Jormengand
2015-04-14, 08:02 PM
http://vignette1.wikia.nocookie.net/war-of-omens/images/9/9a/Leadthecharge.png/revision/latest/scale-to-width/210?cb=20140711132837
Men will always fight harder for a lord with battle scars.
- Sister Ysadora, War of Omens
Sometimes, it's okay to have four highly skilled, highly dangerous individuals waltz into battle going their separate ways, each playing to their own strengths. Other times, however, the battle needs to be co-ordinated by an individual who knows not just what he or she is doing, but what everyone else in the team is doing as well. That way, the fighter can stop going up and hitting things which the wizard was about to fireball, which would have given away the rogue's position if he had. Welcome to...
The Commander
LevelBABFortRefWillSpecial
Tactics known
Orders known
Maximum Tactic/Order level
1st+1+2+2+0Tactics, Orders
1
1
1
2nd+2+3+3+0Order Ability
2
2
1
3rd+3+3+3+1Extra Tactics (2)
3
2
1
4th+4+4+4+1Order Ability
4
3
2
5th+5+4+4+1Strategem
5
3
2
6th+6/+1+5+5+2Order Ability
6
4
2
7th+7/+2+5+5+2Extra Tactics (3)
7
4
2
8th+8/+3+6+6+2Extra Order Ability
8
5
3
9th+9/+4+6+6+3Strategem
9
5
3
10th+10/+5+7+7+3Order Ability
10
6
3
11th+11/+6/+1+7+7+3Extra Tactics (4)
11
6
3
12th+12/+7/+2+8+8+4Order Ability
12
7
4
13th+13/+8/+3+8+8+4Strategem
13
7
4
14th+14/+9/+4+9+9+4Order Ability
14
8
4
15th+15/+10/+5+9+9+5Extra Tactics (5)
15
8
4
16th+16/+11/+6/+1+10+10+5Extra Order Ability
16
9
5
17th+17/+12/+7/+2+10+10+5Strategem
17
9
5
18th+18/+13/+8/+3+11+11+6Order Ability
18
10
5
19th+19/+14/+9/+4+11+11+6Extra Tactics (6)
19
10
5
20th+20/+15/+10/+5+12+12+6Grand Strategem, Order Ability
20
11
6
Alignment: Any
Hit Die: 1d8
{This is 3.5 content and does not exist in PF}
[This is PF content and does not exist in 3.5]
Class Skills:
The class skills of the commander (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (All skills, taken individually) (Int), {Listen (Wis)}, [Perception (Wis)], Profession (Wis), Ride (Dex), {Search (Int)}, Sense Motive (Wis) and {Spot (Wis)}.
{Skill Points at 1st Level: (6 + Int modifier) × 4}
Skill Points at Each Additional Level: 6 + Int modifier
The following are all class features of the commander.
Weapon and armour proficiency
Commanders are proficient in all types of armour and shields, including tower shields, and with simple and martial weapons.
Tactics (Ex)
The commander can use a single tactic at once, and knows a single tactic per level, each time to a maximum level given on Table: the Commander. Tactics need no action or effort to keep up. Commanders who know more than one tactic can switch which tactic they wish to use as a free action on their turn.
Tactics aid allies within 60 feet of the commander.
Orders (Ex)
The commander is capable of giving an order of first level, and gains an order of the next level at fourth level and every fourth level after. Orders require standard actions to give, but grant a short boost to all allies within 60 feet of the commander when she gives the order. Orders must be verbally communicated to such allies.
Order Ability
Every second level, the commander gains a new order ability with which she can modify her orders. For example, she could give an order silently to aid in a stealthy assault. She can only apply one order ability to each order.
At eighth and sixteenth level, the commander doesn't get another order ability but can instead use an extra one on each order.
Extra tactics
From third level, and every fourth level thereafter, the commander can use an extra tactic at once. She can change as many as she likes at the same time.
Stratagem (Ex)
From 5th level, the commander can prepare a single stratagem per day. Unlike orders, stratagems are not learned but prepared, similar to how a wizard prepares spells. A stratagem can only be revealed once per day, unlike orders and tactics which can be given and used all day. However, stratagems have great impact on how the battle runs. They are revealed as a standard action.
Every fourth level after fifth, she can prepare another stratagem, or another copy of the same stratagem.
Grand Stratagem (Ex)
At 20th level, the commander can prepare a single grand stratagem from the grand stratagems list. She reveals this as a standard action, like other stratagems.
Tactics
Tactics grant circumstance bonuses based on the commander's class level, plus her intelligence bonus. This is sometimes referred to as the command bonus, but usually just as "Bonus".
Level 1
Perfect Balance: Bonus on Autohypnosis, {Balance} and Concentration checks.
Resolute Smite: Bonus on weapon/unarmed damage rolls.
Search Party: Bonus on {Spot, Listen and Search} [Perception] checks.
Team Appraisal: Bonus on Appraise checks and checks to identify items.
They Will Never See Us: Bonus on {Hide and Move Silently} [Stealth] Checks.
Unhindered Passage: Bonus on Climb, [Fly,] Jump and Swim checks.
Level 2
Combat Tricks: Bonus on [CMB but not CMD] {Checks made to make a Bull Rush, Disarm, Feint, Grapple Overrun, Pin, Sunder or Trip}
Defence From Trickery: Bonus on [CMD] {Checks made to resist a Bull Rush, Disarm, Feint, Grapple Overrun, Pin, Sunder or Trip}
Dynamic Entry: Bonus on damage dealt by falling on people and double bonus as DR/non-falling damage.
Lightning War: Bonus on movement speed (Rounding down to nearest 5 ft)
Warrior's Aim: Bonus on attack rolls.
Level 3
Far Strike: Bonus to projectile weapon range increment, one half bonus to thrown weapon range increment (Round down to next 5 ft).
Fighter's Resolve: One third bonus on fortitude saves.
Medical Support: Bonus on hit point healing.
Shield Wall: Bonus to armour class.
Psion's Focus: One third bonus on will saves.
Rogue's Agility: One third bonus on reflex saves.
Level 4
Close-up Conjuring: Bonus on damage-dealing spell damage.
Energy Block: Bonus on resistance to everything.
Irresistible Force: One third bonus on spell save DCs.
Searing Strikes: Attacks ignore DR and resistance equal to the command bonus, and deal minimum damage equal to the command bonus or the attack's base damage, whichever is lower.
Undying Legion: Bonus on DR/-.
Universal Ability: Bonus on skill checks.
Level 5
Arcane Power: One half bonus on caster level; one quarter bonus on caster level limits (such as fireball's 10d6 damage limit, which is increased by 1d6 per 4 points of command bonus).
Destructive Impulse: One half bonus to base attack bonus, allowing recipients to claim more than four attacks for high base attack bonuses.
Ground Control: Half bonus on reach (Round down to nearest 5 ft).
Lead the Charge: Bonus on initiative rolls.
Opportune Moment: One quarter bonus on number of attacks of opportunity per round.
Level 6
Infinite Prowess: Bonus on D20 rolls.
It Will Not Die: One fifth bonus on fast healing.
Second Wind: Everyone gets a re-roll on a d20 roll which can be used without spending an action, but only once per round. The reroll adds the command bonus.
Orders
Orders use the command bonus of level + INT modifier the same way that tactics do, and last for a number of rounds equal to half your command bonus unless otherwise specified (unless, of course, the ability doesn't need a duration). This duration is called the command duration.
Level 1
Fire on My Target: Allies ignore cover for duration.
Go for the Throat: Allies entitled to sneak attack damage (regardless of having the ability or not) deal 1 bonus damage per point of command bonus for duration.
Level 2
Get down: Allies get double bonus from cover and concealment for duration.
Stop their Spells: Allied damage dealt is counted double for concentration checks for duration.
Level 3
Get Back In The Fight: Allies immediately re-save with half bonus against hostile ongoing effects which allow saves.
Keep Trying: Allies can re-roll one die during duration.
Level 4
Move, Move, Move: Allies get an extra move action to spend immediately as they please.
Shrug it Off: Allies stop being restricted in their actions by effects mundane or magical; they can take their full allotment of actions and use them normally.
Level 5
I Will Guide You: Allies know things you or each other can see or hear just as though they could too.
Get Back In The Fight: Allies get back up from unconsciousness to act for half the command duration, but must be restored to consciousness normally for a second Get Back In The Fight to work.
Level 6
Take Them Down: Allies get an extra standard action to spend immediately as they please. You get a move action instead. No-one can get more than one extra action from this more than once per turn.
Try Harder: Allies roll each die or set of dice of any type twice and take the better result for the duration.
Order Abilities
Chain Order: Anyone within 60 feet gives the order instead.
Delayed Order: Order is delayed for a set number of rounds.
Enlarge Order: Order affects those twice as far away.
Extended Order: Order lasts twice as long.
Mighty Order: Order has quintuple range, but requires a standard action each round to keep active and only works if it has a duration.
Powerful Order: Command bonus for order is increased by int modifier.
Quickened Order: Order is swift action but only if you can give order three levels higher. (Requires 4th-level orders).
Silent Order: Communicate order visually instead of verbally, meaning it's silent.
Stratagems
Some stratagems use the command bonus and command duration just like orders do.
Jink: You and your allies dodge, block or otherwise evade all attacks until the start of your next turn.
Let it Burn: You set a portion of the area within 60 feet of you ablaze with pre-constructed fire traps. The fire burns for a duration up to the command duration, chosen by you when you reveal the stratagem.
Playing Dead: An ally who died within the last round or is unconscious but alive is revealed to have been only faking it, and regains hit points equal to your command bonus.
Release the Hounds: Suddenly, a number of dogs equal to your command bonus appear from hiding and start attacking your enemies until hounds or foes are dead. You choose where the dogs come from, but they must have some kind of cover or concealment to enter from. Surviving dogs then dissipate.
Smoke and Mirrors: Your allies appear to be 1d6*5 feet from their actual location, and have total concealment even if a foe knows where they are, for the command duration.
Suddenly Apparent Trap: A trap with CR no greater than half your command bonus is triggered by a foe. You choose the trap when you reveal the stratagem.
Grand Stratagems
Abandon all hope, ye who enter here.
Hunt of Ravaging Wolves: Suddenly, a number of wolves equal to your command bonus appear from hiding and start attacking your enemies until lupines or foes are dead. You choose where the wolves come from, but they must have some kind of cover or concealment to enter from. Surviving wolves then dissipate.
Plan of Magic Knowledge: Allies who can cast spells can cast a number of spell levels (Cantrips count as half) equal to half the command bonus for nothing today. Manifesters instead get a number of free power points equal to the command bonus.
Scheme of Fast Movement: Allies immediately take an additional turn each in any order.
Weapon of Instant Death: You reveal a weapon that slays an enemy within 60 feet unless they pass a fortitude save (DC = command bonus).
Feats
Double Ability: Use two order abilities at once.
Quickspeech: You can use a quickened order of one higher level.
Spontaneous Stratagem (Epic): You don't prepare your stratagems, you just reveal them.
Stratagem Swap: You can spend fifteen minutes to swap a prepared stratagem for another one.
Twin Tactics: Use a second half-effective tactic at the same time as your first.
Wide tactics: Use tactics to affect allies who are further away.
Double ability
You can modify your orders in more ways than one
Prerequisites: Two order abilities.
Benefit: You can use two order abilities on the same order.
Quickspeech
You can make more effective quickened orders
Prerequisites: Quickened order order ability.
Benefit: You can use a quickened order of one higher level than you could normally.
Special: You can take this feat twice. Its effects stack.
Stratagem Swap
You can re-prepare stratagems to account for changing situations
Prerequisites: Stratagem class feature.
Benefit: You can spend 15 minutes to un-prepare a stratagem and prepare a new one in this place.
Special: You cannot change your grand stratagem in this way.
Spontaneous Stratagem [Epic]
You don't need to prepare your stratagems - you always know what you need and when you need it.
Prerequisites: Stratagem swap, INT 30, character level 21st
Benefit: You don't need to prepare stratagems. Instead, you can simply use a stratagem as many times per day as you could have prepared one.
Special: You cannot use a spontaneous grand stratagem in this way but your stratagem swap now applies to your grand stratagem.
Twin tactics
You can use two tactics as one.
Prerequisites: Must have access to two tactics.
Benefit: You can use a second tactic at once, treating your command bonus as being half its actual value for the second tactic.
Special: You can change both your tactics at once. You can choose each round which tactic is the first and which the second.
Wide tactics
You know how to use tactics over a wide area
Prerequisites: Tactics class feature, character level 6th
Benefit: Your tactics affect twice the normal area.
Special: You can take wide tactics again every fifth level after 6th. Its effects stack additively.
So yeah. That's it. Plzrate+comment.
Men will always fight harder for a lord with battle scars.
- Sister Ysadora, War of Omens
Sometimes, it's okay to have four highly skilled, highly dangerous individuals waltz into battle going their separate ways, each playing to their own strengths. Other times, however, the battle needs to be co-ordinated by an individual who knows not just what he or she is doing, but what everyone else in the team is doing as well. That way, the fighter can stop going up and hitting things which the wizard was about to fireball, which would have given away the rogue's position if he had. Welcome to...
The Commander
LevelBABFortRefWillSpecial
Tactics known
Orders known
Maximum Tactic/Order level
1st+1+2+2+0Tactics, Orders
1
1
1
2nd+2+3+3+0Order Ability
2
2
1
3rd+3+3+3+1Extra Tactics (2)
3
2
1
4th+4+4+4+1Order Ability
4
3
2
5th+5+4+4+1Strategem
5
3
2
6th+6/+1+5+5+2Order Ability
6
4
2
7th+7/+2+5+5+2Extra Tactics (3)
7
4
2
8th+8/+3+6+6+2Extra Order Ability
8
5
3
9th+9/+4+6+6+3Strategem
9
5
3
10th+10/+5+7+7+3Order Ability
10
6
3
11th+11/+6/+1+7+7+3Extra Tactics (4)
11
6
3
12th+12/+7/+2+8+8+4Order Ability
12
7
4
13th+13/+8/+3+8+8+4Strategem
13
7
4
14th+14/+9/+4+9+9+4Order Ability
14
8
4
15th+15/+10/+5+9+9+5Extra Tactics (5)
15
8
4
16th+16/+11/+6/+1+10+10+5Extra Order Ability
16
9
5
17th+17/+12/+7/+2+10+10+5Strategem
17
9
5
18th+18/+13/+8/+3+11+11+6Order Ability
18
10
5
19th+19/+14/+9/+4+11+11+6Extra Tactics (6)
19
10
5
20th+20/+15/+10/+5+12+12+6Grand Strategem, Order Ability
20
11
6
Alignment: Any
Hit Die: 1d8
{This is 3.5 content and does not exist in PF}
[This is PF content and does not exist in 3.5]
Class Skills:
The class skills of the commander (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (All skills, taken individually) (Int), {Listen (Wis)}, [Perception (Wis)], Profession (Wis), Ride (Dex), {Search (Int)}, Sense Motive (Wis) and {Spot (Wis)}.
{Skill Points at 1st Level: (6 + Int modifier) × 4}
Skill Points at Each Additional Level: 6 + Int modifier
The following are all class features of the commander.
Weapon and armour proficiency
Commanders are proficient in all types of armour and shields, including tower shields, and with simple and martial weapons.
Tactics (Ex)
The commander can use a single tactic at once, and knows a single tactic per level, each time to a maximum level given on Table: the Commander. Tactics need no action or effort to keep up. Commanders who know more than one tactic can switch which tactic they wish to use as a free action on their turn.
Tactics aid allies within 60 feet of the commander.
Orders (Ex)
The commander is capable of giving an order of first level, and gains an order of the next level at fourth level and every fourth level after. Orders require standard actions to give, but grant a short boost to all allies within 60 feet of the commander when she gives the order. Orders must be verbally communicated to such allies.
Order Ability
Every second level, the commander gains a new order ability with which she can modify her orders. For example, she could give an order silently to aid in a stealthy assault. She can only apply one order ability to each order.
At eighth and sixteenth level, the commander doesn't get another order ability but can instead use an extra one on each order.
Extra tactics
From third level, and every fourth level thereafter, the commander can use an extra tactic at once. She can change as many as she likes at the same time.
Stratagem (Ex)
From 5th level, the commander can prepare a single stratagem per day. Unlike orders, stratagems are not learned but prepared, similar to how a wizard prepares spells. A stratagem can only be revealed once per day, unlike orders and tactics which can be given and used all day. However, stratagems have great impact on how the battle runs. They are revealed as a standard action.
Every fourth level after fifth, she can prepare another stratagem, or another copy of the same stratagem.
Grand Stratagem (Ex)
At 20th level, the commander can prepare a single grand stratagem from the grand stratagems list. She reveals this as a standard action, like other stratagems.
Tactics
Tactics grant circumstance bonuses based on the commander's class level, plus her intelligence bonus. This is sometimes referred to as the command bonus, but usually just as "Bonus".
Level 1
Perfect Balance: Bonus on Autohypnosis, {Balance} and Concentration checks.
Resolute Smite: Bonus on weapon/unarmed damage rolls.
Search Party: Bonus on {Spot, Listen and Search} [Perception] checks.
Team Appraisal: Bonus on Appraise checks and checks to identify items.
They Will Never See Us: Bonus on {Hide and Move Silently} [Stealth] Checks.
Unhindered Passage: Bonus on Climb, [Fly,] Jump and Swim checks.
Level 2
Combat Tricks: Bonus on [CMB but not CMD] {Checks made to make a Bull Rush, Disarm, Feint, Grapple Overrun, Pin, Sunder or Trip}
Defence From Trickery: Bonus on [CMD] {Checks made to resist a Bull Rush, Disarm, Feint, Grapple Overrun, Pin, Sunder or Trip}
Dynamic Entry: Bonus on damage dealt by falling on people and double bonus as DR/non-falling damage.
Lightning War: Bonus on movement speed (Rounding down to nearest 5 ft)
Warrior's Aim: Bonus on attack rolls.
Level 3
Far Strike: Bonus to projectile weapon range increment, one half bonus to thrown weapon range increment (Round down to next 5 ft).
Fighter's Resolve: One third bonus on fortitude saves.
Medical Support: Bonus on hit point healing.
Shield Wall: Bonus to armour class.
Psion's Focus: One third bonus on will saves.
Rogue's Agility: One third bonus on reflex saves.
Level 4
Close-up Conjuring: Bonus on damage-dealing spell damage.
Energy Block: Bonus on resistance to everything.
Irresistible Force: One third bonus on spell save DCs.
Searing Strikes: Attacks ignore DR and resistance equal to the command bonus, and deal minimum damage equal to the command bonus or the attack's base damage, whichever is lower.
Undying Legion: Bonus on DR/-.
Universal Ability: Bonus on skill checks.
Level 5
Arcane Power: One half bonus on caster level; one quarter bonus on caster level limits (such as fireball's 10d6 damage limit, which is increased by 1d6 per 4 points of command bonus).
Destructive Impulse: One half bonus to base attack bonus, allowing recipients to claim more than four attacks for high base attack bonuses.
Ground Control: Half bonus on reach (Round down to nearest 5 ft).
Lead the Charge: Bonus on initiative rolls.
Opportune Moment: One quarter bonus on number of attacks of opportunity per round.
Level 6
Infinite Prowess: Bonus on D20 rolls.
It Will Not Die: One fifth bonus on fast healing.
Second Wind: Everyone gets a re-roll on a d20 roll which can be used without spending an action, but only once per round. The reroll adds the command bonus.
Orders
Orders use the command bonus of level + INT modifier the same way that tactics do, and last for a number of rounds equal to half your command bonus unless otherwise specified (unless, of course, the ability doesn't need a duration). This duration is called the command duration.
Level 1
Fire on My Target: Allies ignore cover for duration.
Go for the Throat: Allies entitled to sneak attack damage (regardless of having the ability or not) deal 1 bonus damage per point of command bonus for duration.
Level 2
Get down: Allies get double bonus from cover and concealment for duration.
Stop their Spells: Allied damage dealt is counted double for concentration checks for duration.
Level 3
Get Back In The Fight: Allies immediately re-save with half bonus against hostile ongoing effects which allow saves.
Keep Trying: Allies can re-roll one die during duration.
Level 4
Move, Move, Move: Allies get an extra move action to spend immediately as they please.
Shrug it Off: Allies stop being restricted in their actions by effects mundane or magical; they can take their full allotment of actions and use them normally.
Level 5
I Will Guide You: Allies know things you or each other can see or hear just as though they could too.
Get Back In The Fight: Allies get back up from unconsciousness to act for half the command duration, but must be restored to consciousness normally for a second Get Back In The Fight to work.
Level 6
Take Them Down: Allies get an extra standard action to spend immediately as they please. You get a move action instead. No-one can get more than one extra action from this more than once per turn.
Try Harder: Allies roll each die or set of dice of any type twice and take the better result for the duration.
Order Abilities
Chain Order: Anyone within 60 feet gives the order instead.
Delayed Order: Order is delayed for a set number of rounds.
Enlarge Order: Order affects those twice as far away.
Extended Order: Order lasts twice as long.
Mighty Order: Order has quintuple range, but requires a standard action each round to keep active and only works if it has a duration.
Powerful Order: Command bonus for order is increased by int modifier.
Quickened Order: Order is swift action but only if you can give order three levels higher. (Requires 4th-level orders).
Silent Order: Communicate order visually instead of verbally, meaning it's silent.
Stratagems
Some stratagems use the command bonus and command duration just like orders do.
Jink: You and your allies dodge, block or otherwise evade all attacks until the start of your next turn.
Let it Burn: You set a portion of the area within 60 feet of you ablaze with pre-constructed fire traps. The fire burns for a duration up to the command duration, chosen by you when you reveal the stratagem.
Playing Dead: An ally who died within the last round or is unconscious but alive is revealed to have been only faking it, and regains hit points equal to your command bonus.
Release the Hounds: Suddenly, a number of dogs equal to your command bonus appear from hiding and start attacking your enemies until hounds or foes are dead. You choose where the dogs come from, but they must have some kind of cover or concealment to enter from. Surviving dogs then dissipate.
Smoke and Mirrors: Your allies appear to be 1d6*5 feet from their actual location, and have total concealment even if a foe knows where they are, for the command duration.
Suddenly Apparent Trap: A trap with CR no greater than half your command bonus is triggered by a foe. You choose the trap when you reveal the stratagem.
Grand Stratagems
Abandon all hope, ye who enter here.
Hunt of Ravaging Wolves: Suddenly, a number of wolves equal to your command bonus appear from hiding and start attacking your enemies until lupines or foes are dead. You choose where the wolves come from, but they must have some kind of cover or concealment to enter from. Surviving wolves then dissipate.
Plan of Magic Knowledge: Allies who can cast spells can cast a number of spell levels (Cantrips count as half) equal to half the command bonus for nothing today. Manifesters instead get a number of free power points equal to the command bonus.
Scheme of Fast Movement: Allies immediately take an additional turn each in any order.
Weapon of Instant Death: You reveal a weapon that slays an enemy within 60 feet unless they pass a fortitude save (DC = command bonus).
Feats
Double Ability: Use two order abilities at once.
Quickspeech: You can use a quickened order of one higher level.
Spontaneous Stratagem (Epic): You don't prepare your stratagems, you just reveal them.
Stratagem Swap: You can spend fifteen minutes to swap a prepared stratagem for another one.
Twin Tactics: Use a second half-effective tactic at the same time as your first.
Wide tactics: Use tactics to affect allies who are further away.
Double ability
You can modify your orders in more ways than one
Prerequisites: Two order abilities.
Benefit: You can use two order abilities on the same order.
Quickspeech
You can make more effective quickened orders
Prerequisites: Quickened order order ability.
Benefit: You can use a quickened order of one higher level than you could normally.
Special: You can take this feat twice. Its effects stack.
Stratagem Swap
You can re-prepare stratagems to account for changing situations
Prerequisites: Stratagem class feature.
Benefit: You can spend 15 minutes to un-prepare a stratagem and prepare a new one in this place.
Special: You cannot change your grand stratagem in this way.
Spontaneous Stratagem [Epic]
You don't need to prepare your stratagems - you always know what you need and when you need it.
Prerequisites: Stratagem swap, INT 30, character level 21st
Benefit: You don't need to prepare stratagems. Instead, you can simply use a stratagem as many times per day as you could have prepared one.
Special: You cannot use a spontaneous grand stratagem in this way but your stratagem swap now applies to your grand stratagem.
Twin tactics
You can use two tactics as one.
Prerequisites: Must have access to two tactics.
Benefit: You can use a second tactic at once, treating your command bonus as being half its actual value for the second tactic.
Special: You can change both your tactics at once. You can choose each round which tactic is the first and which the second.
Wide tactics
You know how to use tactics over a wide area
Prerequisites: Tactics class feature, character level 6th
Benefit: Your tactics affect twice the normal area.
Special: You can take wide tactics again every fifth level after 6th. Its effects stack additively.
So yeah. That's it. Plzrate+comment.