“The opportunity for defeating the enemy is provided by the enemy himself!”
Bot Attacks
Hisaki will prioritize Strike Hard first, and commanding his steed second, else fire his bow when botting unless you wanna get cute
[dice=Hisaki Hongali Hornbow (P, 40-ft, deadly d6) vs Foe]1d20+8; 1d8[/dice]
[dice=Hisaki Second Shot (P, 40-ft, deadly d6) w/ MAP (-5) vs Foe]1d20+8-5; 1d8[/dice]
[dice=Quqotengir Horn (P) vs Foe]1d20+8; 1d8+3[/dice]
[dice=Quqotengir Hoof (B, agile) w/ MAP (-4) vs Foe]1d20+8-4; 1d6+3[/dice]
#2020:
Horizon Hunters
Provision: Oil of Potency
Boons
Rugged Mentor
Senses
Perception (**) +8 or +9 w/ Motion-Seeking Lenses; Darkvision
Languages ➤ Common, Goblin; Hongali, Jotun, Minkaian, Orcish, Tien
Explore ➤ Search w/ Warfare Expertise
Defenses
AC studded 20 or 21 buckler (hard 3, break 3, HP 6), HP 35
Fortitude (*) +5, Reflex (**) +10, Will (**) +8 or +9 vs fear
Smokeworker (~) Fire resistance half level [1], ignore concealment provided by smoke
Commander's Banner (~; planted on Mount or Hornbow) Hisaki and allies w/in 30-ft +1 status to Will vs Fear
Shield Block (↺)
Offense
Commander Class DC 19
Martial Weapons (*), Advanced Bows (*), Heavy Armor (*)
Bulk @ X.X / 5.0, Speed 30
Squadmates (□□□□□□) plus Quqotengir
Default Preparations (□□□) w/ Mount Banner @ Gather to Me! (◆, all ↺), Passage of Lines (◆, all), Pincir Attack (◆, all ↺)
Default Preparations (□□□) w/ Hornbow Banner @ Gather to Me! (◆, all ↺), Protective Screen (◆, one ↺; brandish), Strike Hard (◆◆, ↺; brandish)
Folio (□□□□□) @ Gather to Me! (◆, all ↺), Passage of Lines (◆, all), Pincir Attack (◆, all ↺), Protective Screen (◆, one ↺; brandish), Strike Hard (◆◆, ↺; brandish)
Gather to Me! (◆, all ↺)
You signal your team to move into position together. Signal all squadmates; each can immediately Stride as a reaction, though each must end their movement inside your banner’s aura, or as close to your banner’s aura as their movement Speed allows.
Squadmates can use Gather to Me! while Burrowing, Climbing, Flying, or Swimming instead of Striding if they have the corresponding movement type.
Passage of Lines (◆, all)
You command your allies to regroup, allowing endangered units to fall back while rested units press the advantage. Signal all squadmates within the aura of your commander’s banner; each can swap positions with another willing ally adjacent to them. An ally can’t swap into a space it can’t fit into, and if one of the allies occupies more squares than the other, the smaller ally can move into any part of the larger ally’s space as long as the two remain adjacent after the swap.
PFS Note: This tactic can be used by prone PCs, but not PCs who are grappled, immobilized, or otherwise unable to move of their own volition.
Pincir Attack (◆, all ↺)
You call for an aggressive formation designed for exploiting enemies’ vulnerabilities. Signal all squadmates; each can Step as a reaction. If any of your allies ends this movement adjacent to an opponent, that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.
Protective Screen (◆, one ↺; brandish)
You’ve trained your allies in a technique designed to protect war mages. Signal one squadmate; as a reaction, that squadmate Strides directly toward any other squadmate who is within the aura of your banner. If the first squadmate ends their movement adjacent to another squadmate, the second squadmate does not trigger reactions when casting spells or making ranged attacks until the end of their next turn or until they are no longer adjacent to the first squadmate, whichever comes first. If the first squadmate ends their movement adjacent to more than one other squadmate, the first squadmate must choose which of the adjacent squadmates gains this benefit.
Strike Hard (◆◆, ↺; brandish)
You command an ally to attack. Signal a squadmate within the aura of your commander’s banner. That ally immediately attempts a Strike as a reaction.
Commander's Banner A commander needs a battle standard to help guide their allies on the field. You start play with a custom banner that you can use to signal allies when using tactics (see below) or to deploy specific abilities. Your banner can be affixed to a weapon or shield you are wielding, attached to a simple pole or handle and held in one hand, or worn affixed to a pole alongside your backpack. Your banner might be a literal flag or pennant, a decorated fan, a personalized totem, or some other highly visible and item of negligible or light Bulk. Your banner requires customization and influences your allies’ morale, so you can have only one banner at a time designated as your commander’s banner; designating a new banner or standard as your commander’s banner takes 1 minute.
As long as your banner is visible and in your possession, it provides an aura that gives you and all allies in a 30-foot emanation a +1 status bonus to Will saves and DCs against fear effects. You can pause or resume this effect as part of any action you would typically use to stow or retrieve your banner. If your banner is destroyed or stolen, allies currently benefiting from its bonuses become frightened 1. This effect has the aura, emotion, mental, and visual traits.
Some abilities allow you to place your banner in a specialized manner, such as the Commander’s Companion and Plant Banner feats. As long as you have placed your banner in this way, any banner abilities originate from your banner’s space instead of your own, and you gain the same basic benefits as when it is in your possession. An unattended banner has the base Hardness and Hit Points of a standard item of its type (usually cloth, thin leather, or thin wood; the rules for materials appears here) or the Hardness and Hit Points of the object it is affixed to, whichever is greater.
Commander's Companion You gain the service of a young animal companion. You can affix your banner to your companion's saddle, barding, or a simple harness, determining the effects of your commander's banner and other abilities that use your banner from your companion's space, even if you are not currently riding your companion. A companion granted by this feat always counts as one of your squadmates and does not count against your maximum number of squadmates.
Special: When you use Command an Animal to command the companion granted by this feat, it gains a reaction it can only use in response to your tactics. This reaction is lost if it is not used by the end of your turn.
Drilled Reactions Your time spent training your allies allows them to respond quickly and instinctively to your commands. Once per round when you use a tactic, you can grant one ally of your choice benefiting from that tactic an extra reaction. This reaction has to be used for that tactic and is lost if not used.
Tactics By studying and practicing the strategic arts of war, you can guide your allies to victory. You begin play with a folio containing five tactics from the list. These are combat techniques and coordinated maneuvers you can instruct your allies in, enabling them to respond to your signals in combat. As you increase in level, you gain the ability to learn more potent tactics. When you gain the expert tactician class feature, you gain the ability to add expert tactics to your folio; when you gain the master tactician class feature, you can add master tactics to your folio; and when you gain the legendary tactician class feature, you can add legendary tactics to your folio.
Preparing and Changing Tactics:
Each day during your daily preparations, you prepare three tactics from your folio and drill in them alongside your allies, enabling you to use these tactics until your next daily preparations. When you drill, you can instruct a total number of allies equal to 2 + your Intelligence modifier, enabling these allies to respond to your tactics in combat. These allies are your squadmates. A squadmate always has the option not to respond to your tactical signal if they do not wish to. You count as one of your squadmates for the purposes of participating in or benefiting from a tactic (though you do not count against your own maximum number of squadmates). The tactics trait is explained in more detail in the key terms sidebar on this page.
You can change which tactics you have prepared from those in your folio by spending 10 minutes to drill, replacing all previously prepared tactics and squadmates. This does not prevent your allies from performing their own activities during this time frame. Some tactics have a limited usage, such as the Valkyrie’s Charge tactic, which can be used once per day. These tactics can never exceed their indicated use limit even if you replace them with a different tactic and then prepare them again later that same day, but you can replace a tactic whose limited use has been expended with another tactic you know any time you are able to change your prepared tactics.
Gaining New Tactics:
You add additional tactics to your folio and increase the number of tactics you can prepare when you gain the expert tactician, master tactician, and legendary tactician class features. You can also add tactics to your folio with the Tactical Expansion feat, though this does not change the number you can have prepared. Because tactics folios use shorthand and signals unique to each commander, there is typically no benefit to using (or stealing) another commander’s folio, though you can train with another commander to retrain one tactic in your folio to another that they know.
Warfare Expertise Your knowledge of war and strategy grows and guides your decisions in battle. You gain expert proficiency in Warfare Lore. You can use Warfare Lore to Recall Knowledge about most creatures regardless of type, but typically only to determine whether they can be reasoned with, their most notable offensive abilities, and whether one of their saving throws is particularly weak. In addition, as long as you are observing at least one opponent when initiative is rolled, you can use Warfare Lore for your initiative roll.
Edicts: Seek glory in battle, loudly proclaim your victories, protect your possessions and strongholds
Anathema: Cower from fights, refuse a challenge from an equal, mistreat your weapons, abuse your mount