Difference between revisions of "Class: Warlord"

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(Maneuver List)
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! colspan="4;" style="background:#7A8B8B;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">2nd-Level Warlord Maneuvers</font></div>
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|Crushing Blow || align="center"|Standard || Strike || Attack deals +1d6 damage, target is flat-footed.  
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|Coordinated Offensive || Standard || Strike || || Melee attack; two nearby allies can move up to 5 feet.
 
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|Focus Attack || align="center"|Move || Command || Allies' attacks against a designated creature deal bonus damage equal to your Command Bonus.
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|Cunning Adjustment || Reaction || Boost || || When you hit a creature, an ally can move and gains advantage against that creature.
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|Hold the Line || align="center"|Move || Command || Allies in a burst gain your Command Bonus to AC, cannot be moved.
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|Inspire Fortitude || align="center"|Standard || Tactic || Allies gain a morale bonus to Fortitude saves equal to your Command Bonus.
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|Inspire Reflex || align="center"|Standard || Tactic || Allies gain a morale bonus to Reflex saves equal to your Command Bonus.
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|Guarding Attack || Standard || Strike || Inspiring || Melee attack; if you hit, adjacent ally gains bonus to AC against that creature.
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|Inspire Will || align="center"|Standard || Tactic || Allies gain a morale bonus to Will saves equal to your Command Bonus.
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|Hammer and Anvil || Standard || Strike || || Melee attack; if you hit, ally can make a melee attack with bonus damage.
 
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|Pincer Strike || align="center"|Standard || Strike || Attack deals +1d6 damage, target is ''immobilized'' so long as adjacent to at least two allies.
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|Hammer Formation || Standard || Strike || Resourceful || Melee attack; if you hit, allies deal bonus damage on next weapon attack.
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|Reposition || align="center"|Standard || Command || All allies can take a 5-foot step immediately.
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|Knight's Move || Move || Command || || The target can move up to his speed as a free action.
 
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|Tactician || align="center"|Standard || Tactic || Grant you and allies a teamwork feat temporarily.
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|Leaf on the Wind || Standard || Strike || || Melee attack; if you hit, you or adjacent ally can swap places with target.
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|Watch and Ready || align="center"|Standard || Tactic || Allies gain bonus to Initiative checks equal to your Command Bonus.
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|Luring Focus || Standard || Strike || Bravura || Melee attack; if you hit, pull another enemy towards you.
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|Nimble Footwork || Standard || Strike || || Melee attack; if you hit, you can move 5 feet, and an ally can move 5 feet.
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|Pin Cushion || Standard || Strike || || Ranged attack; you and allies gain bonus to ranged attacks against the target.
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|Powerful Warning || Reaction || Boost || Insightful || When ally is attacked, you grant bonus to AC and saving throws.
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|Provocative Order || Standard || Command || || Ally can make a charge attack, deals bonus damage.
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|Race the Arrow || Standard || Strike || Skirmishing || Ranged attack; an ally can charge or attack the target.
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|Reposition || Move || Command || || Allies within 60 feet can move 5 feet.
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|Shake It Off || Swift || Boost || || One ally can make a save against a status ailment with a bonus.
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|-align="left" style="background:#C3CACA;"
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|Strategist's Invitation || Standard || Strike || || Melee attack; if you hit, allies who hit the target can move, slide the target, or deal bonus damage.
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|-align="left" 
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|Tactician's Favor || Standard || Strike || Tactical || Melee attack; if you hit, one ally gains bonus on attack rolls against the target.
 
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Revision as of 22:45, 9 December 2015

The Warlord
  Maneuvers
Level BAB Fort Ref Will Special Maneuvers Readied Maneuvers Known Max Maneuver Level
1 +0 +1 +1 +1 Born Leader, Command Bonus (+2), Presence 3 2 1st
2 +1 +2 +2 +2   3 3 1st
3 +2 +2 +2 +2   4 4 2nd
4 +3 +2 +2 +2 Always Prepared 4 5 2nd
5 +3 +3 +3 +3 Command Bonus (+4) 5 6 3rd
6 +4 +3 +3 +3 Leadership 5 7 3rd
7 +5 +4 +4 +4   6 8 4th
8 +6/+1 +4 +4 +4 Tactical Assistance 6 9 4th
9 +6/+1 +4 +4 +4   7 10 5th
10 +7/+2 +5 +5 +5 Warlord Talent, Command Bonus (+6) 7 11 5th
11 +8/+3 +5 +5 +5   8 12 6th
12 +9/+4 +6 +6 +6 Warlord Talent 8 13 6th
13 +9/+4 +6 +6 +6   9 14 7th
14 +10/+5 +6 +6 +6 Warlord Talent 9 15 7th
15 +11/+6/+1 +7 +7 +7 Command Bonus (+8) 10 16 8th
16 +12/+7/+2 +7 +7 +7 Warlord Talent 10 17 8th
17 +12/+7/+2 +8 +8 +8   11 18 9th
18 +13/+8/+3 +8 +8 +8 Warlord Talent 11 19 9th
19 +14/+9/+4 +8 +8 +8   12 20 9th
20 +15/+10/+5 +9 +9 +9 Warlord Talent, Command Bonus (+10) 12 21 9th

 

Warlord

Agrias, iconic warlord
"Heed my words, and know victory!"

Trinity has, many times in its history, known war. And though the presence of powerful individuals often tips the scales of balance, the actions of those select groups are often made possible by the actions of armies, whose purpose in this world is not to be the primary force, but the secondary: an alternative should those with significant personal power fail in their endeavors.

In the course of warfare as it is known in Trinity, tactics and stratagems were slow to come to the fore, progress made in fits and spurts by individuals who saw opportunity in taking command of troops in mass combat. Those strategies, it was later found, were equally applicable to those small elite forces: warlords became known as force multipliers, whether on the field of battle or in the depths of dungeons, whether they commanded a thousand men or directed the actions of a select few.

Warlords forgo the specialization in equipment that most other combat-oriented classes acquire; instead, they specialize on learning how to identify openings, how to direct others, and how to improve morale. Warlords learn the basics of weapons and armor, and are able to hold their own against most others, but their martial training falls short of those more focused on taking direct action themselves. Thus, while it is not uncommon for warlords to lead the charge, most take on a support role, leading from the rear and giving direction without getting directly involved themselves.

There are many styles of leadership, and different warlords take advantage of different schools of thought. Exposure to new strategies and different sorts of engagements encourages budding warlords to study other tactics, as well, giving them increasing versatility on the battlefield.

Game Rule Information

Warlords have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Intelligence and Charisma are most important for warlords, though some who lead from the front of the fight may also want to focus on Strength and Constitution.

Hit Die: d8.

Class Skills: The warlord's class skills are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Martial Lore (Int), Presence (Cha), Reason (Int), Ride (Dex), Sense Motive (Wis), Spot (Per), Swim (Str), and Vitality (Con).

Skill Points at Each Level: 4 + Int modifier.

Alignment: Any.

Starting Age: Simple.

Starting Gold: 6d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the warlord.

Proficiencies

A warlord is proficient with all simple weapons, a number of martial weapons equal to 3 + her Intelligence modifier, and light and medium armor. She is proficient with bucklers and light shields, but not heavy shields or tower shields.

Presence

Warlords come from a variety of different backgrounds, with diverse schools of thought regarding battlefield tactics. Often these differing styles have a very strong impact on how a given warlord approaches combat, especially in how they comport themselves on the field of battle: thus, these are referred to as presences.

Each presence has a number of effects: you automatically learn a 1st-level warlord maneuver (this maneuver does not count against your maneuvers known), which can be readied additional times; you gain a presence ability modifier, which is used for some of your maneuvers; you gain bonus class skills; and may have effects on some maneuvers.

 

Warlord Presences
Presence Ability Class Skill Description Base Maneuver
Bravura Str Brawn (Str) You lead through a combination of daring attacks and aggressive tactics. inevitable wave
Insightful Per Search (Per) You lead through careful observation and a knack for predicting your enemies' actions. brash assault
Inspiring Cha Perform (Cha) You lead by exhortation, encouragement, and inspiration. inspiring word
Resourceful Con Survival (Wis) You adapt to the mistakes and openings your enemies provide and endeavor to create opportunities. opening shove
Skirmishing Dex Tumble (Dex) You help allies by sharpening their timing, directing their maneuvers, and pointing out targets. paint the bullseye
Tactical Int Bluff (Cha) Your leadership takes the form of quick commands, cunning strategies, and tactical superiority. wolf pack tactics

 

When you ready your presence's base maneuver, you can place it an additional time on your strategy wheel (see below); at 10th level, you can place it two additional times (for a total of three). If you have multiple presences, this applies to all of your presences' base maneuvers.

At higher levels, you may have the opportunity to learn new presences; if you do, all their effects stack.

Your presence impacts your access to maneuvers: your presence ability score must be at least 10 + maneuver level in order to use a maneuver. If you have multiple presences, you can use any of your presence ability scores.

Maneuvers

A warlord is an initiator, and gains maneuvers as she progresses in her knowledge of the ways of war. Her initiator level is equal to her class level.

Warlords have access to a number of maneuver subtypes that are not used by other initiators, namely [Command] and [Tactic] maneuvers. These new descriptors are described below.

Unlike other initiators, who primarily focus on their own movements, warlords are concerned with the battlefield as a whole: themselves, their allies, and their foes. As such, warlords are trained to keep a keen eye, watching for any and all opportunities to put their knowledge to use. To represent this, warlord maneuvers are somewhat more random than other initiators - you cannot control the flow of battle, only react to it, and not all tactics will be usable all the time.

When you ready your maneuvers, you must build a strategy wheel, numbered 1 through 6. You assign your readied maneuvers as you see fit to each number on the wheel; in addition, your presence (see above) may impact your strategy wheel. If a maneuver you have readied is of a maneuver level lower than your highest maneuver level you can access, you can assign it to additional numbers on the wheel equal to the difference. A given maneuver cannot be assigned to the same number more than once.

At the beginning of your turn, all of your maneuvers become expended, and you roll a strategy die, which is 1d6. You recover all the maneuvers on your strategy wheel associated with the result.

Maneuvers of the Command, Tactic, and Stance types are exceptions to this rule; these maneuvers do not go on the strategy wheel, are always available to you if readied, and cannot be expended.

Born Leader

The warlord adds her Command Bonus (see below) to all Diplomacy, Intimidate, and Sense Motive checks.

Command Bonus

Many of the warlord's abilities involve the granting of bonuses to other individuals through her understanding of tactics and strategy. As the warlord gains levels, her understanding of battle improves, and she can provide greater bonuses.

Her Command Bonus at first level is +2, and increases by +2 for every five warlord levels.

Some maneuvers call upon your Command Bonus for bonuses, while other maneuvers can temporarily modify your Command Bonus.

Always Prepared

At 4th level, the warlord adds her Command Bonus to her Initiative checks and checks made to avoid surprise.

Leadership

At 6th level, the warlord learns how to integrate new tactics into how those under her command function. This ability grants a number of bonuses.

First, the warlord gains a teamwork feat as a bonus feat (she must meet the prerequisites for this feat to select it).

As a standard action, the warlord and allies within 30 feet of her can share teamwork feats that they possess with each other, acting as if they all possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of her own, or that one of her allies has access to, chosen at the time when she first activates this ability.

The warlord and allies retain the use of this feat so long as the warlord maintains it; doing so is a swift action. If the warlord becomes unconscious or otherwise unable to direct her allies, they lose the benefit of this ability.

Tactical Assistance

At 8th level, the warlord's gift for helping his allies in combat improves. The character may use the aid another action for any single ally within 30 feet of her position as a move action, and she grants her Command Bonus, rather than the normal bonus for aid another.

Warlord Talent

At 10th level, every two levels thereafter, the warlord's knowledge of the arts of war improves. Choose one of the abilities below.

  • Art of War (Ex): You gain access to another presence, and gain all of its benefits. You can take this talent multiple times; each time you do, select a new presence.
  • Daring Defense (Ex): Bold and reckless, you use your endless nerve to avoid dangers. The warlord may add her Charisma modifier in addition to her Dexterity modifier to determine her Reflex save bonus.
    • Evasion (Ex): The warlord gains evasion. (Prerequisites: Daring Defense)
  • Force of Personality (Ex): Where others use personal serenity, awareness of the world around them, or plain old sensibility, the warlord gets by with endless nerve. The warlord may add her Charisma modifier in addition to her Wisdom modifier to determine her Will save bonus.
    • Mettle (Ex): The warlord gains mettle. (Prerequisites: Force of Personality)
  • Improved Leadership (Ex): You can activate your leadership ability as a move action.
    • Expanded Leadership (Ex): When you use leadership, you can share an additional teamwork feat. If you share more than one teamwork feat, the action to activate leadership is a standard action. You can take this talent multiple times; its effect stacks. (Prerequisites: Improved Leadership)
  • Tactical Mind (Ex): You can maintain an additional [Tactic] maneuver with the same swift action. You can take this talent multiple times; its effect stacks.
  • Feat: A warlord may take a bonus feat in place of a warlord talent.

Maneuver List

The following is the warlord maneuver list.

1st-Level Warlord Maneuvers
Maneuver Name Action Type Presence Bonus Effect
Alarm Move Command Awaken all allies; they can stand from prone as a free action.
Brash Assault Standard Strike Insightful Melee attack, luring your target to hit you back; if it does, an ally can attack it.
Commander's Strike Standard Command Grant an ally a melee attack against a creature you both threaten.
Direct the Strike Standard Command Grant an ally a ranged attack against a creature.
Furious Smash Standard Strike Attack deals light damage, grants an ally bonuses to attack and damage against the target.
Inevitable Wave Standard Strike Bravura Melee attack; allies who charge the target deal extra damage.
Inspiring Word Swift Boost Inspiring Heal an ally for potency 2 damage, or grant temporary hit points.
Intuitive Strike Standard Strike Melee attack; allies who have combat advantage against the target gain a bonus to attack rolls.
Opening Shove Standard Strike Resourceful Make an attack; if you hit, no damage, but push creature and a nearby ally can move or attack the target.
Paint the Bullseye Standard Strike Skirmishing Make a ranged attack; if you hit, allies deal extra damage to the target.
Risky Shot Standard Strike Ranged attack that deals extra damage; you become flat-footed.
Rousing Assault Standard Strike Melee attack; if you hit, your next healing ability increases in potency.
To Arms Move Command All allies can ready a weapon as a free action.
Viper's Strike Standard Strike Melee attack; if you hit, the target provokes opportunity attacks for any movement.
Wolf Pack Tactics Standard Strike Tactical Melee attack; before the attack, an ally adjacent to you or target can shift 5 feet.

 

2nd-Level Warlord Maneuvers
Maneuver Name Action Type Presence Bonus Effect
Coordinated Offensive Standard Strike Melee attack; two nearby allies can move up to 5 feet.
Cunning Adjustment Reaction Boost When you hit a creature, an ally can move and gains advantage against that creature.
Guarding Attack Standard Strike Inspiring Melee attack; if you hit, adjacent ally gains bonus to AC against that creature.
Hammer and Anvil Standard Strike Melee attack; if you hit, ally can make a melee attack with bonus damage.
Hammer Formation Standard Strike Resourceful Melee attack; if you hit, allies deal bonus damage on next weapon attack.
Knight's Move Move Command The target can move up to his speed as a free action.
Leaf on the Wind Standard Strike Melee attack; if you hit, you or adjacent ally can swap places with target.
Luring Focus Standard Strike Bravura Melee attack; if you hit, pull another enemy towards you.
Nimble Footwork Standard Strike Melee attack; if you hit, you can move 5 feet, and an ally can move 5 feet.
Pin Cushion Standard Strike Ranged attack; you and allies gain bonus to ranged attacks against the target.
Powerful Warning Reaction Boost Insightful When ally is attacked, you grant bonus to AC and saving throws.
Provocative Order Standard Command Ally can make a charge attack, deals bonus damage.
Race the Arrow Standard Strike Skirmishing Ranged attack; an ally can charge or attack the target.
Reposition Move Command Allies within 60 feet can move 5 feet.
Shake It Off Swift Boost One ally can make a save against a status ailment with a bonus.
Strategist's Invitation Standard Strike Melee attack; if you hit, allies who hit the target can move, slide the target, or deal bonus damage.
Tactician's Favor Standard Strike Tactical Melee attack; if you hit, one ally gains bonus on attack rolls against the target.

 

3rd-Level Warlord Maneuvers
Maneuver Name Action Type Effect
Aerial Commander Standard Tactic Allies gain a morale bonus to Fly checks, Ride checks, and charge attack rolls while airborne equal to your Command Bonus.
Agile Steps Standard Tactic Allies gain a morale bonus to Tumble checks and all checks made to avoid being tripped or made prone equal to your Command Bonus.
Cavalry Commander Standard Tactic Allies gain a morale bonus to Handle Animal checks, Ride checks, and charge attack rolls while mounted equal to your Command Bonus.
Defensive Positions Move Command Allies can brace for a charge.
Forward Observer Standard Tactic Allies can ignore cover and concealment for one enemy you designate.
Guard Target Standard Tactic Allies can protect a creature you designate.
Kill the Wounded Standard Strike Allies that attack your target deal +2d6 damage.
Siegemaster Standard Tactic Allies gain a morale bonus to Profession (siege engineer) skill checks and attack and damage rolls with siege weaponry equal to your Command Bonus.
Stand Tough Standard Command All allies gain the benefit of your inspiring word.
Watch Your Back Standard Command Allies cannot be flanked for a number of rounds equal to your Command Bonus.

 

Design Notes

There is a little overlap between the warlord's maneuver list and the einhander's list, thus far. Not a lot, but enough to be... intriguing.

I imagine that, at some point, we may wind up also grabbing a maneuver or two off the defender's list: probably vigilance, maybe a couple other things that are specifically about allies.

Regarding new maneuver types... commands are basically boosts you use on other people, and tactics are basically stances that affect all your allies. Keeping up a stance isn't an action, but for warlords, keeping up a tactic is a swift action: they have to continue to evaluate the situation and update the battle plan, even if the overall strategy remains the same.

Old Stuff

1st-Level Warlord Maneuvers
Maneuver Name Action Type Effect
Alarm Move Command Awaken all allies; they can stand from prone as a free action.
Coordinated Defense Standard Tactic Allies gain a morale bonus to AC equal to your Command Bonus.
Coordinated Offense Standard Tactic Allies gain a morale bonus to attack rolls equal to your Command Bonus.
Hammer and Anvil Standard Strike Make an attack, grant an ally an attack of opportunity against the same enemy.
Knight's Move Move Command Grant an ally a move action.
Leaf on the Wind Standard Strike Make an attack; if successful, you or adjacent ally swap places with target.
Paint the Target Standard Strike Make an attack, all allies gain your Command Bonus on attack rolls against that creature.
Rallying Cry Reaction Command Allies can immediately reroll a Will save against a [fear] effect.
To Arms Move Command All allies can ready a weapon as a free action.

 

COORDINATED OFFENSIVE
Level: War 2 (Strike)
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
You draw the enemy’s attention long enough for one ally to move to safety and another to move into position.
Make a melee attack against the target.
If you hit, you deal normal damage, and one ally adjacent to you or to the target of this maneuver can shift 5 feet as a free action. (A shift is movement that does not provoke attacks of opportunity.)
You slide one ally adjacent to you or to the target 5 feet to a square adjacent to no enemies.

 

CUNNING ADJUSTMENT
Level: War 2 (Boost)
Action: Reaction
Range: Reach
Target: One ally
Duration: Instantaneous
Your strike creates an opening your ally seizes to his or her advantage.
Use this maneuver in reaction to hitting a creature with a melee weapon.
The target shifts up to 15 feet as a free action, and gains combat advantage against the triggering enemy until the start of your next turn. (A shift is movement that does not provoke attacks of opportunity. Combat advantage grants you a +2 bonus to attack rolls against a creature.)

 

GUARDING ATTACK
Level: War 2 (Strike)
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
With a calculated strike, you knock your adversary off balance and grant your comrade-in-arms some protection against the villain’s attacks.
Make a melee attack against the target.
If you hit, you deal normal damage, and one ally adjacent to you gains a bonus to AC against the target's attacks equal to your Command Bonus. This bonus lasts until the start of your next turn.
INSPIRING PRESENCE
The bonus you provide to your ally's AC is instead equal to your Command Bonus + your presence ability modifier.
The ally you affect with this power is healed for an amount of damage equal to your Command Bonus + your presence ability modifier.

 

HAMMER AND ANVIL
Level: War 2 (Strike)
Action: Standard
Range: Reach
Target: One creature
Duration: Instantaneous
You land a ringing blow against your foe, inspiring a nearby ally to strike a blow of his own.
Make a melee attack against the target.
If you hit, you deal normal damage, and one ally adjacent to the target can make a melee basic attack against the target, with a bonus to damage equal to your Command Bonus.

 

HAMMER FORMATION
Level: War 2 (Strike)
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
You signal your allies to attack with abandon, dishing out as much damage as possible.
Make a melee or ranged attack against the target.
If you hit, you deal normal damage, and all allies adjacent to you deal an additional +1d6 damage on their next attack with a weapon; this bonus damage lasts until the start of your next turn.
RESOURCEFUL PRESENCE
This maneuver affects all allies within 30 feet of you rather than just those adjacent to you.
When an ally affected by this maneuver chooses to make an attack, they can choose one - increase the damage they deal by your Command Bonus, or gain temporary hit points equal to your Command Bonus + your presence ability modifier.

 

KNIGHT'S MOVE
Level: War 2 (Command)
Action: Move
Range: 60 feet
Target: One ally
Duration: Instantaneous
With a sharp wave of your arm, you direct one of your allies to a more tactically advantageous position.
The target can move up to his speed as a free action.

 

LEAF ON THE WIND
Level: War 2 (Strike)
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
Like a leaf caught in the autumn wind, your foe is driven by the flow of battle. Your fierce attacks force him to give ground.
Make a melee attack against the target.
If you hit, you deal normal damage, and you or an adjacent ally swap places with the target as a free action.

 

LURING FOCUS
Level: War 2 (Strike)
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
Your attack wounds your adversary, and another enemy moves closer, hoping to take advantage of your concentration.
Make a melee attack against the target.
If you hit, you deal normal damage, and choose another enemy within 30 feet; that creature is pulled 5 feet towards you.
BRAVURA PRESENCE
The pulled creature is instead pulled towards you 5 feet per point of your Command Bonus + your presence ability modifier; the creature cannot be pulled closer to you than just within your reach.
When an ally attacks the target of this maneuver or the enemy you pulled before the start of your next turn, before that ally makes an attack roll, they can choose to take advantage of this feature. If they do and the attack hits, the ally can either make another basic melee attack against the target of this maneuver or move up to their speed as a free action; if they do and the attack misses, that ally is flat-footed until the start of their next turn.

 

NIMBLE FOOTWORK
Level: War 2 (Strike)
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
You attack and step to one side, allowing an ally to slip closer.
Make a melee attack against the target.
If you hit, you deal normal damage, and you can shift 5 feet; after you do, one ally within 10 feet of you can shift up to 5 feet as a free action. (A shift is movement that does not provoke attacks of opportunity.)

 

PIN CUSHION
Level: War 2 (Strike)
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
If your allies fire enough arrows at your foe, a few are bound to hit.
Make a ranged attack against the target.
If you hit, you deal normal damage.
Until the start of your next turn, you and your allies gain a bonus to ranged attack rolls against the target equal to your Command Bonus.

 

POWERFUL WARNING
Level: War 2 (Boost)
Action: Reaction
Range: 30 feet
Target: One ally
Duration: Instantaneous
You shout a warning that alerts your ally to an enemy attack, allowing your comrade to dodge and riposte.
Use this maneuver in reaction to an ally being attacked.
The target gains your Command Bonus as an insight bonus to AC and saving throws against the attack.
After the attack resolves, the target can make a basic melee attack against the creature whose action triggered this maneuver as a free action.
INSIGHTFUL PRESENCE
The bonus you provide to the target of this maneuver is instead equal to your Command Bonus + your presence ability modifier.
An ally of your choice that is adjacent to you or the target of this maneuver gains an insight bonus to AC equal to your Command Bonus until the start of your next turn.

 

PROVOCATIVE ORDER
Level: War 2 (Command)
Action: Standard
Range: 60 feet
Target: One ally
Duration: Instantaneous
You prompt an ally to take the fight to the enemy.
The target can make a charge attack as a free action.
If the target hits, the target deals extra damage equal to your Command Bonus.

 

RACE THE ARROW
Level: War 2 (Strike)
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
You catch your comrade's eye and designate a target. You fire a shot that diverts your foe's attention, giving your ally the chance to attack.
Make a ranged attack against the target.
If you hit, you deal normal damage.
Choose an ally you can see. That ally can charge the target or make a melee basic attack against the target as a free action.
SKIRMISHING PRESENCE
The ally you designated gains a bonus to their attack and damage roll equal to your Command Bonus.
Until the start of your next turn, when an ally attacks the target of this maneuver, that ally can shift 5 feet per point of your Command Bonus. (A shift is movement that does not provoke attacks of opportunity.)

 

REPOSITION
Level: War 2 (Command)
Action: Move
Range: Personal
Area: 60-foot burst, centered on you
Duration: Instantaneous
With a single word from you, your allies shift to more advantageous positions.
All allies within the burst can shift 5 feet as a free action. (A shift is movement that does not provoke attacks of opportunity.)

 

SHAKE IT OFF
Level: War 2 (Boost)
Action: Swift
Range: 60 feet
Target: One ally
Duration: Instantaneous
You convince yourself or an ally to shake off a debilitating effect.
The target can make a saving throw against a status ailment that a saving throw can end, with a bonus equal to your Command Bonus.

 

STRATEGIST'S INVITATION
Level: War 2 (Strike)
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
Your strike leaves the opponent swaying so that a feather’s touch can cause it to move from its position.
Make a melee attack against the target.
If you hit, you deal normal damage, and until the start of your next turn, whenever an ally hits the target, the ally can choose one - slide the target up to 10 feet; shift up to 10 feet; or deal extra damage equal to your Command Bonus. (A shift is movement that does not provoke attacks of opportunity.)

 

TACTICIAN'S FAVOR
Level: War 2 (Strike)
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
With a calculated blow, you leave your adversary exposed to an imminent attack from one of your closest allies.
Make a melee attack against the target.
If you hit, you deal normal damage.
Choose an ally within 30 feet. That ally gains a bonus to attack rolls against the target of this maneuver equal to your Command Bonus until the start of your next turn.
TACTICAL PRESENCE
The ally you designated gains a bonus to their attack roll equal to your Command Bonus + your presence ability modifier.
Until the start of your next turn, any ally (other than the one designated by this maneuver) who attacks the target of this maneuver gains a bonus to their attack roll equal to your Command Bonus.