Commander
Commanders inspire greatness in others by committing brave deeds in battle. The mere presence of a commander in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone commander is a skilled warrior, but a commander leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
Talents
| Talent | CP | Prerequisites |
|---|---|---|
| Rallying Cry | 15 | Combat Superiority |
| Inspiring Surge | 25 | Rallying Cry and Action Surge |
| Bulwark | 30 | Inspiring Surge and Indomitable |
Rallying Cry
Cost: 5 Character Points
Prerequisite: Combat Superiority
Actions: 1
You learn how to inspire your allies to fight on past their injuries.
Choose a number of allied creatures that can see or hear you equal to your charisma modifier. Each creature gains temporary stamina equal to 1dM + your charisma modifier.
Once you use this feature, you must finish a short or long rest before you can use it again.
Inspiring Surge
Cost: 25 Character Points
Prerequisite: Rallying Cry and Action Surge
When you use your Action Surge feature, you can instead choose an allied creature that can see and hear you to benefit from the feature on its next turn.
If your Action Surge feature grants more than one additional action, then you may divide these amongst a number of allied creatures that can see and hear you equal to your charisma modifier.
Bulwark
Cost: 30 Character Points
Prerequisite: Inspiring Surge and Indomitable
If you have not used your Indomitable feature since your last rest, then you may extend it to an ally that can see and hear you. The next attack to hit that ally must be rerolled, taking the lower result.