The triggering creature takes 1d6 extra damage from the next attack made against it before the end of the round.
- The triggering creature can make a Will challenge roll. On a success, the creature heals damage equal to its healing rate or removes the fatigued, frightened, or impaired affliction from itself.
- You grant 2 boons on the next attack roll made by the triggering creature before the end of the round.
- You impose 2 banes on the next attack roll made by the triggering creature before the end of the round.
- The triggering creature can stand up or move up to half its Speed. This movement does not trigger free attacks.
Level 6 Commander
Characteristics Health +4
Go with the Flow At any time, you can use a triggered action and expend one order to impose 1 bane on all attack rolls made against you and members of your group within short range of you until the end of the round.
Level 9 Master Commander
Characteristics Health +4
Battle Master In combat, you grant 1 boon on attack rolls and challenge rolls made for members of your group that are within short range and that can see and hear you. In addition, you impose 1 bane on attack rolls made against them.