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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Talents / Commander Talents

Commander Talents

The Commander Die (from Commanding Presence) and the battlefield orders that spend it.

TalentTierRequirementsBenefit
Commanding Presence12+ ranks in Intimidation or DiplomacyGain 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 Switch2Commanding Presence; 3+ ranks in Intimidation or DiplomacySwap places with an adjacent ally (at least 5 ft of movement, no reactions provoked).
Combat Reflexes2Commanding Presence; 3+ ranks in Intimidation or DiplomacyOnce per turn, make one weapon attack against that enemy (2 RP); add your Commander Die to damage on a hit.
Commander's Strike2Commanding Presence; 3+ ranks in Intimidation or DiplomacyRoll 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 Stance2Commanding Presence; 3+ ranks in Intimidation or DiplomacyWhile this stance is active, when targeted by a physical attack you may react (2 RP) and add your Commander Die to your save.
Goading Attack2Commanding Presence; 3+ ranks in Intimidation or DiplomacyAdd 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 Attack2Commanding Presence; 3+ ranks in Intimidation or DiplomacyAdd 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 Attack2Commanding Presence; 3+ ranks in Intimidation or DiplomacyAdd 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).
Rally2Commanding Presence; 3+ ranks in Intimidation or DiplomacyAn ally who can see or hear you gains temporary HP equal to your Commander Die + your Charisma.
Restraining Strike2Commanding Presence; 3+ ranks in Intimidation or DiplomacyAttempt to Grapple the target (2 RP), adding your Commander Die to the Martial Arts check.
Shield Charge2Commanding Presence; 3+ ranks in Intimidation or Diplomacy; 1+ ranks in ShieldsMove at least 10 ft straight toward a creature, then make a Shields check (+Commander Die) vs its Might save.
Sweeping Attack2Commanding Presence; 3+ ranks in Intimidation or DiplomacyChoose another creature within 5 ft of the target and in your reach (2 RP).

Scaling Die

Ranks in the style skill2–45–78–1011+
Commander, Grit or Panache Died6d8d10d12

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.