Actions

Commander/Enhanced Tactics

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Main > Classes > Commander > Enhanced Tactics

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.