Adrenaline BoostRank: Momentary
Action: 1 move action
Target: Any number of willing allies
Duration: 1 round
Saving Throw: Will negates (harmless)
Presence Cost: 2
Each subject gains temporary hit points equal to twice your presence score.
AriseDescriptors: Healing
Rank: Overlord
Action: 1 round
Target: One dead ally
Duration: Instantaneous; 1 minute
Saving Throw: Fortitude negates (harmless)
Presence Cost: 15
This command brings a dead ally back to life. The subject can have been dead for a number of rounds no greater than your presence score. This functions as a
raise dead spell, except that the subject does not lose a level or Constitution and has 10 hit points per point of your presence, to a maximum of her full normal hit points. For the duration, the subject also adds one quarter of your presence score as a morale bonus on attack rolls, weapon damage rolls, saves, and checks against the creature that killed her.
A given creature can be affected by this command no more than once per day, even from multiple marshals.
This command is a supernatural, conjuration (healing) ability.
BegoneDescriptors: Teleportation
Rank: Overlord
Action: 1 full-round action
Target: One creature
Duration: Instantaneous; 1 day
Saving Throw: Will negates
Presence Cost: 15
With a word and a gesture, you send an unwanted foe to the farthest reaches of the multiverse.If the subject fails its saving throw, it is instantly sent to another plane. It arrives at a random location on a random plane. There is no guarantee as to the safety of the arrival location, although the subject never arrives in a location immediately fatal to it (such as inside another solid object or in the distant airless void of space).
Further, the subject is barred from the plane you sent it away from for the duration. No magic or effect of lesser power than a
miracle or
wish spell can allow it to return to that plane. Even natural planar boundaries and portals are impassable. A subject banished from the astral plane is consequently unable to use most teleportation effects, as they frequently bring the user to another location through the astral plane. Likewise, if the subject manages to re-enter the plane from which you banished it, such a teleportation effect will be unable to complete its return from the astral plane, leaving the subject stranded in a random location on the astral plane.
In an emergency, you can use this command on yourself in order to escape a perilous situation, although the peril must be great indeed to be worth the risk.
This command is a supernatural ability.
Call Down The ThunderDescriptors: Electricity, Sonic
Rank: Tactical
Action: 1 standard action
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
Presence Cost: 4
You threaten your foes with the power of the storm. Your words call forth a bolt of lightning that unerringly strikes the target and produces a tremendous thunderclap as it hits.This command deals 1d6 points of damage per point of presence to the subject. Half of this damage is electricity, while the other half is sonic damage. The subject is also deafened for the duration. A successful saving throw halves the damage and negates the deafness.
This command is a supernatural ability.
Chaotic CommandsRank: Strategic
Action: 1 standard action
Target: Up to one creature/presence
Duration: 1 round
Saving Throw: Will negates
Presence Cost: 7
You command your enemies into confusion, breaking morale and unit cohesion. Affected creatures find it difficult to work together or even to distinguish friend from foe.Each subject becomes unaffected by morale bonuses caused by creatures other than itself. It can neither use nor benefit from aid another attempts. It cannot voluntarily allow creatures to pass through its space, nor can it voluntarily give up its saving throw against effects caused by creatures other than itself. A subject always treats creatures other than itself as opponents, never as allies. This does not force a subject to attack its former allies, but this does influence how its abilities affect others.
Creatures with hive minds can act normally with respect to other creatures that are part of their hive mind and the effects that they produce.
A swarm or mob without a hive mind affected by this ability also becomes dazed and immobilized for the duration and cannot use its swarm or mob up attack.
This command can target and affect a swarm or mob as though it was a single creature, even if it does not have a hive mind.
Crushing DefeatRank: Strategic
Action: 1 standard action
Target: One creature
Duration: 1 round/presence
Saving Throw: Will negates
Presence Cost: 7
Your taunts break your foe's psyche. Every setback seems like an insurmountable obstacle, every mistake seems like an utter failure.The subject suffers a -2 morale penalty on attack rolls, weapon damage rolls, saving throws, and skill checks. Creatures who succeed at their first save are immune to the further effects of the command.
Furthermore, when the subject takes damage during a round, the penalties increase. At the beginning of each of the subject's turns, it must make an additional saving throw if it has taken any damage since the beginning of its previous turn. On a failed saving throw, the morale penalty increases by an additional -2. Successfully making a saving throw prevents the penalty from increasing but does nothing to prevent the penalty from increasing next round, nor does it rid the creature of penalties already accrued. The magnitude of the penalty cannot increase in this way to beyond your presence score.
Death Comes For YouDescriptors: Fear
Rank: Momentary
Action: 1 standard action
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial
Presence Cost: 2
You bring your foe's fear of death forth, making it seem ever closer.This command deals 1d6 points of damage per point of presence to the subject. Half of this damage is nonlethal. A successful saving throw negates the lethal half of the damage.
Enduring CryRank: Tactical
Action: 1 move action
Target: Any number of willing allies
Duration: 1 round
Saving Throw: Will negates (harmless)
Presence Cost: 4
Each subject gains DR /- equal to your presence score.
EngageRank: Momentary
Action: 1 move action
Target: Any number of willing allies
Duration: 1 round
Saving Throw: Will negates (harmless)
Presence Cost: 2
Each subject gains a morale bonus on weapon damage rolls equal to your presence score.
Fall BackDescriptors: Fear
Level: Momentary
Action: 1 standard action
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Presence Cost: 2
The subject becomes frightened.
Glory Of WarRank: Strategic
Action: 1 move action
Target: Up to one willing ally/presence
Duration: 1 round
Saving Throw: Will negates (harmless)
Presence Cost: 7
This command functions like the
haste spell, except as noted above.
Heroic MomentRank: Overlord
Action: 1 move action
Target: One willing ally
Duration: 1 round
Saving Throw: Will negates (harmless)
Presence Cost: 15
The subject gains a morale bonus on all attack rolls, weapon damage rolls, saving throws, and to her Armor Class equal to your presence score.
Immortal CallRank: Warmaster
Action: 1 immediate action
Target: One willing ally
Duration: 1 round
Saving Throw: Will negates (harmless)
Presence Cost: 10
At your command, your ally gains superhuman endurance.The subject cannot be reduced below a number of hit points equal to your presence score minus 10 due to damage. Any hit point damage in excess of that is prevented.
Additionally, the subject's nonlethal damage cannot increase to greater 10 minus your presence score beyond than the subject's remaining hit points at any given time as a result of damage. Nonlethal damage dealt beyond that is prevented. Lethal damage that would reduce the subject's hit points low enough also removes a commensurate amount of nonlethal damage.
Other sources of hit point loss, such as gaining negative levels or a decrease in Constitution, apply normally and may still kill the subject. The subject's hit points do not increase if they are below this threshold when you use this command. Likewise, the subject's nonlethal damage does not decrease if it is above this threshold.
Thus, as long as you use this command with a presence score of at least 1, your ally cannot be killed by being reduced to -10 hit points. Similarly, the subject cannot be dropped below 1 hit point nor knocked unconscious from nonlethal damage if your presence score is at least 11.
A given creature can be affected by this command no more than once per day, even from multiple marshals.
This command is a supernatural ability.
Multiplied AdversityRank: Warmaster
Action: 1 standard action
Target: Up to one creature/presence
Duration: 1 round
Saving Throw: Will negates
Presence Cost: 10
All for one and one for all has never seemed so sinister until now.Each subject that fails its saving throw becomes mystically linked together for the duration. Whenever any linked subject fails a saving throw against a non-harmless effect, all linked subjects are subject to the full effects of the failed save, even if they succeeded on their saving throw or weren't targeted at all.
This command is a supernatural ability.
Reap The WhirlwindDescriptors: Air, Electricity
Rank: Tactical
Action: 1 standard action
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
Presence Cost: 4
You threaten your foes with the power of the storm. Your words carry the force of gales and tornadoes.This command deals 1d4 points of electricity damage plus 1 per point of presence to the subject. On a failed saving throw, it also feels the force of a tornado beating down on it. Large and smaller creatures are blown away, huge creatures are knocked down, and creatures of any size are checked.
Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6×5 feet.
Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet.
Blown Away: Creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting.
This command is a supernatural ability.
Stand DownLevel: Momentary
Action: 1 standard action
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Presence Cost: 2
The subject becomes dazed.
Snap Out Of ItRank: Strategic
Action: 1 move action
Target: One creature
Duration: Instantaneous
Saving Throw: See text
Presence Cost: 7
The subject can make a second attempt to save against an ongoing mind-affecting effect affecting her against which she failed their initial saving throw. She gains a morale bonus on this extra saving throw equal to your presence score. If the subject is affected by more than one ongoing mind-affecting effect, she chooses one of them to retry the save against. If the subject succeeds on the saving throw on the second attempt, the effect's effects are reduced to what the subject would have suffered had she succeeded on her initial saving throw. This effect never restores hit points, ability score damage, or other instantaneous effects, but it does eliminate any conditions and continuous effects that were directly caused by failing the initial save against the effect. If an effect doesn't allow a save (such as
power word stun), then this effect won't help the subject recover.
Stand And FightRank: Strategic
Action: 1 move action
Target: One willing ally
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Presence Cost: 7
The subject can stand from prone with no action and without provoking an attack of opportunity.
Additionally, the subject is cured of a number of debilitating conditions, depending on your presence score. All of the following conditions requiring your presence score or lower, as indicated on the table below, are removed. Conditions that are the result of continuous effects (such as being staggered when your nonlethal damage exactly equals your hit point total) are not removed.
Table: Stand And FightPresence Score | Condition |
3 | Shaken |
5 | Staggered |
7 | Sickened |
9 | Frightened |
11 | Dazed |
13 | Nauseated |
15 | Panicked |
17 | Stunned |
Tactical AdvanceRank: Tactical
Action: 1 move action
Target: Up to one willing ally/presence
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Presence Cost: 4
The subjects each gain an additional move action, even if it is not their turn. This move action must be used immediately or it is lost. A subject can only use this move action to move normally, using whatever movement modes she may possess. The subjects can move a maximum total distance of up to 5 feet per point of presence, divided among them as you choose in increments of 5 feet. You must assign at least 5 feet of movement allowance to each target of this command.
A given creature can be affected by this command no more than once per round, even from multiple marshals.
Take CoverRank: Tactical
Action: 1 move action
Target: One willing ally
Duration: 1 round/presence or until discharged
Saving Throw: Will negates (harmless)
Presence Cost: 4
The subject gains cover. Among other benefits, this grants her a +4 bonus to her Armor Class and a +2 bonus on Reflex saves. She can make Hide checks (assuming she is not observed), and attacks of opportunity cannot be made against her.
Whenever the subject begins to attack another creature or use a non-harmless ability on another creature, with the exception of other creatures affected by this command, she loses the cover until the beginning of her next turn; this loss of cover occurs just before the action begins, so the cover does not apply against readied actions, attacks of opportunity, and other reactions.
This command immediately ends if the subject moves more than 5 feet in a single round.
Taste SteelLevel: Strategic
Action: 1 standard action
Target: One creature
Duration: 1 round
Saving Throw: None
Presence Cost: 7
The subject suffers a morale penalty to its Armor Class equal to your presence score.
Unconditional SurrenderLevel: Tactical
Action: 1 standard action
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Presence Cost: 4
The subject drops everything held and falls prone. A flying creature descends twice its fly speed towards the ground first, to a maximum of the distance it can safely descend in a single move action given its flight capabilities and maneuverability. It only falls prone if it reaches the ground by the end of this movement.
Watch Your BackRank: Momentary
Action: 1 move action
Target: One willing ally
Duration: 1 round
Saving Throw: Will negates (harmless)
Presence Cost: 2
The subject cannot be flanked. This defense denies a rogue the ability to sneak attack the subject by flanking her, unless the attacker has at least four more rogue levels than your presence score. Despite the similarities, this does not stack with the benefits of the improved uncanny dodge ability.
Additionally, the subject gains a morale bonus to her Armor Class against attacks of opportunity equal to your presence score.
Warmaster's ChallengeDescriptors: Fear
Rank: Warmaster
Action: 1 standard action
Area: All enemies within range
Duration: 1 round/5 presence, minimum 1 round
Saving Throw: Will negates
Presence Cost: 10
You call out your opposing number as the rank and file cower before you.Each subject that fails its saving throw recognizes you as the greatest threat on the battlefield. How each subject is affected depends on its Hit Dice as compared to your presence score.
Table: Warmaster's ChallengeCreature's HD | Effect |
Equal to or greater than your presence +5 | Irked |
Less than your presence +5 | Challenged |
Less than your presence | Challenged, Shaken |
Less than your presence -5 | Frightened |
Less than your presence -10 | Panicked |
Irked: Particularly powerful foes recognize your challenge, but know you are not their equal, merely a distracting fool. Still, their distraction causes them to suffer a -4 penalty on all attack rolls and weapon damage rolls against creatures other than you.
Challenged: Your equals are compelled to perceive you as the greatest immediate danger and will correspondingly direct their attacks against you in preference to other foes. Such a creature is not forced to ignore your allies or other dangers that pose a threat to it, nor is it forced to even engage you directly. However, the creature must either seek to engage you (attacking you where possible, and focusing on others only when they make it difficult or impossible to do so), or seek to retreat from combat with you, focusing on others only when they impede the creature's escape (selfless creatures may sometimes also engage other creatures that impede the escape of their allies as well as themselves, but they are not required to do so).
Shaken: Weaker foes recognize you as a worthy opponent, but may feel some apprehension about facing you. They are also shaken, in addition to being challenged (as described above).
Frightened: Lesser enemies know they cannot face you. They are frightened.
Panicked: Some would-be-soldiers have no place on the battlefield. They are panicked.
The shaken, frightened, and panicked conditions caused by this ability stack with other sources of fear as normal, although not with additional uses of this command, even from other marshals.
Creatures immune to fear are still affected by this ability. They are irked if their Hit Dice are greater than or equal to your presence, or challenged if their Hit Dice are less than your presence, instead of the normal effects.
WithstandRank: Warmaster
Action: 1 move action
Target: One willing ally
Duration: 1 round
Saving Throw: Will negates (harmless)
Presence Cost: 10
Whenever the subject makes a saving throw, if she rolls less than or equal to your presence score on the d20 roll, she can elect to use your presence score (minimum 1, maximum 20) in place of the d20 roll. The subject does not automatically fail her saving throw if you use this command with a presence of 1, nor does she automatically succeed with a presence of 20 or higher. This otherwise works just like a normal saving throw where the subject had rolled the indicated value, similar to taking 10 on a check.