Rules / Talents / Commander Talents
Commander Talents
The Commander Die (from Commanding Presence) and the battlefield orders that spend it.
| Talent | Tier | Requirements | Benefit |
|---|---|---|---|
| Commanding Presence | 1 | 2+ ranks in Intimidation or Diplomacy | Gain a Commander Die: its size follows your ranks in your Command Style skill (d6 at 2 ranks, d8 at 5, d10 at 8, d12 at 11). |
| Bait and Switch | 2 | Commanding Presence; 3+ ranks in Intimidation or Diplomacy | Swap places with an adjacent ally (at least 5 ft of movement, no reactions provoked). |
| Combat Reflexes | 2 | Commanding Presence; 3+ ranks in Intimidation or Diplomacy | Once per turn, make one weapon attack against that enemy (2 RP); add your Commander Die to damage on a hit. |
| Commander's Strike | 2 | Commanding Presence; 3+ ranks in Intimidation or Diplomacy | Roll your Commander Die. An ally who can see or hear you may spend 1 RP to make one weapon attack, adding the die to damage on a hit. |
| Defensive Stance | 2 | Commanding Presence; 3+ ranks in Intimidation or Diplomacy | While this stance is active, when targeted by a physical attack you may react (2 RP) and add your Commander Die to your save. |
| Goading Attack | 2 | Commanding Presence; 3+ ranks in Intimidation or Diplomacy | Add your Commander Die to damage (2 RP). The target makes a Charisma save (against DC 10 + half the damage it actually took (after Soak and resistances)); failure: 1 Disadvantage on attacks that don't target you… |
| Menacing Attack | 2 | Commanding Presence; 3+ ranks in Intimidation or Diplomacy | Add your Commander Die to damage (2 RP). The target makes an Intellect save (against DC 10 + half the damage it actually took (after Soak and resistances)); failure: Frightened 1 of you (+1 per 3 ranks beyond 2). |
| Pushing Attack | 2 | Commanding Presence; 3+ ranks in Intimidation or Diplomacy | Add your Commander Die to damage (2 RP). The target makes a Might save (against DC 10 + half the damage it actually took (after Soak and resistances)); failure: pushed 15 ft (+5 ft per 3 ranks beyond 2). |
| Rally | 2 | Commanding Presence; 3+ ranks in Intimidation or Diplomacy | An ally who can see or hear you gains temporary HP equal to your Commander Die + your Charisma. |
| Restraining Strike | 2 | Commanding Presence; 3+ ranks in Intimidation or Diplomacy | Attempt to Grapple the target (2 RP), adding your Commander Die to the Martial Arts check. |
| Shield Charge | 2 | Commanding Presence; 3+ ranks in Intimidation or Diplomacy; 1+ ranks in Shields | Move at least 10 ft straight toward a creature, then make a Shields check (+Commander Die) vs its Might save. |
| Sweeping Attack | 2 | Commanding Presence; 3+ ranks in Intimidation or Diplomacy | Choose another creature within 5 ft of the target and in your reach (2 RP). |
Scaling Die
| Ranks in the style skill | 2–4 | 5–7 | 8–10 | 11+ |
|---|---|---|---|---|
| Commander, Grit or Panache Die | d6 | d8 | d10 | d12 |
Commanding Presence
Tier 1
Mental, Auditory, Linguistic
Requires: 2+ ranks in Intimidation or Diplomacy
Gain a Commander Die: its size follows your ranks in your Command Style skill (d6 at 2 ranks, d8 at 5, d10 at 8, d12 at 11). Choose Diplomacy or Intimidation as your Command Style (permanent). When you use that skill, you may spend 1 Strain to add the Commander Die.
Bait and Switch
Tier 2 · 2 AP
Move, Maneuver
Requires: Commanding Presence; 3+ ranks in Intimidation or Diplomacy
Swap places with an adjacent ally (at least 5 ft of movement, no reactions provoked). Roll your Commander Die: you or the ally adds it to saves vs physical attacks until your next turn.
Push: take 1 Strain to use this for 1 AP instead of 2.
Combat Reflexes
Tier 2 · Reaction
Maneuver, Taxing, Reaction, Attack
Requires: Commanding Presence; 3+ ranks in Intimidation or Diplomacy
Trigger: An enemy you can see moves within 5 ft of you.
Once per turn, make one weapon attack against that enemy (2 RP); add your Commander Die to damage on a hit.
Push: take 1 Strain to use this reaction for 1 RP instead of 2.
Commander's Strike
Tier 2 · 2 AP
Mental, Auditory, Linguistic, Maneuver
Requires: Commanding Presence; 3+ ranks in Intimidation or Diplomacy
Roll your Commander Die. An ally who can see or hear you may spend 1 RP to make one weapon attack, adding the die to damage on a hit.
Push: take 1 Strain to use this for 1 AP instead of 2.
Defensive Stance
Tier 2 · Reaction
Stance, Reaction
Requires: Commanding Presence; 3+ ranks in Intimidation or Diplomacy
While this stance is active, when targeted by a physical attack you may react (2 RP) and add your Commander Die to your save.
Push: take 1 Strain to use this reaction for 1 RP instead of 2.
Goading Attack
Tier 2 · Reaction
Maneuver, Reaction
Requires: Commanding Presence; 3+ ranks in Intimidation or Diplomacy
Trigger: You hit a creature with a weapon attack.
Add your Commander Die to damage (2 RP). The target makes a Charisma save (against DC 10 + half the damage it actually took (after Soak and resistances)); failure: 1 Disadvantage on attacks that don't target you until the end of your next turn (+1 per 3 ranks beyond 2).
Push: take 1 Strain to use this reaction for 1 RP instead of 2.
Menacing Attack
Tier 2 · Reaction
Maneuver, Reaction
Requires: Commanding Presence; 3+ ranks in Intimidation or Diplomacy
Trigger: You hit a creature with a weapon attack.
Add your Commander Die to damage (2 RP). The target makes an Intellect save (against DC 10 + half the damage it actually took (after Soak and resistances)); failure: Frightened 1 of you (+1 per 3 ranks beyond 2).
Push: take 1 Strain to use this reaction for 1 RP instead of 2.
Pushing Attack
Tier 2 · Reaction
Maneuver, Reaction
Requires: Commanding Presence; 3+ ranks in Intimidation or Diplomacy
Trigger: You hit a creature with a weapon attack.
Add your Commander Die to damage (2 RP). The target makes a Might save (against DC 10 + half the damage it actually took (after Soak and resistances)); failure: pushed 15 ft (+5 ft per 3 ranks beyond 2).
Push: take 1 Strain to use this reaction for 1 RP instead of 2.
Rally
Tier 2 · 2 AP
Mental, Auditory, Linguistic, Maneuver
Requires: Commanding Presence; 3+ ranks in Intimidation or Diplomacy
An ally who can see or hear you gains temporary HP equal to your Commander Die + your Charisma.
Push: take 1 Strain to use this for 1 AP instead of 2.
Restraining Strike
Tier 2 · Reaction
Maneuver, Reaction
Requires: Commanding Presence; 3+ ranks in Intimidation or Diplomacy
Trigger: You hit an enemy with a weapon attack.
Attempt to Grapple the target (2 RP), adding your Commander Die to the Martial Arts check.
Push: take 1 Strain to use this reaction for 1 RP instead of 2.
Shield Charge
Tier 2 · 2 AP
Move, Maneuver
Requires: Commanding Presence; 3+ ranks in Intimidation or Diplomacy; 1+ ranks in Shields
Move at least 10 ft straight toward a creature, then make a Shields check (+Commander Die) vs its Might save. Win: it takes shield damage + the Commander Die and is pushed 10 ft or knocked Prone (your choice).
Push: take 1 Strain to use this for 1 AP instead of 2.
Sweeping Attack
Tier 2 · Reaction
Maneuver, Reaction
Requires: Commanding Presence; 3+ ranks in Intimidation or Diplomacy
Trigger: You hit a creature with a melee weapon attack.
Choose another creature within 5 ft of the target and in your reach (2 RP). If your attack roll would also hit it, it takes damage equal to your Commander Die (same type).
Push: take 1 Strain to use this reaction for 1 RP instead of 2.