Field Commander

Entry requirements

Feats: Precocious Archer, Combat Expertise
Skills: Knowledge (Strategy and tactics) 10 ranks, any two of the following skills, 4 ranks; Diplomacy, Move Silently, Hide, Survival
Special: Formation Fighting class feature

Table: Field Commander

Hit Dice: As Base Class
level Benefit Orders Known
1st Orders, Inspiring Leader 1
2nd Squad Tactics 3
3rd Lead From The Front, One Unit, One Soul 4
4th Strait Silver 6
5th Master Commander, By The Honour Of The Quincy 7

Class Skills: As Base Class
Skill Points per level: As Base Class
Weapon and Armor Proficiencies: A Quincy Field Commander gains no new weapon or armor proficiencies.

Orders: A field commander is not purely a strategist, nor is she a mere sergeant. She excels when she can read the flow of battle and respond, and through her mind and voice she can shape battles.
The field commander can issue Orders, granting effects through them. She knows an amount of Orders equal to the value shown on the table above, plus her Wisdom modifier. Each order has a minimum rank in knowledge (Strategy and tactics) to learn it, and the target and action for each order varies. Some orders also have a trigger, an action (or actions) that they must be used in response to, or a cost in SEP as they add in a supernatural element as well as skill. Issuing orders does not provoke Attacks of Opportunity.
Orders with no cost in spirit charges are extraordinary abilities. Orders with a cost in spirit charges or SEP are supernatural abilities. The field commander may only issue one order per turn.
Orders technically have no maximum range, though the creature receiving the order must be able to hear it, thus they do not function if the sound is drowned out, or in areas of magical silence, or if the Quincy cannot talk, or to a victim out of hearing range. The Quincy Field Commander can exchange one order she know each time she gain a level (in any class) for any other order she meets the requirements for. She also gain an extra order for each 4 non-field commander levels takes.
A list of orders can be found at the end of this page.

Inspiring Leader: a field commander is not a cold, cynical bastard who sees their troops as mere resources (well, outwardly at least), nor is she a gung-ho happy go lucky leader relying on pluck and nobility to succeed. The field commander leads her troops with a combination of both charisma and camaraderie, and skill and tactics. When making any skill test that uses either charisma or wisdom, she may add ½ her modifier from the other attribute as well.

Squad Tactics: A field commander works best in a squad, where she can aid her teammates, and rely on them for support. It is by meshing together perfectly that they can achieve victory. The range of her Fighting formation class feature changes from adjacent to “everyone within hearing range” for the parts that effect allies. She gains no bonus herself unless she is adjacent to an ally. In addition, so long as they are within hearing range, all allies receive double the bonus from flanking or an aid another action.
Lead from the front: The field commander is not just there to bark orders, she is a also a rallying point for her allies, a source of inspiration and assistance. From 3rd level onwards, so long as she does not issue an order in that round, the field commander and every ally within hearing range receives a morale bonus to all saves against fear and compulsion, as well as on rolls to hit and damage, equal to ¼ her character level.

One squad, one soul: Years of working with your companions has taught you how each thinks, how each reacts. Between you, you can communicate with just a nod or a glance. When working with people she is familiar with (defined as having lasted through 5-10 battles together), a Quincy Field Commander can issue orders to them so long as they can see her, as well as by voice.

**Strait Silver: **Every commander knows that a fast reaction and adaptability are the key to successes, and no-one can ever be prepared for everything, so it's good to be able to act on the drop of a hat. oh, and minor control over time and space help, too. Strait Silver is a special order that all Field commanders learn.
Strait silver
Action: Immediate. Target: all allies Cost: 10/30 spirit charges
Min ranks: 13 Trigger: Allies are ambushed
With a quick call, and a burst of spiritual energy, you slow down time just enough for you and your allies to shake of your shock. You, and all allies in range, are not treated as flat-footed. If you pay 30 spirit charges, then all allies (you included) may draw and their weapon, or activate features such as Shikai or Bankai as an immediate action. They must still pay costs for activating their abilities.

Master Commander: At 5th level, a Quincy Field Commander has become the pinnacle of leadership. She can now issue two orders in a single round. She can also issue orders to anyone within sight and hearing range, instead of just people she is used to working with.

By the Honour of the Quincy: The honour of the Quincy is an unflinching wavering dedication, the cornerstone of the their fighting style. The field commander can call upon this pride, this ideal, and use it as a focal point stronger than any cross, swords or doll.
By the Honour of the Quincy is a special order than the Quincy learns. Unlike normal orders, it can only be used once per encounter.
By the Honour of the Quincy
Action: full round + swift Target: all allies Cost: all spirit charges
Min ranks: 20 Trigger: none
As part of this order, make a full attack, adding your wisdom modifier to each attack made in this way, as well as to any save DCs that are attached to your attacks. This attack deals extra damage equal to ½ the number of spirit charges expended. Until your next turn, all allies receive the same bonus on all attack and damage rolls and save DCs.

++ Orders

Fire, fire, fire
Action: One Round
Target: All Allies
Cost: None
Minimum Rank: 12

All of your allies in range of this order may immediately take a single move, standard, or swift action, exactly as if they had readied them.

Hold your fire
Action: Immediate
Target: One Ally
Cost: None
Minimum Rank: 10
Trigger: An ally's readied action is triggered
Your ally can choose to use their readied action, or save it for another ability that triggers it

Focus on my target
Action: standard
Target: one creature
Cost: 4 spirit charges
Minimum Rank: 10
The creature marked is lit up as a fairy fire spell. All attacks made by allies (not you) against that creature receive a bonus to hit equal to ½ your base attack bonus.

Mow them down
Action: standard
Target: All Allies
Cost: None
Minimum Rank: 12
All attacks made by allies (not you) in this round have a bonus to damage equal to ½ your base attack bonus so long as they are targeted at different creatures

Keep the pressure up
Action: Full round + swift
Target: One Ally
Cost: 5 spirit charges
Minimum Rank: 13
Trigger: Start of your turn
Target ally may take a turn immediately after your own, exactly as if their turn in initiative had come up.

Move, Move, Move
Action: Standard
Target: All Allies
Cost: None
Minimum Rank: 11

All allies around you may immediately take a 5 foot step. Until your next round they can run as though they had the Run feat

Fighting Retreat
Action: One Round
Target: All Allies
Cost: None
Minimum Rank: 11
If an ally successfully makes a withdraw action until the start of your next turn, they can make a single attack before moving

Remember what we taught you
Action: Imediate
Target: One Ally
Cost: X spirit charges
Minimum Rank: 10
Trigger: An ally makes a trip, grapple or disarm roll
The targeted ally gets a bonus on one trip, grapple or disarm roll equal to 1/4 their character level + the amount of spirit charges spent.

Incoming
Action: Immediate
Target: One Ally
Cost: 4 spirit charges per ally
Minimum Rank: 14
Trigger: AN ally makes a reflex, fortitude or will save
This consumes your move action for your next turn, in addition to your swift action. The targeted ally benefits from evasion or mettle (whichever is appropriate) from that one save. If they already have the ability, they benefit from the improved version. This has no effect if they already have improved evasion or improved mettle.

Hit the ground
Action: Immediate*
Target: One Ally
Cost: X spirit charges
Minimum Rank: 14
Trigger: An ally comes under target from an attack with an attack roll.
This consumes your move action for your next turn, in addition to your swift action. The targeted ally gains a bonus to AC equal to ½ the spirit charges expended, split as they see fit between all attacks made against them this round

Get back in the fight
Action: Standard
Target: One Ally
Cost: 4 spirit charges
Minimum Rank: 10
Target ally reduces their fear or nausea by one step. If the ally is below 0 hp, they automatically stabilize.

Do you want to live forever?
Action: Swift
Target: All Allies
Cost: 4 spirit charges per ally
Minimum Rank: 15
Trigger: Enemies outnumber allies.
Until the start of your next turn, all allies can take a penalty to AC up to half of their base attack bonus, and half of that to all saves, to gain a bonus to to hit equal to the save penalty this, and a bonus to damage equal to twice the AC penalty. Creatures cannot tumble to avoid Attacks of Opportunity while under the effects of this order

I'll spot, you shoot
Action: Immediate
Target: One or more allies
Cost: 2 spirit charges per ally
Minimum Rank: 10
Trigger: An ally makes an attack
Targeted allies can use your base attack bonus in place of their own until the start of their next turn. They still use their own attributes to determine bonuses from high ability scores.

Follow my lead
Action: 1 Round
Target: All Allies within 30 feet
Cost: None
Minimum Rank: 10

For the next 10 minutes, all affected allies can use ¾ your skill ranks in Climb, Move Silently, Hide, Search, Disable Device, Open Lock, Use Rope, Balance, Bluff, or Sense Motive in place of their own ranks. This may only be used when not in combat.

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