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Commander talents, commands and tactics (3pp)

Adventurer Tier Talents

Centurion DATP

You lead your troops in the thick of battle, and you are always the first to dive in.

Your Fight from the Front melee attacks gain a +1 bonus to their critical threat range. If you score a critical hit with it, you gain the maximum possible on your command points roll.

Adventurer Feat During the first round of battle, you can act immediately after the initiative of any ally you choose, instead of your own initiative.

Champion Feat During the first round of combat, gain a 1d4 bonus to the attack roll with your Fight from the Front melee attack.

Epic Feat Increase the critical threat range bonus to +2.

Courtier

Strategy wins battles, but politics wins wars. You are adept at the former, but a master at the latter. The ballroom and the smoking chamber are your preferred battlefields, and the word is your favorite weapon.

You can deduce the greater machinations of the world from the moves that each big player makes. Whenever you or an ally uses a 5 or 6 on an icon relationship die during a session, you gain insight into their goals and motives, through a glimpse at the hand they are playing. The GM will provide you with a piece of in-game information, and you gain a d6 leverage die. Write down the icon’s name and whether the icon roll was a 5 or 6.

Once before your next full heal-up, you can add this die to a skill check. The check should have a connection to that icon, even if it’s a stretch. You can use the die for your own check, or aid a nearby ally.

If you gained the leverage die from a 6 on the icon roll, simply add the result to the check. However, if you use a leverage die from a 5 there is a risk — if the leverage die rolls a 6, you don’t add the die to the check, you subtract it. You were acting on misleading information, or a wrong gut feeling.

Adventurer Feat You gain 1 additional point in a background related to court intrigue, etiquette and politics. You can use this background point to raise that background beyond the normal maximum of 5.

Champion Feat You can now use a leverage die to gain 1d6 bonus command points with your Weigh the Odds class feature. (In case of a negative 6, you gain zero command points with this attempt — the result can’t go negative).

Epic Feat You can use your leverage die as a bonus to a recharge roll for a tactic.

Dirty Dozen

You’ve led your troops into suicide missions more than once. You haven’t always brought them all back, but you sure as hell won’t leave anyone behind if you can help it.

When you target a staggered ally with a command, reduce the cost by 1.

Adventurer Feat If a nearby ally is staggered, your Fight from the Front melee attacks deal extra damage equal to your level.

Champion Feat When a nearby ally spends a recovery to heal, you can spend a command point as a free action to increase the recovery dice by one step (for example, d6 to d8).

Epic Feat When you rally, all nearby allies can also spend a recovery to heal.

Drill Sergeant

You’re not smarter, wiser or more charismatic than the average grunt, but you’re really good at bullying people into doing what needs to be done.

Special: You cannot take this talent in combination with the Strategist or Tactician talents (in 13TW).

Any time an element of the commander class refers to Charisma, you can replace  it with Constitution. In addition, your base PD is increased to 12, but your base MD is reduced to 10.

Adventurer Feat You gain 1 additional point in a background related to either intimidation or physical exercise. You can use this background point to raise that background beyond the normal maximum of 5.

Champion Feat When you use a command, you can spend an additional command point to give a nearby enemy a -2 penalty to their next attack roll.

Epic Feat When you give an ally a bonus to attack rolls with a command or tactic, increase that bonus by 1.

Enduring Leader

Times are tough, but as long as you are with your squad, you’ll pull through.

When you spend command points, gain 1 temporary hit point per command point spent. Increase to 1d2 at 2nd level, 1d4 at 4th, 1d6 at 6th, 1d8 at 8th and 1d10 at 10th.

Adventurer Feat These temporary hit points stack with temporary hit points you currently have.

Champion Feat Increase your recovery dice to d10s.

Epic Feat When you roll a death save, gain a bonus equal to the amount of command points you currently have.

Exterminator

The battle against the forces of darkness is not just fought by holy men and women. It’s the brave everyday heroes like you who make the difference.

When you lead troops against demons, devils, or undead, you can use one tactic without expending it and one command without paying its standard command point cost during that battle.

Adventurer Feat Your fight from the front melee attacks gain a +2 bonus to hit against demons, devils, and undead.

Champion Feat As long as you have at least one command point, you have resist demon, devil, and undead attacks 16+.

Epic Feat When you or a nearby ally kills a non-mook demon, devil, or undead, gain a command point.

Magus and Commander

Your arcane abilities aren’t quite strong enough to be a full arcane caster, or maybe you lost them somehow. However, you can coordinate a barrage of spells from your troops like no other.

Choose a spell-casting character class. You can choose one spell from the spell list of that class (but not a spell granted through talents or class features), of your own level or lower, as a bonus spell. You can take the spell’s feats. You can switch out this spell at each full heal-up.

Adventurer Feat You know one cantrip per point of Charisma modifier, which you can use like a wizard.

Champion Feat Once per round, when you use a command on an ally who is casting a spell, that command costs one command point less.

Epic Feat When you affect a spellcaster with a command, the caster also gains a +1 bonus to hit with that spell.

Roguish Bent

Some battles are won in the shadows.

You can use Dexterity instead of Strength for commander attacks with one-handed melee weapons.

In addition, choose a rogue power of your level or lower as a bonus power. If it’s a momentum power, track momentum like a rogue. You can switch it for a different power when you level up.

If the rogue power is a standard action melee attack you use on your turn, you gain command points as if using your Fight from the Front class feature.

Adventurer Feat When you make a Fight from the Front melee attack against an enemy engaged with one or more of your allies, and the attack is an even hit, deal 1d6 extra damage (2d6 at 5th level; 3d6 at 8th). If it’s an odd hit, gain a bonus command point. 

Champion Feat You can switch out a commander power for a rogue power two levels lower.

Epic Feat Increase the extra damage from the adventurer feat to 3d10.

Skirmish Leader

You lead small troops in commando operations, often behind enemy lines. These rely on stealth and well-placed shots with the crossbow more than dashing sword fights in the open.

You take no attack penalty with martial ranged weapons. You can use your Fight from the Front class feature with ranged weapon attacks.

Adventurer Feat You gain a command point when an ally scores a critical hit with a ranged attack.

Champion Feat Once per level, you can lead a party to retreat from battle without suffering a campaign loss.

Epic Feat You gain a +1 bonus to Fight from the Front ranged attacks against targets that are engaged with one of your allies.

Champion Tier Talents

You can choose any of the Champion-tier talents below using your 5th level talent slot.

Cloaked Figure

You stay out of the limelight, casting your web of influence from the shadows. You apply your tactical genius in the underworld or as a power behind the throne.

Once per battle, when you use your Weigh the Odds class feature, choose one of your Recharge after battle tactics and make a recharge roll for it.

Champion Feat You can use this talent any time you use Weigh the Odds.

Commanding Voice

You are out there in the thick of it with the troops. They trust you, and follow your command.

You gain a bonus command, and one point towards a background in personal leadership and diplomacy. You can use this background point to raise that background beyond the normal maximum of 5.

Champion Feat Gain the adventurer feat of all commands you know.

Epic Feat Gain the champion feat of all commands you know.

Defender of the Borderlands

You’ve earned your command chops while defending a keep at the frontlines of civilization.

When you target an ally with a command, that ally also gains a +1 bonus to AC until the end of their next turn.

Champion Feat You also grant the bonus to MD.

Epic Feat Increase the bonus to +2.

Hold the Line

A threatening posture is half the battle.

Once per battle, when you target a nearby ally with a command or tactic, give all enemies engaged to that ally disadvantage on their next attack roll.

Champion Feat If the enemy fails their next attack roll, they take psychic damage equal to twice your level.

Epic Feat You can use this talent twice per battle.

Tactical Genius

You have studied the classic texts of famous generals, and now you read the battlefield like a book. Where others only see chaos, you see complicated plays that will lead your troops to  victory.

You gain a bonus tactic, and one point towards a background in military strategy and tactics. You can use this background point to raise that background beyond the normal maximum of 5.

Champion Feat Gain the adventurer feat of all tactics you know.

Epic Feat Gain the champion feat of all tactics you know.

Veteran Leader

Strategy is good, tactics are better, but nothing beats a well-timed axe to the face.

You gain a +1 bonus to hit with your Fight from the Front melee attacks.

Champion Feat After you use your Fight from the Front class feature, you have a +2 bonus to AC until the end of your next turn.

Epic Feat Gain the +2 bonus to all defenses.

Well-Oiled Machine

You’ve trained your squad to execute basic patterns almost instinctively.

Once per round, you can use a command with a cost of one command point for zero instead. Pay any additional costs normally.

Epic Feat You can now use one that costs two for zero.

Commands and Tactics

The commands and tactics in this book mostly work the same way as the powers in 13 True Ways. You’ll find that a number of tactics differ from the standard 16+ recharge roll template and offer a smaller effect that can be used more reliably once per battle.

1st Level Commands

Clear Your Mind!

Interrupt action; Cost: 2 command points

Target: One nearby ally who was hit by an attack against MD

Effect: The attacker must reroll the attack.

Adventurer Feat Reduce the cost to 1 command point.

Duck!

Interrupt action; Cost: 2 command points

Target: One nearby ally who was hit by an attack against PD

Effect: The attacker must reroll the attack.

Adventurer Feat If the attack is a miss, the ally takes no miss damage.

Lay Low!

Interrupt action; Cost: 2 command points

Target: One nearby ally who made a successful disengage check

Effect: Until the end of the ally’s next turn, enemies can only attack the ally if they successfully engage him or her.

Adventurer Feat Decrease the cost to 1 command point.

That One Too!

Interrupt action; Cost: 1 command point

Target: One nearby ally who made a melee attack

Effect: The ally deals damage equal to your Charisma modifier (2x at 5th level; 3x at 8th) + level to a different enemy they are also engaged with.

Adventurer Feat If the triggering attack was a critical hit, double the damage from this command.

Champion Feat The ally deals the damage to all enemies it is engaged with, except the target of the triggering attack.

You’re the Hero!

Interrupt action; Cost: 1 command point

Target: One nearby ally who has just started their turn

Effect: The ally gains 3 times their level in temporary hit points. They also ignore any penalties to attack this turn, such as from the dazed or fear conditions.

Adventurer Feat The ally can ignore any effect that would prevent them from using the escalation die.

Champion Feat The ally is immune to any fear aura until the end of the battle.

1st Level Tactics

Chess Master

Quick action; Once per battle

Effect: A nearby ally can move as a free action.

Adventurer Feat If the escalation die is 4+, you can grant the move to two nearby allies.

Defensive Formation

Quick action; Once per battle

Target: Each nearby ally who is engaged with an enemy together with at least one other ally

Effect: The targets gain a +3 bonus to all defenses against enemies they are engaged with, until the end of your next turn.

Adventurer Feat If a target is hit by an enemy they are engaged with, reduce the damage by your Charisma modifier (x2 at 5th level, x3 at 8th).

Inspiring Leadership

Quick action; Recharge 16+ after battle

Effect: Until the end of the battle, whenever you hit with your Fight from the Front melee attack, a nearby ally gains temporary hit points equal to your Charisma modifier (x2 at 5th level; x3 at 8th).

Adventurer Feat On a natural 16+ on the attack roll, grant the temporary hit points to a second ally.

King’s Castle

Quick action; Once per battle

Effect: Two nearby allies switch positions. This is not a teleport — the allies must be able to reach the other location by normal means. This also switches who the targets are engaged with. This movement does not provoke opportunity attacks, and it cannot be intercepted.

Adventurer Feat You can switch around the positions of three allies, and you can be one of the three.

Offensive Formation

Quick action; Once per battle

Target: Each nearby ally who is engaged with an enemy together with at least one other ally

Effect: The targets gain a +3 bonus to attack rolls against enemies they are engaged with, until the end of your next turn.

Adventurer Feat If a target hits an enemy they are engaged with, increase the damage by your Charisma modifier (x2 at 5th level, x3 at 8th).

3rd Level Commands

Hang in There!

Interrupt action; Cost: 1 command point

Target: One nearby ally who has made a recovery roll

Effect: The target can choose to reroll any of the recovery dice. Keep the reroll.

Adventurer Feat The target adds your Charisma modifier to the hit points healed (x2 at 5th level; x3 at 8th).

Champion Feat You can spend an additional command point to grant the target a bonus recovery die.

Raise Shields!

Interrupt action; Cost: 1 command point

Target: One or more nearby allies who are being targeted by an attack against AC or PD

Effect: The allies gain a bonus to their defense equal to the number of nearby allies wielding a shield (maximum +4) until the end of your next turn.

Adventurer Feat The bonus is +2 per nearby ally wielding a shield.

Twist the blade!

Interrupt action; Cost: 2 command points

Target: One nearby ally who hit with a melee attack

Effect: The ally also deals 5 (5th level: 10; 8th: 20) ongoing damage.

Adventurer Feat If the escalation die is 2+, this power costs only 1 command point.

3rd Level Tactics

Choke Point

Quick action; Recharge 16+ after battle

Target: One nearby ally

Effect: Until the end of the battle, enemies have disadvantage on saves to disengage from the target ally.

Adventurer Feat You can target up to three nearby allies (including yourself).

Expert Flanking

Quick action; Recharge 16+ after battle

Target: One nearby ally who is engaged with an enemy together with at least one other ally

Effect: The ally can make a basic melee attack against an enemy they are engaged with as a free action, with advantage on the attack roll.

Adventurer Feat The attack deals half damage on a miss.

Honor the Fallen

Quick action; Once per battle

Special: You can only use this tactic if at least one ally is currently unconscious or dead.

Effect: Gain one command point for each ally that is currently unconscious or was killed in this battle.

Adventurer Feat Gain two command points instead.

Off-the-Book Tactics

Quick action; Recharge 16+ after battle

Effect: The next time an ally hits with a melee attack this battle, the target is hampered until the end of the ally’s next turn. If the target is staggered, the effect is “save ends”.

Adventurer Feat The effect is also “save ends” against a non-staggered target, and if the target fails a save against the hampered effect, it takes damage equal to your Charisma modifier (x2 at 5th level; x3 at 8th).

Champion Feat On a critical hit, the save against the hampered effect is a hard save (16+).

Target their Weak Points

Quick action; Recharge 16+ after battle

Target: A nearby enemy

Effect: Until the end of the battle, the enemy is vulnerable to your allies’ attacks.

Adventurer Feat The enemy also takes extra damage from your allies’ attacks equal to your level.

5th Level Commands

Block It Out!

Interrupt action; Cost: 2 command points

Target: A nearby ally who took damage from an attack against MD

Effect: The ally takes half damage.

Champion Feat If the attack targeted multiple allies (including you), you can grant the effect to all of them by spending one command point per target.

Great! Keep going!

Interrupt action; Cost: 2 command points

Target: A nearby ally who reduced an opponent below zero hit points

Effect: The ally can make a standard action attack against a different nearby enemy. They can move to engage the enemy first if required.

Champion Feat You can use this power as a free action (it no longer counts against your limit of one interrupt per round).

Keep Your Head Straight!

Interrupt action; Cost: 1 command point

Target: A nearby ally who is forced to take an action against their will (by a spell, condition etc.)

Effect: The ally can immediately save against the effect, even if the effect normally does not allow a save.

Champion Feat The ally adds your Charisma modifier as a bonus to the save.

5th Level Tactics

Cloaked Chess Master

Quick action; Once per battle

Effect: Gain a bonus to AC equal to your Charisma modifier until the end of your next turn.

Champion Feat Gain the bonus to all defenses.

Determined Leadership

Quick action; Recharge 16+ after battle

Effect: Until the end of the battle, whenever you miss with your Fight from the Front melee attack, deal half damage and gain a command point.

Champion Feat On your first natural even miss with Fight from the Front this battle, reroll the attack.

Lead with Steel

Quick action; Recharge 16+ after battle

Effect: Gain advantage on the next Fight from the Front melee attack this turn. If both attack rolls hit, gain the maximum possible command points instead of rolling.

Champion Feat On a miss, regain this tactic.

Mind Games

Quick action; Once per battle

Effect: Wager a number of command points up to your Charisma modifier, then make a Charisma + Level attack roll against the highest MD of all nearby enemies. On a hit, regain twice as many command points as you wagered. On a miss, those command points are lost.

Champion Feat On a natural 18+, regain three times the amount you wagered.

7th Level Commands

Blast This One Too!

Interrupt action; Cost: 2 command points

Target: A nearby ally who makes an attack that targets at least two enemies

Effect: The ally adds an additional enemy target.

Champion Feat Reduce the command point cost to 1.

Don’t Forget Her Over There!

Interrupt action; Cost: 2 command points

Target: A nearby ally who uses a spell or power that targets two or more allies

Effect: The ally adds an additional target.

Champion Feat If the escalation die is 3+, reduce the cost to 1 command point.

Take Cover!

Interrupt action; Cost: 2 command points

Target: A nearby ally who takes damage from a ranged or close-quarters attack

Effect: The ally takes half damage.

Champion Feat If the attack targeted two allies (including you), both allies take half damage.

7th Level Tactics

Charge of the Light Brigade

Quick action; Recharge 16+ after battle

Special: You can use this tactic as a free action in the first round of combat, before the first regular turn in the initiative order.

Effect: You and each nearby ally can move as a free action. Everyone who engages an enemy gets a +2 bonus to their next attack roll against that enemy.

Increase the Pressure

Quick action; Recharge 16+ after battle

Effect: Increase the escalation die by 1.

Champion Feat Until the end of your next turn, enemies cannot use abilities that interact with the escalation die, such as adding it to attack rolls or stealing it.

Last Stand

Quick action; Recharge 16+ after battle

Effect: You and all nearby allies gain a +2 bonus to saving throws (including death saves) until the end of the battle, and two extra dice when using a recovery to heal.

Champion Feat You also gain command points equal to your Charisma modifier.

Master and Commander

Quick action; Recharge 16+ after battle

Effect: Until the end of the battle, whenever you roll a natural 1 on the die that determines the number of command points gained with your Fight from the Front or Weigh the Odds class features, you gain an additional command point.

Champion Feat Also gain a bonus command point on a natural 2.

Tactical Retreat

Standard action; Recharge 16+ after battle

Target: You and all nearby allies

Effect: The group flees from the battle. The group does not suffer a campaign loss, but the cowardice causes some factions to lose faith in them. The GM chooses one icon relationship of each PC that they cannot use until they gain a level.

9th Level Commands

Do That Again!

Interrupt action; Cost: 5 command points

Target: An ally who took an action on their turn

Effect: The ally repeats the previous action, although they can choose new targets. This does not expend additional uses of whatever power or spell was used.

Epic Feat Decrease the cost of this command to 4 command points.

Give it your best shot!

Interrupt action; Cost: 2 command points or more

Target: A nearby ally who made a d20 roll

Effect: The ally rolls a number of d20 equal to the command points you spend and chooses the best result.

Epic Feat If the ally still fails the roll, your command points are not expended.

Show us how Amazing you are!

Interrupt action; Cost: 2 command points

Target: A nearby or far away ally who is using a move action

Effect: The target turns the move action into a stunt, similar to the rogue’s Swashbuckler talent. The target can swing across the battlefield on a chandelier, jump over barrels rolling down a river, or climb the rigging on an airship in a snowstorm, all without requiring a skill check. While moving, they cannot be intercepted and they don’t provoke opportunity attacks.

Epic Feat You can grant a free move action for a stunt on the same turn to other allies by spending 2 additional command points per ally.

9th Level Tactics

Focus Fire

Quick action; Recharge 16+ after battle

Target: 1d3 nearby allies

Effect: Each target can make an at-will ranged attack as a free action against one enemy designated by you.

Champion Feat The attacks deal extra damage equal to your Intelligence or Charisma modifier on a miss.

Lead Through Hell

Quick action; Recharge 16+ after battle

Effect: Until the end of the battle, whenever you use your Fight from the Front class feature, a nearby ally can make a save against a save-ends effect.

Epic Feat The ally can add your Charisma modifier to the saving throw.

Uncanny Intuition

Quick action; Recharge 16+ after battle

Effect: Until the end of the battle, whenever you use your Fight from the Front or Weigh the Odds class feature, grant a nearby ally a bonus to their next attack roll equal to the number of command points you gained.

Epic Feat If you only gained one or two command points, grant the bonus to two allies instead.

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