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Difference between revisions of "Commander/Enhanced Tactics"

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{{BreadCrumbs|Classes, Commander}}{{TOC}}
  
Enhanced tactics are special bonuses and abilities that can affect any ally currently benefiting from one of the tactician’s tactics or shouts granted by the {{link|Feats/Warleader}} feat. The tactician may start an enhanced tactic as part of the same action used to begin a tactic or initiate a shout, and the tactician may switch to any enhanced tactic he knows as a free action once per round. The tactician may only have one enhanced tactic active at a time.
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Enhanced tactics are special bonuses and abilities that can affect any ally currently benefiting from one of the tactician’s tactics or shouts granted by the {{link|Feats/Warleader Tradition}} feat. The tactician may start an enhanced tactic as part of the same action used to begin a tactic or initiate a shout, and the tactician may switch to any enhanced tactic he knows as a free action once per round. The tactician may only have one enhanced tactic active at a time.
  
 
Some enhanced tactics allow an ally to make a free action even when it isn’t their turn. A single creature cannot make more than one such free action in a round, no matter how many enhanced tactics it might be benefiting from, even from multiple tacticians.
 
Some enhanced tactics allow an ally to make a free action even when it isn’t their turn. A single creature cannot make more than one such free action in a round, no matter how many enhanced tactics it might be benefiting from, even from multiple tacticians.
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{{Card|Command Attack|4|W|The commander may use a standard action to allow any one creature currently benefiting from one of his shouts or tactics to immediately use an attack action as a free action that can be taken even if it’s not their turn. If the granted action is not taken immediately following the commander’s use of this ability, this effect is wasted (the benefiting target cannot “store” the action for use at a later time).}}
 
{{Card|Command Attack|4|W|The commander may use a standard action to allow any one creature currently benefiting from one of his shouts or tactics to immediately use an attack action as a free action that can be taken even if it’s not their turn. If the granted action is not taken immediately following the commander’s use of this ability, this effect is wasted (the benefiting target cannot “store” the action for use at a later time).}}
 
{{Card|Command Movement|4|W|The commander may use a move action to allow any one creature currently benefiting from one of his shouts or tactics to immediately use a move action as a free action that can be taken even if it’s not their turn. If the granted action is not taken immediately following the commander’s use of this ability, this effect is wasted (the benefiting target cannot “store” the action for use at a later time).}}
 
{{Card|Command Movement|4|W|The commander may use a move action to allow any one creature currently benefiting from one of his shouts or tactics to immediately use a move action as a free action that can be taken even if it’s not their turn. If the granted action is not taken immediately following the commander’s use of this ability, this effect is wasted (the benefiting target cannot “store” the action for use at a later time).}}
Coordinated Assault: Whenever the commander uses an attack action to make a melee attack, he may immediately spend
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{{Card|Coordinated Assault|4|W|Whenever the commander uses an attack action to make a melee attack, he may immediately spend a move action to allow each ally threatening the target and currently benefiting from one of his shouts or tactics to make a single melee attack against the target as an immediate action.}}
a move action to allow each ally threatening the target and
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{{Card|Defensive Rally|4|W|As long as this enhanced tactic is active, the commander may use a move action to allow all allies currently benefiting from one of his shouts or tactics to move up to 15 ft. directly towards him. This movement does not provoke an attack of opportunity.}}
currently benefiting from one of his shouts or tactics to make a
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{{Card|Direct Charge|4|W|The commander may use a standard action to allow any one creature currently benefiting from one of his shouts or tactics to charge as a free action that can be taken even if it’s not their turn. If the granted action is not taken immediately following the commander’s use of this ability, this effect is wasted (the benefiting target cannot “store” the action for use at a later time).}}
single melee attack against the target as an immediate action.
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{{Card|Direct Magical Assault|4|W|The commander may use a standard action to allow any one creature currently benefiting from one of his shouts or tactics to cast a spell or activate a spell-like or supernatural ability as a free action that can be taken even if it’s not their turn. The granted spell or ability cannot have a casting or activation time greater than a standard action. If the granted action is not taken immediately following the commander’s use of this ability, this effect is wasted (the benefiting target cannot “store” the action for use at a later time).}}
Defensive Rally: As long as this enhanced tactic is active, the
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{{Card|Directed Tackle|4|W|The commander may use a standard action to allow any one creature currently benefiting from one of his shouts or tactics to perform a bull rush, reposition, pull, or to initiate or maintain a grapple as a free action that can be taken even if it’s not their turn. If the granted action is not taken immediately following the commander’s use of this ability, this effect is wasted (the benefiting target cannot “store” the action for use at a later time).}}
commander may use a move action to allow all allies currently
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{{Card|Expert Coordinator|4|W|When the commander first learn this enhanced tactic, he gains one teamwork feat he qualifies for as a bonus feat. The commander may share any one teamwork feat he knows with all allies currently benefiting from one of his shouts or tactics, even if they do not meet the feat’s prerequisites. At 5th level and every 5 levels thereafter, the commander may share 1 additional teamwork feat he knows when using this enhanced tactic. This enhanced tactic may be taken multiple times, gaining a new teamwork feat each time.}}
benefiting from one of his shouts or tactics to move up to 15 ft.
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{{Card|Mountaineering|4|W|The commander grants quick instructions to assist in climbing over various obstacles, including calling out handholds, footholds, and piton locations. All allies currently benefiting from one of the commander’s shouts or tactics gain a climb speed equal to 5 x the higher of the commander’s Charisma or Intelligence modifiers (minimum 5 ft.); allies who already possess a climb speed increase their existing climb speed by this amount.}}
directly towards him. This movement does not provoke an attack of opportunity.
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{{Card|Rapid Repositioning|4|W|The commander may use his move action to direct his allies to quickly change positions, allowing a number of allies equal to the greater of his Charisma or Intelligence modifiers (minimum 1) to immediately move up to 10 ft. in any direction. An ally must be affected by one of the commander’s tactics to benefit from this ability, and must end the granted movement within the area of one of his tactics.}}
Direct Charge: The commander may use a standard action
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{{Card|Troop Upkeep|4|W|By haranguing and encouraging his troops, the commander can enable them to draw on inner reserves of strength and fortitude they didn’t realize they possessed. Each round at the start of the commander’s turn, each ally currently benefiting from one of his tactics or shouts gains a number of temporary hit points equal to his Charisma or Intelligence bonus (minimum 1), whichever is higher. These temporary hit points disappear immediately if the ally ceases to benefit from at least one of the commander’s shouts or tactics.}}
to allow any one creature currently benefiting from one of his
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{{Card|Troop Volley|4|W|Whenever the commander uses an attack action to make a ranged attack, he may immediately spend a move action to allow each ally currently benefiting from one of his shouts or tactics to make a single ranged attack against the same creature as an immediate action.}}
shouts or tactics to charge as a free action that can be taken even
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if it’s not their turn. If the granted action is not taken immediately following the commander’s use of this ability, this effect is
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[[Category:Classes]]
wasted (the benefiting target cannot “store” the action for use
 
at a later time).
 
Direct Magical Assault: The commander may use a standard
 
action to allow any one creature currently benefiting from one
 
of his shouts or tactics to cast a spell or activate a spell-like or
 
supernatural ability as a free action that can be taken even if it’s
 
not their turn. The granted spell or ability cannot have a casting
 
or activation time greater than a standard action. If the granted
 
action is not taken immediately following the commander’s use
 
of this ability, this effect is wasted (the benefiting target cannot
 
“store” the action for use at a later time).
 
Directed Tackle: The commander may use a standard action
 
to allow any one creature currently benefiting from one of his
 
shouts or tactics to perform a bull rush, reposition, pull, or to
 
initiate or maintain a grapple as a free action that can be taken even if it’s not their turn. If the granted action is not taken
 
immediately following the commander’s use of this ability, this
 
effect is wasted (the benefiting target cannot “store” the action
 
for use at a later time).
 
Expert Coordinator: When the commander first learn this enhanced tactic, he gains one teamwork feat he qualifies for as a
 
bonus feat. The commander may share any one teamwork feat
 
he knows with all allies currently benefiting from one of his
 
shouts or tactics, even if they do not meet the feat’s prerequisites. At 5th level and every 5 levels thereafter, the commander
 
may share 1 additional teamwork feat he knows when using this
 
enhanced tactic. This enhanced tactic may be taken multiple
 
times, gaining a new teamwork feat each time.
 
Mountaineering: The commander grants quick instructions
 
to assist in climbing over various obstacles, including calling
 
out handholds, footholds, and piton locations. All allies currently benefiting from one of the commander’s shouts or tactics
 
gain a climb speed equal to 5 x the higher of the commander’s Charisma or Intelligence modifiers (minimum 5 ft.); allies
 
who already possess a climb speed increase their existing climb
 
speed by this amount.
 
Rapid Repositioning: The commander may use his move action
 
to direct his allies to quickly change positions, allowing a number of allies equal to the greater of his Charisma or Intelligence
 
modifiers (minimum 1) to immediately move up to 10 ft. in any
 
direction. An ally must be affected by one of the commander’s
 
tactics to benefit from this ability, and must end the granted
 
movement within the area of one of his tactics.
 
Troop Upkeep: By haranguing and encouraging his troops,
 
the commander can enable them to draw on inner reserves of
 
strength and fortitude they didn’t realize they possessed. Each
 
round at the start of the commander’s turn, each ally currently benefiting from one of his tactics or shouts gains a number
 
of temporary hit points equal to his Charisma or Intelligence
 
bonus (minimum 1), whichever is higher. These temporary hit
 
points disappear immediately if the ally ceases to benefit from
 
at least one of the commander’s shouts or tactics.
 
Troop Volley: Whenever the commander uses an attack action
 
to make a ranged attack, he may immediately spend a move
 
action to allow each ally currently benefiting from one of his
 
shouts or tactics to make a single ranged attack against the same
 
creature as an immediate action.
 

Latest revision as of 22:55, 8 May 2021

Main > Classes > Commander > Enhanced Tactics

Enhanced tactics are special bonuses and abilities that can affect any ally currently benefiting from one of the tactician’s tactics or shouts granted by the Warleader Tradition feat. The tactician may start an enhanced tactic as part of the same action used to begin a tactic or initiate a shout, and the tactician may switch to any enhanced tactic he knows as a free action once per round. The tactician may only have one enhanced tactic active at a time.

Some enhanced tactics allow an ally to make a free action even when it isn’t their turn. A single creature cannot make more than one such free action in a round, no matter how many enhanced tactics it might be benefiting from, even from multiple tacticians.

Command Attack

The commander may use a standard action to allow any one creature currently benefiting from one of his shouts or tactics to immediately use an attack action as a free action that can be taken even if it’s not their turn. If the granted action is not taken immediately following the commander’s use of this ability, this effect is wasted (the benefiting target cannot “store” the action for use at a later time).

Command Movement

The commander may use a move action to allow any one creature currently benefiting from one of his shouts or tactics to immediately use a move action as a free action that can be taken even if it’s not their turn. If the granted action is not taken immediately following the commander’s use of this ability, this effect is wasted (the benefiting target cannot “store” the action for use at a later time).

Coordinated Assault

Whenever the commander uses an attack action to make a melee attack, he may immediately spend a move action to allow each ally threatening the target and currently benefiting from one of his shouts or tactics to make a single melee attack against the target as an immediate action.

Defensive Rally

As long as this enhanced tactic is active, the commander may use a move action to allow all allies currently benefiting from one of his shouts or tactics to move up to 15 ft. directly towards him. This movement does not provoke an attack of opportunity.

Direct Charge

The commander may use a standard action to allow any one creature currently benefiting from one of his shouts or tactics to charge as a free action that can be taken even if it’s not their turn. If the granted action is not taken immediately following the commander’s use of this ability, this effect is wasted (the benefiting target cannot “store” the action for use at a later time).

Direct Magical Assault

The commander may use a standard action to allow any one creature currently benefiting from one of his shouts or tactics to cast a spell or activate a spell-like or supernatural ability as a free action that can be taken even if it’s not their turn. The granted spell or ability cannot have a casting or activation time greater than a standard action. If the granted action is not taken immediately following the commander’s use of this ability, this effect is wasted (the benefiting target cannot “store” the action for use at a later time).

Directed Tackle

The commander may use a standard action to allow any one creature currently benefiting from one of his shouts or tactics to perform a bull rush, reposition, pull, or to initiate or maintain a grapple as a free action that can be taken even if it’s not their turn. If the granted action is not taken immediately following the commander’s use of this ability, this effect is wasted (the benefiting target cannot “store” the action for use at a later time).

Expert Coordinator

When the commander first learn this enhanced tactic, he gains one teamwork feat he qualifies for as a bonus feat. The commander may share any one teamwork feat he knows with all allies currently benefiting from one of his shouts or tactics, even if they do not meet the feat’s prerequisites. At 5th level and every 5 levels thereafter, the commander may share 1 additional teamwork feat he knows when using this enhanced tactic. This enhanced tactic may be taken multiple times, gaining a new teamwork feat each time.

Mountaineering

The commander grants quick instructions to assist in climbing over various obstacles, including calling out handholds, footholds, and piton locations. All allies currently benefiting from one of the commander’s shouts or tactics gain a climb speed equal to 5 x the higher of the commander’s Charisma or Intelligence modifiers (minimum 5 ft.); allies who already possess a climb speed increase their existing climb speed by this amount.

Rapid Repositioning

The commander may use his move action to direct his allies to quickly change positions, allowing a number of allies equal to the greater of his Charisma or Intelligence modifiers (minimum 1) to immediately move up to 10 ft. in any direction. An ally must be affected by one of the commander’s tactics to benefit from this ability, and must end the granted movement within the area of one of his tactics.

Troop Upkeep

By haranguing and encouraging his troops, the commander can enable them to draw on inner reserves of strength and fortitude they didn’t realize they possessed. Each round at the start of the commander’s turn, each ally currently benefiting from one of his tactics or shouts gains a number of temporary hit points equal to his Charisma or Intelligence bonus (minimum 1), whichever is higher. These temporary hit points disappear immediately if the ally ceases to benefit from at least one of the commander’s shouts or tactics.

Troop Volley

Whenever the commander uses an attack action to make a ranged attack, he may immediately spend a move action to allow each ally currently benefiting from one of his shouts or tactics to make a single ranged attack against the same creature as an immediate action.