Welcome to the playtest for Pathfinder Battlecry! This upcoming sourcebook, scheduled for Gen Con 2025, brings gritty combat to your gaming tables, as exemplified by these two new classes, the commander and the guardian. The commander is a battlefield leader whose clever use of tactics can turn the tide of any fight. They deploy abilities called tactics that grant allies extra movement or bonus actions if they follow certain orders. The guardian is a defensive combatant who focuses on squeezing every lost drop of protection from their armor for themselves and their allies. The guardian can intercept strikes meant for other characters and taunt foes to draw their attention. How to Playtest The playtest will run until June 21st, 2024. We’re looking for your feedback, comments, and criticisms regarding these classes, but we’re focusing our attention on feedback from play, both online through play-by-post campaigns and VTTs and at home tables for those of you who can play such games safely. Make new characters, use them as PCs or adversaries, and run a few game sessions or encounters using them! Our friends at Demiplane will also be hosting a free preview of their online character-building tools, allowing you to build playtest commanders and guardians online! You can visit them at www.pathfindernexus.com/playtest. Anything can change based on the results of the playtest! These are early iterations of the new classes; some abilities might be a bit extreme or stretch some assumptions of the game, and the best way to find out if we’ve gone too far (or in the wrong direction) is for us to deliver them into your hands. We don’t expect to release any changes during the playtest itself, only in the final book. Once you’ve had a chance to try these classes, you can submit your feedback in a few ways: • Surveys: Head to https://www.surveymonkey.com/r/BattlecryClassSurvey and https://www.surveymonkey.com/r/ BattlecryOpenResponse to take surveys that will allow us to gather your responses. These surveys will remain open until the end of the playtest. • Forums: On paizo.com, you’ll find playtest subforums for the commander and guardian, with threads for discussion and announcements. When you post, look for existing threads on your topic before starting a new one. Remember that every poster is trying to make the game better for everyone, so please be polite and respectful. We will attempt to monitor other channels online, but paizo.com is the dedicated space where you can be sure we can see your reports. We’d like to thank you for participating in the Pathfinder Battlecry! Class Playtest. We look forward to seeing what you think and using your feedback to make these classes the best they can be! Sincerely, Jason Bulmahn, Director of Game Design Michael Sayre, Design Manager Logan Bonner, Pathfinder Lead Designer Luis Loza, Creative Director James Case, Senior Designer Jason Keeley, Senior Designer Joshua Birdsong, Designer ©2024 Paizo Inc. BATTLECRY! CLASS PLAYTEST
INITIAL PROFICIENCIES At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way. PERCEPTION Expert in Perception SAVING THROWS Trained in Fortitude Expert in Reflex Expert in Will SKILLS Trained in Society and Warfare Lore Trained in a number of additional skills equal to 2 plus your Intelligence modifier ATTACKS Trained in simple weapons Trained in martial weapons Trained in unarmed attacks DEFENSES Trained in all armors Trained in unarmored defense CLASS DC Trained in commander class DC HIT POINTS 8 plus your Constitution modifier You increase your maximum number of HP by this number at 1st level and every level thereafter. KEY ATTRIBUTE Intelligence At 1st level, your class gives you an attribute boost to Intelligence. COMMANDER You approach battle with the knowledge that tactics and strategy are every bit as crucial as brute strength or numbers. You may have trained in classical theories of warfare and strategy at a military school or you might have refined your techniques through hard-won experience as part of an army or mercenary company. Regardless of how you came by your knowledge, you have a gift for signaling your allies from across the battlefield and shouting commands to rout even the most desperate conflicts, allowing your squad to exceed their limits and claim victory. During combat encounters... You look for an advantageous position to survey the battlefield, shouting out instructions to your allies or signaling them with your personal banner based on the tactics you’ve trained and drilled beforehand. During social encounters... You leverage your keen intellect and knowledge of warfare to watch for hostile political ploys and ferret out information your rivals would rather keep hidden. While exploring... You use your keen perception, trained across multiple battlefields, to watch for ambushes and plan tactics that are useful for your current environment. In downtime... You make connections with soldiers and aristocrats alike, leveraging your connections to find promising prospects for work. You might enjoy board games like chess, draj, go, imperial conquest, or other games of tactics as ways to keep yourself sharp in times of peace. You might... • Hold yourself to an incredibly high standard of personal responsibility, chastising yourself for small mistakes that others don’t even notice. • Take the lead in discussions or negotiations instinctively, trusting your keen mind to prevail where your personality might not. • Constantly strive to learn more about your allies so you can bring out the best in them. Others probably... • Respect your knowledge and opinion, especially when taking the broad view of a situation. • Sometimes consider you to be too bossy or demanding. • Underestimate your cunning, especially if they’re a scholar or other academic unfamiliar with the rigorous study required to obtain your tactical knowledge. ©2024 Paizo Inc. 2 Battlecry! Class Playtest
COMMANDER ADVANCEMENT Your Level Class Features 1 Ancestry and background, attribute boosts, initial proficiencies, commander’s banner, tactics, drilled reactions, shield block, commander feat 2 Commander feat, skill feat 3 General feat, skill increase, warfare expertise 4 Commander feat, skill feat 5 Attribute boosts, ancestry feat, military expertise, skill increase 6 Commander feat, skill feat 7 Expert tactician, general feat, skill increase, weapon specialization 8 Commander feat, skill feat 9 Ancestry feat, fortitude expertise, skill increase 10 Attribute boosts, commander feat, skill feat 11 Armor expertise, commanding will, general feat, skill increase 12 Commander feat, skill feat 13 Ancestry feat, skill increase, perception mastery, weapon mastery 14 Commander feat, skill feat 15 Attribute boosts, battlefield intuition, general feat, greater weapon specialization, master tactician, skill increase 16 Commander feat, skill feat 17 Ancestry feat, armor mastery, skill increase 18 Commander feat, skill feat 19 General feat, legendary tactician, skill increase 20 Attribute boosts, commander feat, skill feat Class Features You gain these abilities as a commander. Abilities gained at higher levels list the level at which you gain them next to the features’ names. Ancestry and Background In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background. Attribute Boosts In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers. At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1. Initial Proficiencies At 1st level you gain a number of proficiencies that represent your basic training. These are noted at the start of this class. Commander’s Banner A commander needs a battle standard so their allies can locate them 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, or held in one hand and attached to a simple pole. Feats and abilities with the banner trait require you to be holding your banner or wielding a weapon or shield it is attached to. As long as your banner is visible (such as by being affixed to your weapon or worn attached to a pole alongside your backpack), you and all allies in a 30- foot emanation gain a +1 status bonus to Will saves and DCs against fear effects. You pause or resume this effect as part of any action you would typically use to stow or retrieve your banner, such as Interacting to stow it. If your banner is destroyed or stolen, allies within 30 feet become frightened 1. This effect has the aura, commander, emotion, mental, and visual traits. Some abilities allow you to place your banner in a specialized manner; as long as you have placed your banner in this way, any banner abilities originate from your banner’s space instead of your own. Tactics By studying and practicing the strategic arts of war, you can guide your allies to victory. You begin play with a folio containing four tactics from the list on pages 6-7. 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 two 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 plus your Intelligence modifier, enabling these allies to respond to your tactics in combat; these allies are referred to as your squadmates. A squadmate always has the option not to respond to your tactical signal if they do not wish to. The tactic trait is explained in more detail in the key terms sidebar on page 4. 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 allies. This does not prevent your allies from performing their own activities during this time frame. ©2024 Paizo Inc. 3 Battlecry! Class Playtest
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 (if the tactic required a class feat to learn, you must retrain a class feat of at least that level to learn it, as normal). Drilled Reactions Your time spent training with 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. Shield Block You gain the Shield Block general feat (found on page 262 of the Player Core), a reaction that lets you reduce damage with your shield. Commander Feats At 1st level and every even-numbered level, you gain a commander class feat. These begin on page 8. Skill Feats 2nd At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats have the skill trait. You must be trained or better in the corresponding skill to select a skill feat. General Feats 3rd At 3rd level and every 4 levels thereafter, you gain a general feat. Skill Increases 3rd At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in or become an expert in one skill in which you’re already trained. At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master. Warfare Expertise 3rd 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. The GM can decide to allow additional questions to be answered when Recalling Knowledge with Warfare Lore as appropriate to the situation. 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. Ancestry Feats 5th In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. Military Expertise 5th You’ve studied a wide variety of weapons and learned to apply their principles in combat. Your proficiency rank for martial weapons, simple weapons, and unarmed attacks increases to expert. When you critically succeed at an attack roll with a weapon you are at least an expert with, you apply the weapon’s critical specialization effect. Expert Tactician 7th Your time spent leading and training others on battlefield tactics has improved your combat acumen. Your proficiency rank for your commander class DC KEY TERMS You’ll see the following new key terms in many commander class features. Tactic: Tactics are special abilities that involve you signaling your allies to perform predetermined maneuvers. To use a tactic ability, you must have one or more willing allies you have instructed beforehand during your daily preparations. Your squadmates must also be able to perceive your signal, either when you speak or shout it (in which case the tactic action gains the auditory trait), or by physically signaling them, typically by waving your banner (in which case it gains the visual trait). While you can use multiple tactic actions a round, a character cannot respond to more than one tactic per round, regardless of source. Banner: The banner trait indicates an ability that involves you waving or otherwise actively displaying your banner. To use an ability that has the banner trait, you must be holding your banner in one hand or wielding a weapon it is attached to. Flourish: Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round. Squadmate: The allies whom you instruct when you prepare your tactics during your daily preparations are known as squadmates. Only you and your squadmates can benefit from your tactics. ©2024 Paizo Inc. 4 Battlecry! Class Playtest
increases to expert and you add one new tactic from those on pages 6-7 to your folio; these can be any mobility or offensive tactics you don’t already know, or you can choose from expert tactics you have access to. The total number of tactics you can have prepared increases to three. In addition, your proficiency rank in Warfare Lore increases to master. Weapon Specialization 7th You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you’re an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary. Fortitude Expertise 9th Your physique has grown hardy in your adventures. Your proficiency rank for Fortitude saves increases to expert. Armor Expertise 11th You have spent so much time in armor that you know how to make the most of its protection. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor. Commanding Will 11th You know that if you break, so too will those who follow you, and so you have cultivated a will that bends to no outside force. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead. Perception Mastery 13th You’ve developed the ability to see a scenario from every side. Your proficiency rank for Perception increases to master. Weapon Mastery 13th You’ve drilled extensively in your weapons. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to master. Battlefield Intuition 15th Your experience across a wide array of battlefields gives you a preternatural ability to predict and avoid damaging effects. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead. Greater Weapon Specialization 15th Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary. Master Tactician 15th You are among the greatest tacticians to have ever led forces on the field of battle. Your proficiency rank for commander class DC increases to master and you add one new tactic from those on pages 6-7 to your folio; these can be any mobility or offensive tactics you don’t already have in your folio, or you can choose from expert tactics or master tactics you have access to. The total number of tactics you can have prepared increases to four. In addition, you gain legendary proficiency in Warfare Lore. Armor Mastery 17th Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master. Legendary Tactician 19th You are an unrivaled legend in your use of battlefield tactics. Your proficiency rank for your commander class DC increases to legendary and you add one new tactic from those on pages 6-7 to your folio; these can be any mobility or offensive tactics you don’t already ©2024 Paizo Inc. 5 Battlecry! Class Playtest
have in your folio, or you can choose from expert tactics, master tactics, or legendary tactics you have access to. The total number of tactics you can have prepared increases to five. Tactics The fundamental strategies of war used by many commanders are recorded below. When you first gain your commander’s folio at 1st level, choose four tactics from the list below; as you increase in level (or if you take the Tactical Expansion feat), you will gain additional tactics. Mobility Tactics These tactics enable your squad to move around the battlefield more efficiently. DEFENSIVE RETREAT [two-actions] BANNER COMMANDER TACTIC You call for a careful retreat. Signal all squadmates who can hear or see your signal; each can immediately Step up to three times as a free action. Each Step must take them farther away from at least one hostile creature they are observing, and can only take them closer to a hostile creature if doing so is the only way for them to move towards safety (such as if they’re surrounded). FORM UP! [one-action] COMMANDER TACTIC You signal your team to move into position together. Signal all squadmates affected by your commander’s banner; each can immediately Stride as a reaction, though each must end their movement inside your banner’s aura. MOUNTAINEERING TRAINING [one-action] COMMANDER TACTIC Your instructions make it easier for you and your allies to scale dangerous surfaces. Signal all squadmates; until the end of your next turn, you and each ally gains a climb Speed of 20 feet. Special If you have this tactic prepared, you can use Warfare Lore in place of Athletics for checks you make to Climb. NAVAL TRAINING [one-action] COMMANDER TACTIC Your instructions make it easier for you and your allies to swim through dangerous waters. Signal all squadmates; until the end of your next turn, you and each ally gains a swim Speed of 20 feet. Special If you have this tactic prepared, you can use Warfare Lore in place of Athletics for checks you make to Swim. PASSAGE OF LINES [one-action] COMMANDER TACTIC Your command demands that endangered units fall back while rested units press the advantage. Signal all squadmates affected by your commander’s banner; each can swap positions with another willing ally adjacent to them as a free action that does not trigger reactions; 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. Offensive Tactics These tactics help your allies attack, reposition, or resist enemy forces. COORDINATING MANEUVERS [one-action] COMMANDER TACTIC Your team works to slip enemies into a disadvantageous position. Signal one squadmate currently affected by your commander’s banner; that ally can immediately Step as a free action. If they end this movement next to an opponent, they can attempt to Reposition that target as a reaction. DOUBLE TEAM [two-actions] COMMANDER TACTIC Your team works together to set an enemy up for a vicious attack. Signal one squadmate affected by your commander’s banner who has an opponent within their reach. That ally can Shove or Reposition an opponent as a free action. If their maneuver is successful and the target ends their movement adjacent to you or a different squadmate, you or the second squadmate can attempt a melee Strike against that target as a reaction. END IT! [two-actions] BANNER COMMANDER INCAPACITATION TACTIC Requirements You and your allies currently outnumber enemies on the battlefield and you or a squadmate have reduced an enemy to 0 Hit Points since the start of your last turn. At your proclamation that victory is already at hand, your allies march forward with an authoritative stomp, scattering your enemies in terror. Signal all squadmates affected by your commander’s banner; you and each ally can Step directly toward a hostile creature they are observing as a free action. Any hostile creatures within 10 feet of you or a squadmate after this movement must attempt a Will save against your class DC; on a failure they become fleeing for 1 round and on a critical failure they become fleeing for 1 round and frightened 2. This is an emotion, fear, and mental effect. PINCER ATTACK [one-action] COMMANDER TACTIC You signal an aggressive formation designed to exploit enemies’ vulnerabilities. Signal all squadmates affected by your commander’s banner; each can Step as a free action. If any of your allies end 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. RELOAD! [one-action] COMMANDER TACTIC Your drill instruction kicks in and your allies rapidly reload their weapons to prepare for the next volley. Signal all ©2024 Paizo Inc. 6 Battlecry! Class Playtest
squadmates affected by your commander’s banner; each can immediately Interact to reload as a reaction. Special When leading a siege weapon crew (Guns & Gears 72), you can use this tactic to command your squadmates to Load a siege weapon instead. SHIELDS UP! [one-action] COMMANDER TACTIC You signal your allies to ready their defenses. Signal all squadmates affected by your commander’s banner; each can immediately Raise a Shield as a reaction. Squadmates who are wielding a parry weapon can instead position that weapon defensively as a free action. STRIKE HARD! [two-actions] BANNER COMMANDER TACTIC You command an ally to attack. Choose a squadmate who can see or hear your signal. That ally immediately attempts a Strike as a reaction. Expert Tactics You can choose from among these tactics when you add a new tactic to your folio if you have the expert tactician class feature. PIRANHA ASSAULT [one-action] COMMANDER TACTIC You know that a thousand small bites can fell a large foe just as surely as single well-placed hit. Designate a creature within 60 feet and signal all squadmates affected by your commander’s banner; each time you or your squadmates attack that creature and deal damage to it of a type the creature resists, they ignore an amount of that creature’s resistance equal to your level until the beginning of your next turn. STUPEFYING RAID [two-actions] BANNER COMMANDER TACTIC Your team dashes about in a series of maneuvers that leave the enemy befuddled. Signal up to two squadmates affected by your commander’s banner; these allies can Stride up to their Speed as a reaction. Each enemy they are adjacent to at any point during this movement must attempt a Will save against your class DC or become stupefied 1 for 1 round (stupefied 2 on a critical failure); this is an emotion, fear, and mental effect. Master Tactics You can choose from among these tactics when you add a new tactic to your folio if you have the master tactician class feature. DEMORALIZING CHARGE [two-actions] BANNER COMMANDER TACTIC Your team’s coordinated assault strikes fear into your enemies’ hearts. Signal up to two squadmates affected by your commander’s banner; they can immediately Stride toward an enemy they are observing as a free action. If they end this movement adjacent to an enemy, they can attempt to Strike that enemy as a reaction. For each of these Strikes that are successful, the target enemy must succeed at a Will save against your class DC or become frightened 1 (frightened 2 on a critical failure). If both Strikes target the same enemy, that enemy takes a –1 circumstance penalty to their Will save to resist this effect (this penalty increases to –2 if either Strike is a critical hit). READY, AIM, FIRE! [two-actions] COMMANDER TACTIC You signal a volley of ranged attacks from your allies. Signal all squadmates affected by your commander’s banner; they can Interact to swap to a ranged weapon as a free action, Interact to reload as a free action, and then attempt a ranged Strike against an enemy that both you and they are observing as a reaction. Special If one of your squadmates knows or has prepared a cantrip with a range of 30 feet or more, they can cast it as a reaction targeting an enemy you both are observing instead of taking the other actions normally granted by this tactic. Legendary Tactics You can choose from among these tactics when you add a new tactic to your folio if you have the legendary tactician class feature. EXECUTIONER’S VOLLEY [two-actions] COMMANDER TACTIC Frequency once per 10 minutes You command your squadmates to act as a lethal firing squad. You and each squadmate affected by your commander’s banner can attempt a ranged Strike as a reaction against a single target you designate; combine the damage from all attacks for the purpose of resistances and weaknesses. If the designated target is a living creature, these attacks are death effects and gain the death trait. If the designated target dies as a result of this tactic, all other enemies within the affected area of your commander’s banner must succeed at a Will save against your class DC or be frightened 2. VALKYRIE’S CHARGE [three-actions] COMMANDER TACTIC Frequency once per day You and your allies defy death and defeat to make a glorious final charge. You restore 80 Hit Points to yourself and each squadmate affected by your commander’s banner; this effect has the healing trait. If an affected ally was unconscious due to their Hit Points being reduced to 0, they can immediately Stand and pick up any dropped weapons. Then each affected ally can Stride up to twice their Speed directly towards an enemy they are observing; if they end this movement with an enemy within their reach, they can attempt to Strike that enemy as a reaction. You and your squadmates can use Valkyrie’s Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. ©2024 Paizo Inc. 7 Battlecry! Class Playtest
Commander Feats At every level that you gain a commander feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat. 1ST LEVEL ARMORED REGIMENT TRAINING FEAT 1 COMMANDER You’ve trained for grueling marches in full battle kit. You treat heavy armor as being 1 Bulk lighter than it actually is (so a suit of full plate would be 3 Bulk for you instead of 4) and you can rest normally while wearing armor of any type. In exploration mode, you and your allies use your normal Speeds without including your armor’s Speed penalties to determine your travel speed (GM Core 36). COMBAT ASSESSMENT [one-action] FEAT 1 COMMANDER You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to Combat Assessment for 1 day. COMBAT MEDIC FEAT 1 COMMANDER Requirements You can prepare at least two tactics. You’re trained in battlefield triage and wound treatment. You are trained in Medicine and can use your Intelligence modifier in place of your Wisdom modifier for Medicine checks. You gain the Battle Medicine feat (Player Core 253). COMMANDER’S STEED FEAT 1 COMMANDER You gain the service of a young animal companion as a mount. See Animal Companions (Player Core 206). You can affix your banner to your mount’s saddle or barding, determining the effects of your commander’s banner and other abilities that use your banner from your mount’s space, even if you are not currently riding your mount. Typically, the steed is an animal companion with the mount ability (such as a horse). DECEPTIVE TACTICS FEAT 1 COMMANDER Requirements You can prepare at least two tactics. Your training has taught you that the art of war is the art of deception. You can use your Warfare Lore modifier in place of your Deception modifier for Deception checks to Create a Diversion or Feint, and can use your proficiency rank in Warfare Lore instead of your proficiency rank in Deception to meet the prerequisites of feats that modify the Create a Diversion or Feint actions (such as Lengthy Diversion). You gain the Lengthy Diversion feat (Player Core 258). PLANT BANNER [one-action] FEAT 1 COMMANDER MANIPULATE You plant your banner to inspire your allies to hold the line. Plant your banner in a corner of your square. All allies within a 30-foot burst immediately gain a number of temporary Hit Points equal to half your Intelligence modifier. These temporary Hit Points last for 1 round; each time an ally starts their turn within the burst, these Hit Points are renewed for another round. While your banner is planted, you can signal your tactics abilities only with auditory signals (instead of your choice of auditory or visual). If your banner is attached to a weapon, you COMMANDER FEATS BY NAME Feat Level Adaptive Stratagem 2 Armored Regiment Training 1 Banner Twirl 4 Battle-Hardened Destrier 10 Battle-Tested War Horse 6 Combat Assessment 1 Combat Medic 1 Commander’s Steed 1 Confusing Commands 16 Contact with the Enemy 14 Deceptive Tactics 1 Defensive Swap 2 Defiant Banner 8 Demand Surrender 18 Desperate Resuscitation 14 Drilled Reflexes 10 Efficient Preparation 6 Fortunate Blow 12 Glorious Banner 20 Guiding Shot 2 Observational Analysis 4 Officer’s Education 8 Pennant of Victory 20 Perfected Evaluations 12 Plant Banner 1 Practiced Reflexes 18 Quickening Banner 14 Rallying Banner 8 Rapid Assessment 2 Reactive Interference 12 Reactive Strike 6 Set-Up Strike 2 Shield Warden 6 Shielded Recovery 4 Standard-Bearer’s Sacrifice 10 Tactical Expansion 2 Targeting Strike 10 Undaunted Discipline 16 Unrivaled Analysis 8 Unsteadying Strike 4 Wave the Flag 4 ©2024 Paizo Inc. 8 Battlecry! Class Playtest
cannot wield that weapon while your banner is planted. While your banner is planted, any effects that normally happen in an emanation around your banner instead happen in a burst that is 10 feet larger (so a 30-foot emanation becomes a 40-foot burst). You can use this action again while adjacent to your banner to retrieve it. An enemy adjacent to the square you planted your banner in can remove your banner as an Interact action, ending this effect and preventing you and your allies from gaining any of your banner’s other benefits until you have successfully retrieved it. If you are at least 5th level, the temporary Hit Points granted by this ability are instead equal to your Intelligence modifier, and if you are at least 15th level, they are equal to your level + your Intelligence modifier. 2ND LEVEL ADAPTIVE STRATAGEM [free-action] FEAT 2 COMMANDER Trigger You roll initiative. Your constant training and strong bond with your allies allow you to change your tactics on the fly. Replace one of your prepared tactics with another tactic in your folio. DEFENSIVE SWAP [reaction] FEAT 2 COMMANDER Trigger You or an adjacent willing ally are the target of an attack roll. You and your allies work together selflessly to protect each other from harm. You and the required ally immediately swap positions with each other, and whichever of you was not the target of the triggering attack becomes the target instead. GUIDING SHOT [one-action] FEAT 2 COMMANDER FLOURISH Requirements You are wielding a ranged weapon. Your ranged attack helps guide your allies into striking your enemy’s weak point. Attempt a Strike with the required weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit. SET-UP STRIKE [one-action] FEAT 2 COMMANDER Your attack makes it difficult for your enemy to defend themselves against your allies’ attacks. Attempt a melee Strike against an enemy. If the Strike is successful, the target is offguard against the next attack that one of your allies attempts against it before the start of your next turn. TACTICAL EXPANSION FEAT 2 COMMANDER Your folio is filled with tactics and techniques you’ve devised based on study and experience. Add two additional tactics you qualify for to your folio. Special You can take this feat multiple times, adding two new tactics to your folio each time. RAPID ASSESSMENT [free-action] FEAT 2 COMMANDER Trigger You roll initiative. You quickly evaluate the strengths and weaknesses of your enemies. Attempt a check to Recall Knowledge against one creature you are observing. 4TH LEVEL BANNER TWIRL [one-action] FEAT 4 BANNER COMMANDER TACTIC You spin your banner in an elaborate pattern that your allies know is just for show but that your enemies find inscrutable. You and any ally adjacent to you has concealment from ranged attacks until the start of your next turn. OBSERVATIONAL ANALYSIS FEAT 4 COMMANDER Prerequisites Combat Assessment You are able to rapidly discern relevant details about your opponents in the heat of combat. When you use Combat Assessment against a target that you or an ally has targeted with a Strike or spell since the start of your last turn, you get a +2 circumstance bonus to the Recall Knowledge check (+4 if the Strike from Combat Assessment is a critical hit.) SHIELDED RECOVERY FEAT 4 COMMANDER Prerequisites Combat Medic You can bandage wounds even while holding your shield. You can use the same hand you are using to wield a shield to Treat Wounds or use Battle Medicine, and you are considered to have a hand free for other uses of Medicine as long as the only thing you are holding or wielding in that hand is a shield. When you use Battle Medicine on an ally while wielding a shield, they gain a +1 circumstance bonus to AC and Reflex saves that lasts until the start of your next turn or until they are no longer adjacent to you, whichever comes first. UNSTEADYING STRIKE [one-action] FEAT 4 COMMANDER FLOURISH Your attack makes your opponent more susceptible to followup maneuvers from your allies. Make a melee Strike against an enemy within your reach. If the Strike is successful, the enemy takes a –2 circumstance penalty to their Fortitude DC to resist being Grappled, Repositioned, or Shoved and a –2 circumstance penalty to their Reflex DC to resist being Disarmed. Both penalties last until the start of your next turn. WAVE THE FLAG [one-action] FEAT 4 BANNER COMMANDER EMOTION FLOURISH MENTAL VISUAL You wave your banner, inspiring allies to throw off the shackles of fear. Each ally currently benefiting from your ©2024 Paizo Inc. 9 Battlecry! Class Playtest
commander’s banner reduces their frightened condition by 1 and can immediately attempt a new saving throw against any one mental effect currently affecting them. Regardless of the result, any ally that attempts this save is temporarily immune to Wave the Flag for 10 minutes. 6TH LEVEL BATTLE-TESTED WAR HORSE FEAT 6 COMMANDER Prerequisites Commander’s Steed Your mount is a tried and tested ally of unshakable reliability. The mount you gained with Commander’s Steed is now a mature animal companion (Player Core 211). In addition, your mount never attacks you, even if it is magically compelled to do so. EFFICIENT PREPARATION FEAT 6 COMMANDER You’ve developed techniques for drilling your allies on multiple tactics in a succinct and efficient manner. Increase the number of tactics you can have prepared by 1. REACTIVE STRIKE [reaction] FEAT 6 COMMANDER Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. SHIELD WARDEN FEAT 6 COMMANDER Prerequisites Shield Block When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block. 8TH LEVEL DEFIANT BANNER [one-action] FEAT 8 BANNER COMMANDER MANIPULATE VISUAL You vigorously wave your banner to remind yourself and your allies that you can and must endure. You and all allies affected by your commander’s banner when you use this action gain resistance to bludgeoning, piercing, and slashing damage equal to your Intelligence modifier until the start of your next turn. At 14th level, the value of this resistance increases to your Intelligence modifier + half your level. OFFICER’S EDUCATION FEAT 8 COMMANDER A broad knowledge base is crucial for competent commanders. You become trained in two skills you’re not already trained in, become an expert in one skill you’re currently trained in, learn one common language you don’t already know, and gain any one general feat of 3rd-level or lower you meet the prerequisites for. Special You can take this feat twice, gaining its benefits each time. RALLYING BANNER [one-action] FEAT 8 BANNER COMMANDER EMOTION HEALING MENTAL VISUAL Frequency once per 10 minutes. Your banner waves high, reminding your allies that the fight can still be won. Roll 4d6; you restore that many Hit Points to each ally affected by your commander’s banner. This healing increases by an additional 1d6 at 10th level and every 2 levels thereafter. This effect draws upon your allies’ morale and adrenaline and has no effect when used outside of combat. UNRIVALED ANALYSIS FEAT 8 COMMANDER Prerequisites Rapid Assessment Your experience allows you to derive even more information about your opponents from a mere glance. When you use Rapid Assessment, you can attempt up to four checks to Recall Knowledge about creatures you are observing. 10TH LEVEL BATTLE-HARDENED DESTRIER FEAT 10 COMMANDER Prerequisites Battle-Tested War Horse Accompanying you across countless battlefields has allowed your mount to unleash its full potential. The mount you gained with Commander’s Steed is now a nimble or savage animal companion (Player Core 211). Your animal companion has greater independence. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later. DRILLED REFLEXES FEAT 10 COMMANDER Prerequisites drilled reactions You leave a lasting impression on your squadmates that makes them particularly adept at following your commands. When you use your drilled reactions ability, you can give an extra reaction to up to two allies instead of only one. STANDARD-BEARER’S SACRIFICE [reaction] FEAT 10 BANNER COMMANDER MANIPULATE VISUAL Trigger An opponent targets an ally with a ranged attack, you are observing both of them and you are also in range of the attack. ©2024 Paizo Inc. 10 Battlecry! Class Playtest
Requirements You are holding or wielding your banner. Seeing an enemy take aim at your ally, you bravely flourish your banner to redirect their attention to you. The triggering opponent must attempt a Will save against your class DC with the following results. Success The opponent completes its attack against your ally. Failure The opponent targets you with the triggering attack instead. Critical Failure As failure, but you gain a +2 circumstance bonus to your AC against the triggering attack. TARGETING STRIKE FEAT 10 COMMANDER Prerequisites Guiding Shot Your Guiding Shot creates a deadly opening for your allies. Whenever you hit with a ranged strike using Guiding Shot, the next attack made by an ally against that target is made with a +2 circumstance bonus (even if the Strike was not a critical hit), and the Strike deals an amount of additional precision damage equal to your Intelligence modifier. 12TH LEVEL FORTUNATE BLOW [one-action] FEAT 12 COMMANDER FLOURISH You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect. PERFECTED EVALUATIONS FEAT 12 COMMANDER Prerequisites Unrivaled Analysis You instantly assess the strengths and weaknesses of the enemy forces. When you use Rapid Assessment, you can attempt up to six Recall Knowledge checks against enemies you are observing. REACTIVE INTERFERENCE [reaction] FEAT 12 COMMANDER Trigger An adjacent enemy begins to use a reaction. Your own tactical expertise allows you to quickly identify and prevent enemy responses. If the triggering creature’s level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature’s level is higher than yours, make an attack roll against its AC. On a success, you disrupt the reaction. 14TH LEVEL CONTACT WITH THE ENEMY FEAT 14 COMMANDER Prerequisites Adaptive Stratagem You know that even the best-laid plans rarely survive contact with the enemy, and you have prepared your allies to adapt with a wide array of contingencies. When you use Adaptive Stratagem, you can replace any number of your prepared tactics with others in your folio. DESPERATE RESUSCITATION [three-actions] FEAT 14 COMMANDER HEALING MANIPULATE Prerequisites master in Medicine, Combat Medic Requirements You are holding a healer’s toolkit or are wearing one and have a free hand; the target’s body is mostly intact. You can use your training in combat medicine to revive the recently deceased. Attempt a DC 40 Medicine check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of raise dead, except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn’t wounded before dying). Whether you succeed or fail, the target is temporarily immune to Desperate Resuscitation for 1 day. QUICKENING BANNER [one-action] FEAT 14 BANNER COMMANDER VISUAL Frequency once per 10 minutes Your banner flutters desperately, urging your allies to strike now. Each ally affected by your commander’s banner is quickened for 1 round. They can use this extra action to Strike or Stride. 16TH LEVEL CONFUSING COMMANDS [two-actions] FEAT 16 AUDITORY COMMANDER LINGUISTIC MENTAL Prerequisites Deceptive Tactics You shout out bewildering but authoritative commands while imitating the voices, language, and speech patterns of your opponents. Each enemy within the area affected by your commander’s banner must succeed at a Will save against your class DC or become confused for 1 round (2 rounds on a critical failure). Targets who succeed at their saving throw are temporarily immune to Confusing Commands for 1 day. UNDAUNTED DISCIPLINE [reaction] FEAT 16 COMMANDER Trigger Your turn ends. Requirements You are affected by a mental effect. You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single mental effect. You can suppress a particular effect using Undaunted Discipline only once. You can’t use Undaunted Discipline to suppress an effect you chose to have affect you. Special You can use this reaction even if the mental effect is preventing you from using reactions. 18TH LEVEL DEMAND SURRENDER [two-actions] FEAT 18 AUDITORY COMMANDER INCAPACITATION MENTAL Requirements You and your allies currently outnumber enemies on the battlefield and you or an ally has either ©2024 Paizo Inc. 11 Battlecry! Class Playtest
restrained an opponent or reduced an opponent to 0 Hit Points since the start of your last turn. Confident in your victory, you command your opponent’s surrender. Choose one opponent you are observing. You command that opponent to surrender in a strong voice and they must attempt a Will save against your class DC with the following results. Critical Success The creature is unaffected. Success The creature cannot take any hostile actions that include you as a target for 1 round. Failure As success and the target is fleeing for 1 round. Critical Failure The creature drops any weapons or items they are holding, lies prone on the ground, and does not take any hostile actions against you or your allies for 1 minute, or until you or one of your allies attacks them. PRACTICED REFLEXES FEAT 18 COMMANDER Prerequisites Drilled Reflexes You snap out a quick series of signals or commands that urge your allies to act with alacrity. When you use your drilled reactions ability, you can give an extra reaction to up to four allies. 20TH LEVEL GLORIOUS BANNER FEAT 20 COMMANDER Your banner is an awesome sight to behold. Your commander’s banner now affects a 60-foot emanation (or an 80-foot burst if you are using Plant Banner), the status bonus to Will saves and DCs against fear effects granted to your allies increases to +2, and you and affected allies gain a +1 status bonus to AC, Fortitude saves, and Reflex saves. Enemies within the area affected by your commander’s banner take a –2 status penalty to Will saves as long as they can see your banner. PENNANT OF VICTORY [one-action] FEAT 20 BANNER COMMANDER VISUAL Frequency once per 10 minutes You wave your banner in writ victory, signaling to your allies that the fight is won. You and all allies affected by your commander’s banner gain a +4 status bonus to attack and damage rolls, a +10-foot status bonus to all your Speeds, and 40 temporary Hit Points. These benefits last until the start of your next turn. ©2024 Paizo Inc. 12 Battlecry! Class Playtest
INITIAL PROFICIENCIES At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way. PERCEPTION Trained in Perception SAVING THROWS Expert in Fortitude Trained in Reflex Expert in Will SKILLS Trained in Athletics Trained in a number of additional skills equal to 3 plus your Intelligence modifier ATTACKS Trained in simple weapons Trained in martial weapons Trained in unarmed attacks DEFENSES Trained in all armor Trained in unarmored defense CLASS DC Trained in guardian class DC HIT POINTS 10 plus your Constitution modifier You increase your maximum number of HP by this number at 1st level and every level thereafter. KEY ATTRIBUTE Strength At 1st level, your class gives you an attribute boost to Strength. GUARDIAN You are the shield, the steel wall that holds back the tide of deadly force exhibited by enemies great and small. You are clad in armor that you wear like a second skin. You can angle your armor to protect yourself and your allies from damage and keep foes at bay. You also make yourself a more tempting target to take the hits that might have otherwise struck down your companions. During combat encounters... You are unparalleled in your use of armor, squeezing every last drop of protection it offers. You stay close to your most vulnerable allies, taking the hits that target them. You can also taunt your foes, drawing their ire and attention so they attack you instead of others. During social encounters... Depending on your background, you might be friendly or coercive during negotiations. You usually feel more comfortable on the field of battle when you can more easily tell friend from foe, but that doesn’t mean you can’t bond with other soldiers or those who have had experiences similar to yours. While exploring... You remain vigilant against possible threats, ready to step up at a moment’s notice to guard your allies. Constantly wearing armor has made you stronger, allowing you to surmount physical challenges such as moving heavy objects or scaling walls. In downtime... Your armor and shield might have gotten damaged during your latest adventures, so you often spend time repairing and maintaining them. You might also earn some extra coin doing manual labor or extra work as a town guard. You might... • Stand firm in the face of seemingly insurmountable odds, trusting in the strength of your armor to pull you through. • Good-naturedly joke about how the damage you’ve taken has effectively saved the lives of your companions. • Be slow to trust the motives of anyone who isn’t one of your allies, assuming they mean to do you harm. Others probably... • Appreciate the sturdiness of your armor, especially when it absorbs an attack meant for them. • Don’t understand why you’d want to put yourself in danger by taunting enemies. • Feel safer when you are standing beside them on the field of battle. ©2024 Paizo Inc. 13 Battlecry! Class Playtest
GUARDIAN ADVANCEMENT Your Level Class Features 1 Ancestry and background, attribute boosts, initial proficiencies, guardian armor, guardian feats, Intercept Strike, Shield Block, Taunt, threat technique 2 Guardian feat, skill feat 3 General feat, skill increase, tough to kill 4 Guardian feat, skill feat 5 Ancestry feat, attribute boosts, armor expertise, reflex expertise, skill increase 6 Guardian feat, skill feat 7 General feat, reaction time, skill increase, weapon expertise 8 Guardian feat, skill feat 9 Ancestry feat, battle hardened, guardian expertise, skill increase 10 Attribute boosts, guardian feat, skill feat 11 Armor mastery, general feat, skill increase, weapon specialization 12 Guardian feat, skill feat 13 Ancestry feat, greater armor specialization, skill increase 14 Guardian feat, skill feat 15 Attribute boosts, general feat, legendary armor, skill increase, unyielding resolve 16 Guardian feat, skill feat 17 Ancestry feat, greater weapon specialization, skill increase, weapon mastery 18 Guardian feat, skill feat 19 General feat, guardian mastery, skill increase 20 Attribute boosts, guardian feat, skill feat Class Features You gain these abilities as a guardian. Abilities gained at higher levels list the level at which you gain them next to the features’ names. Ancestry and Background In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background. Attribute Boosts In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers. At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1. Initial Proficiencies At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class. Guardian Armor Even when you are struck, your armor protects you from some harm. You gain the armor specialization effects of medium and heavy armor. In addition, you can rest normally while wearing medium and heavy armor. Guardian Feats At 1st level and every even-numbered level, you gain a guardian class feat. Intercept Strike You keep your charges safe from harm, even if it means you get hurt yourself. You gain the Intercept Strike reaction. INTERCEPT STRIKE [reaction] GUARDIAN Trigger An adjacent ally takes physical damage. You fling yourself in the way of oncoming harm to protect an ally. You take the damage instead of your ally, though thanks to your armor, you gain resistance to all damage against the triggering damage equal to 2 + your level. Shield Block You gain the Shield Block general feat (Player Core 262), a reaction that lets you reduce damage with your shield. Taunt Often, the best way to protect your allies is to have the enemy want to attack you instead. You gain the Taunt action. TAUNT [one-action] CONCENTRATE GUARDIAN With an attention-getting gesture, a cutting remark, or a threatening shout, you get an enemy to focus their ire on you. Even mindless creatures are drawn to your taunts. Choose a creature within 30 feet, who must attempts a Will save against your class DC. Regardless of the result, it is immune to your Taunt until the beginning of your next turn. If you gesture, this action gains the visual trait. If you speak or otherwise make noise, this action gains the auditory trait. Your Taunt must have one of those two traits. RESISTANCE REMINDER A guardian’s armor allows them to resist damage in several specific ways, from armor specialization to the Intercept Strike action. Remember that if you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value. Your plate armor gives you resistance to slashing damage when you are struck with a blade, but the resistance to all damage you receive from Intercept Strike is likely higher when you take a similar attack for an ally. ©2024 Paizo Inc. 14 Battlecry! Class Playtest
Critical Success The creature is unaffected. Success Until the beginning of your next turn, the creature gains a +2 circumstance bonus to attack rolls it makes against you and to its DCs of effects that target you (for area effects, the DC increases only for you), but takes a –1 circumstance penalty to attack rolls and DCs when taking a hostile action that doesn’t include you as a target. Failure As success, but the penalty is –2. Critical Failure As success, but the penalty is –3. Threat Technique Whether you stop their worst attacks or strike them down for going after your allies, you know how to deal with the targets of your taunts. Choose ferocious vengeance or mitigate harm. Ferocious Vengeance: Enemies that ignore your taunts take the brunt of your anger. You deal 2 additional damage on Strikes against creatures affected by your Taunt if they take a hostile action that doesn’t include you as a target. This bonus lasts until the end of your turn. This additional damage increases by 2 at 9th level and 16th level. Mitigate Harm: You gain resistance to damage from critical hits made by a creature affected by your Taunt. This resistance is equal to 2 + half your level; this resistance increases by 2 at 5th level, 11th level, and 15th level. Skill Feats 2nd At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat. General Feats 3rd At 3rd level and every 4 levels thereafter, you gain a general feat. Skill Increases 3rd At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained. At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master. Tough to Kill 3rd The protectiveness of your armor ensures that even if you fall, you take longer to die. You gain the Diehard general feat (Player Core 254). If you already have the Diehard feat, you can retrain it when you get tough to kill. The first time each day you’d be reduced to dying 3 or higher, you stay at dying 2 instead. Ancestry Feats 5th In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. Armor Expertise 5th With training, you understand how to best block hits with your armor. Your proficiency rank with medium armor and heavy armor increases to expert. Reflex Expertise 5th Even in the heaviest of armors, you can brace yourself against widespread effects. Your proficiency rank for Reflex saves increases to expert. Reaction Time 7th You are always on the lookout for danger and can react to it in an instant. Your proficiency rank for Perception ©2024 Paizo Inc. 15 Battlecry! Class Playtest
increases to expert. In addition, you gain a reaction whenever you roll initiative for combat, but you can use only for reactions from guardian feats or class features. Weapon Expertise 7th Sometimes, the best defense is a good offense. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. Battle Hardened 9th Your experience in battle helps protect you against magic and toxins alike. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead. Guardian Expertise 9th Your armored form is more imposing. Your proficiency rank for your guardian class DC increases to expert. Armor Mastery 11th When clad in steel, you fend off most attacks. Your proficiency rank with medium armor and heavy armor increases to master. Weapon Specialization 11th You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you’re an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary. Greater Armor Specialization 13th When enforced with runes, your armor turns aside weaker blows. Double the value of your armor’s potency rune when calculating the resistance gained from armor specialization. Legendary Armor 15th You have become an almost impenetrable bulwark. Your proficiency ranks for medium and heavy armor increase to legendary. Unyielding Resolve 15th Like the armor you wear, you refuse to break. Your proficiency ranks for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead. Greater Weapon Specialization 17th Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary. Weapon Mastery 17th Your hours of battlefield experience grant you greater prowess. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master. Guardian Mastery 19th You are known for your suit of armor more than the person inside. Your proficiency rank for your guardian class DC increases to master. When you attempt a Reflex save to avoid a damaging effect, such as a fireball, you add your armor’s item bonus to AC instead of your Dexterity modifier. If you get a success when you do this, you get a critical success instead. Guardian Feats At every level that you gain a guardian feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat. 1ST LEVEL BODYGUARD FEAT 1 GUARDIAN You swear a vow to protect one of your allies at all costs. During your daily preparations, choose one of your allies as your charge. When you Intercept a Strike against your charge, your charge gains resistance to physical damage equal to 1 + half your level for 1 round. You can take 10 minutes to change who your charge is before your next daily preparations. LARGER THAN LIFE FEAT 1 GUARDIAN When you are clad in the heaviest of armors, you have an outsize presence. Though you don’t get any larger, you are treated as one size larger for the purposes of affecting other creatures with actions like Disarm, Grapple, Reposition, Shove, and Trip while wearing heavy armor; similarly, you are treated as one size larger for the purposes of creatures affecting you with those same actions, as well as Swallow Whole and similar actions, while wearing heavy armor. KEY TERMS You’ll see the following key terms in many guardian class features. Flourish: Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn. Stance: A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance. ©2024 Paizo Inc. 16 Battlecry! Class Playtest
LONG-DISTANCE TAUNT FEAT 1 GUARDIAN You can draw the wrath of your foes even at a great distance. When you use Taunt, you can choose a target within 120 feet. REACTIVE SHIELD [reaction] FEAT 1 GUARDIAN Trigger An enemy hits you with a melee Strike. Requirements You are wielding a shield. You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack. SHOULDER CHECK [one-action] FEAT 1 GUARDIAN Requirements You are wearing medium or heavy armor You hit a foe with your armor to throw them off-balance. Make a fist Strike even if you don’t have a hand free; if you are wielding a gauntlet or spiked gauntlet, you can make a Strike with one of those weapons instead. If this Strike hits, the target is off-guard for the rest of your turn. UNKIND SHOVE FEAT 1 GUARDIAN When you push a foe away, you put the entire force of your armored form into it. When you successfully Shove a creature, that creature takes an amount of bludgeoning damage equal to your Strength modifier (double that amount on a critical success). 2ND LEVEL ARMOR BREAK [two-actions] FEAT 2 GUARDIAN Requirements You are wearing medium or heavy armor that doesn’t have the broken condition and your current Hit Points are at half your maximum or lower. After taking a few hits, you flex your muscles to crack your armor, pushing the shards into your enemy alongside your weapon. Make a melee Strike. If it hits, you deal an additional 2d6 piercing damage. This additional damage increases by 1d6 at 6th level and every 4 levels thereafter. This Strike counts as two attacks for your multiple attack penalty. Your armor then gains the broken condition; while your armor is broken, you don’t take its penalty to Speed and if your armor has the bulwark trait, you retain that bonus to Reflex saves, though the bonus is decreased by 1. COVERING STANCE [one-action] FEAT 2 GUARDIAN STANCE Just your presence on the field of battle protects nearby allies from harm. While you are in this stance, choose one ally adjacent to you at the end of your turn to gain the benefits of lesser cover until the start of your next turn. That ally loses this benefit if they move so that they are no longer adjacent to you. If you Intercept a Strike that would harm that ally while they are benefiting from your lesser cover, that ally can Step as a free action. HAMPERING SWEEPS [one-action] FEAT 2 GUARDIAN You make it difficult for enemies to move away from you once they have gotten close. Until the beginning of your next turn GUARDIAN FEATS BY NAME Feat Level Area Cover 4 Armor Break 2 Armored Counterattack 12 Averting Shield 4 Blanket Defense 14 Bloody Denial 14 Bodyguard 1 Boundless Reprisals 20 Clang! 16 Covering Stance 2 Disarming Intercept 6 Energetic Specialization 6 Flying Tackle 4 Get Behind Me! 10 Group Taunt 8 Hampering Sweeps 2 Improved Intercept Foe 14 Improved Reflexive Shield 16 Intercept Energy 4 Intercept Foe 4 Larger Than Life 1 Long-Distance Taunt 1 Mighty Bulwark 8 Mobile Protection 6 Never! 16 Paragon’s Guard 12 Perfect Protection 18 Quick Intercept 8 Quick Vengeance 20 Raise Haft 2 Reactive Shield 1 Reactive Strike 6 Reflexive Shield 6 Repositioning Block 8 Right Where You Want Them 12 Shield from Arrows 8 Shield from Spells 18 Shield Salvation 10 Shielded Attrition 4 Shielding Taunt 2 Shoulder Check 1 Stomp Ground 6 Sure-Footed 10 Tough Cookie 10 Unkind Shove 1 ©2024 Paizo Inc. 17 Battlecry! Class Playtest
or until you move, whichever comes first, foes within reach of the weapon you are wielding or your unarmed attack can’t use move actions to move outside of the reach of your weapon or unarmed attack. They can still move to other squares within reach of your weapon or unarmed attack. RAISE HAFT FEAT 2 GUARDIAN You know how to use the haft of larger weapons to block attacks. Two-handed weapons you wield gain the parry trait. If the weapon already has the parry trait, you increase the circumstance bonus to AC it provides to +2. SHIELDING TAUNT [one-action] FEAT 2 FLOURISH GUARDIAN Requirements You are wearing a shield. By banging loudly on your shield, you get the attention of even the most stubborn of foes. Raise a Shield and then Taunt a creature. Your Taunt gains the auditory trait, and the target takes a –1 circumstance penalty to their save. 4TH LEVEL AREA COVER FEAT 4 GUARDIAN Requirements You are wearing medium or heavy armor. You can open yourself up to larger-scale attacks to protect those behind you. If you’re in an area effect that requires a Reflex saving throw and have at least one ally adjacent to you, you take a –2 circumstance penalty to your Reflex save and each ally adjacent to you gains standard cover against that area effect (granting them a +2 circumstance bonus to their Reflex saves). AVERTING SHIELD FEAT 4 GUARDIAN You reflexively place your shield between your eyes and visual dangers. While your shield is raised, you gain the benefits of Avert Gaze. FLYING TACKLE [two-actions] FEAT 4 FLOURISH GUARDIAN You barrel forward, gathering enough momentum to take down a threatening foe. Stride and then Leap. If you end your movement adjacent to a foe, you can attempt to Trip that foe. If you succeed at the Athletics check, you get a critical success. You can use Flying Tackle while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. INTERCEPT ENERGY FEAT 4 GUARDIAN By tempering your armor with chemicals, you can use it to absorb energy damage. Your Intercept Strike also triggers when an adjacent ally would take acid, cold, fire, electricity, or sonic damage. INTERCEPT FOE [reaction] FEAT 4 GUARDIAN Trigger An ally is the target of a melee Strike, and you could reach that ally with a Stride action. You cannot stand still while your comrades might be in danger. Stride, and you must end your movement adjacent to the triggering ally; you can use Intercept Foe while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. That ally gains a +2 circumstance bonus to their AC against the melee Strike. SHIELDED ATTRITION [one-action] FEAT 4 GUARDIAN Raising your shield, you provoke attacks from foes that might otherwise stop your allies from moving. Raise your Shield and then Stride up to half your Speed. Your movement triggers enemies’ reactions as normal, but whether an enemy chooses to take that reaction or not, if they were able to react to your movement, they can’t react to your allies’ movement until the start of your next turn. 6TH LEVEL DISARMING INTERCEPT [free-action] FEAT 6 GUARDIAN Trigger You Intercept a melee Strike made with a weapon and are adjacent to the creature that made the Strike. When you catch a weapon in your armor, you can move your body to wrench it from your foe’s grasp. After Intercepting the Strike, attempt to Disarm the weapon used for that attack. You don’t need to have a hand free, and you gain an item bonus to the Athletics check equal to the value of the armor’s potency rune. ENERGETIC SPECIALIZATION FEAT 6 GUARDIAN Your armor always protects you from certain types of damage. Choose acid, cold, fire, electricity, or sonic. When wearing medium or heavy armor, you gain resistance to that type of damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor. MOBILE PROTECTION FEAT 6 GUARDIAN Prerequisites Bodyguard You move swiftly to protect your charge when they are in trouble. Your Intercept Strike triggers when your charge is up to 10 feet away and takes damage. When Intercept Strike is triggered in this way, you can Stride up to 10 feet before you take the damage, though you must end your movement adjacent to your charge, closer (or the same distance) to the source of the attack than your charge, and within range or reach of the triggering attack. ©2024 Paizo Inc. 18 Battlecry! Class Playtest
REACTIVE STRIKE [reaction] FEAT 6 GUARDIAN Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. REFLEXIVE SHIELD FEAT 6 GUARDIAN You can use your shield to fend off explosions and the like. When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex saves. Special If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn’t physical damage. STOMP GROUND [two-actions] FEAT 6 GUARDIAN You bring your booted foot down on the ground with enough force to rattle your foes. Each creature within a 5-foot emanation must attempt a Reflex saving throw against your class DC. Critical Success The creature is unaffected. Success The creature is off-guard until the end of your turn. Failure The creature is knocked prone. Critical Failure The creature is knocked prone and takes 1d6 bludgeoning damage from the fall. 8TH LEVEL GROUP TAUNT FEAT 8 GUARDIAN Your taunts draw the attention of multiple enemies at once. When you use Taunt, you can choose up to three targets within range. MIGHTY BULWARK FEAT 8 GUARDIAN Thanks to the incredible connection you have forged with your armor, you can use it to shrug off an extensive array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies to all Reflex saves, not just damaging Reflex saves. QUICK INTERCEPT FEAT 8 GUARDIAN Protecting your allies is second nature to you. At the start of each of your turns, you gain an additional reaction that you can use only to Intercept a Strike. REPOSITIONING BLOCK [free-action] FEAT 8 GUARDIAN Prerequisites Shield Block Trigger You used Shield Block to prevent damage from an adjacent creature’s attack. As you absorb a blow from an enemy, you can use their attack’s momentum against them. Attempt to Reposition the creature whose attack you used Shield Block against. You don’t need to have a hand free to do so. You gain a +1 item bonus to the Athletics check if your shield is at least 4th level, a +2 item bonus if your shield is at least 10th level, and a +3 item bonus if your shield is at least 16th level. SHIELD FROM ARROWS [reaction] FEAT 8 GUARDIAN Trigger An adjacent ally is the target of a physical ranged Strike. Requirements You can see the attacker, you are not off-guard, and you have Raised your Shield. You place your shield in the path of an oncoming projectile. Your adjacent ally gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it with your shield. 10TH LEVEL GET BEHIND ME! FEAT 10 GUARDIAN When saving your allies from harm, you push them behind you to better protect them. When you use Intercept Strike to protect an ally, you can move that ally up to 10 feet within your reach if they are willing. You can’t move your ally into or through obstacles, and you must move your ally to be farther away from the source of the attack if possible. Special If you have Intercept Foe, you can move your ally in the same way if you end your movement adjacent to your ally. SHIELD SALVATION FEAT 10 GUARDIAN You can save your shield from total destruction, even after a devastating attack. If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you take the time to repair it thoroughly, preventing you from using Shield Salvation to save the same shield until your next preparations. SURE-FOOTED FEAT 10 GUARDIAN Even if you are knocked off-balance, your armor continues to protect you. You don’t take a penalty to AC from the clumsy condition if you’re wearing medium or heavy armor that isn’t broken. Your clumsy condition still applies to other Dexteritybased checks and DCs. TOUGH COOKIE [two-actions] FEAT 10 GUARDIAN Frequency once per day Requirements Your current Hit Points are at half your maximum or less. ©2024 Paizo Inc. 19 Battlecry! Class Playtest
Though you’ve taken a lot of punishment, you aren’t easily brought down. You gain a number of temporary Hit Points equal to half your maximum Hit Points that last for 1 minute. 12TH LEVEL ARMORED COUNTERATTACK [free-action] FEAT 12 GUARDIAN Prerequisites Intercept Strike Trigger You Intercept a melee Strike and are adjacent to the creature that made the Strike. Frequency once per minute With the might of your armor behind you, you hit back at a foe who would dare try to hurt your allies. After Intercepting the Strike, make your own Strike against the triggering enemy. If this Strike hits, the target is off-guard against the next Strike made against them. PARAGON’S GUARD [one-action] FEAT 12 GUARDIAN STANCE Requirements You are wielding a shield. Once you’ve had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you’d used the Raise a Shield action. RIGHT WHERE YOU WANT THEM FEAT 12 GUARDIAN Prerequisites master in Athletics Whether with a weapon or with your bare hands, you keep your opponents in their place. Increase the distance you Reposition or Shove an opponent to 10 feet on a success or 15 feet on a critical success. 14TH LEVEL BLANKET DEFENSE [three-actions] FEAT 14 FLOURISH GUARDIAN Requirements You are wielding a shield. You become a bulwark against foes’ attacks targeting you and your allies. Raise a Shield. Until the beginning of your next turn or until you no longer have your shield raised, each ally that ends their turn adjacent to you gains the benefits of your raised shield. You may Shield Block a hit targeting any adjacent ally (though unless you have multiple reactions, you can Shield Block only once). If you are wielding a tower shield, any adjacent ally can Take Cover behind it to gain the increased bonus to Armor Class. BLOODY DENIAL [two-actions] FEAT 14 FLOURISH GUARDIAN You strike a foe with force to prevent them from reacting. Strike a creature. If you hit, the creature must attempt a Fortitude saving throw against your class DC. If your Strike was a critical hit, the result of their save is one degree of success worse. Critical Success The creature is unaffected. Success The creature can’t use reactions against an ally you designate until the beginning of their next turn. Failure The creature can’t use reactions until the beginning of their next turn. Critical Failure As failure, but the creature is also stunned 1. IMPROVED INTERCEPT FOE FEAT 14 GUARDIAN Prerequisites Intercept Foe No matter where trouble rears its head on the battlefield, you will be there. When you Intercept a Foe, you gain a +10-foot circumstance bonus to your Speed for the reaction. At the start of each of your turns, you gain an additional reaction that you can use only to Intercept Foe. 16TH LEVEL CLANG! [free-action] FEAT 16 GUARDIAN Frequency once per turn Trigger An enemy critically misses a Strike or spell attack roll against your AC. As their blow or spell glances off your armor, you make a foe pay for attacking you. Either Strike the triggering enemy or Stride up to your Speed toward the triggering enemy; if you do so and end your movement adjacent to that enemy, they are off-guard until the end of your next turn. IMPROVED REFLEXIVE SHIELD FEAT 16 GUARDIAN Prerequisites Reflexive Shield Your shield can help save nearby allies. When you use Shield Block against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction. NEVER! FEAT 16 GUARDIAN The idea that you would hurt your companions, even when you’ve lost your reason, is unthinkable. Each time you would Strike an ally due to being confused or controlled, you can attempt another saving throw against the effect that caused you to be confused or controlled with a +4 circumstance bonus to the save; failing or critically failing this additional save doesn’t increase the effect’s duration. If you would end the condition due to this save, you don’t make the Strike and you can take any remaining actions during your turn as normal. 18TH LEVEL PERFECT PROTECTION FEAT 18 GUARDIAN Requirements You are wearing medium or heavy armor. Your armor protects you from the deadliest hits. Each time you’re critically hit while wearing the required armor, attempt a DC 14 flat check. On a success, it becomes a normal hit. ©2024 Paizo Inc. 20 Battlecry! Class Playtest
Special If your armor has a fortification rune, you roll only one DC 12 flat check or DC 10 if it’s a greater fortification rune. SHIELD FROM SPELLS FEAT 18 GUARDIAN Prerequisites Shield from Arrows Your prowess with a shield allows you to block magic. You can use Shield from Arrows against ranged spell attacks. 20TH LEVEL BOUNDLESS REPRISALS FEAT 20 FIGHTER With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy’s turn, you gain a reaction you can use only during that turn for any reaction from a guardian feat or class feature. QUICK VENGEANCE FEAT 20 GUARDIAN Indignant at any who would strike you or your allies, you get your revenge. When you use Intercept Strike or Shield Block, you are quickened on your next turn. You can use the extra action to move closer to the enemy whose attack triggered that reaction or to Strike that enemy. ©2024 Paizo Inc. 21 Battlecry! Class Playtest
Pathfinder Battlecry! Class Playtest © 2024, Paizo Inc. Paizo, the Paizo golem, Pathfinder, Starfinder, and other trademarks owned by Paizo are property of Paizo Inc. All rights reserved. AUTHORS Jason Keeley and Michael Sayre ORC NOTICE This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw. com/orclicense, and others. All warranties are disclaimed as set forth therein. Attribution: This product is original game content and is not based on a licensed game system. If you use our Licensed Material in your own published work, please credit us in your product as follows: Pathfinder Battlecry! Class Playtest © 2024 Paizo Inc. Authors: Jason Keeley and Michael Sayre. Reserved Material: Reserved Material elements in this product include all elements designated as Reserved PAIZO INC. Creative Directors • James Jacobs and Luis Loza Director of Game Design • Jason Bulmahn Director of Visual Design • Sonja Morris Director of Game Development • Adam Daigle Managing Creative Director (Starfinder) • Thurston Hillman Senior Developers • Jessica Catalan, John Compton, Eleanor Ferron, and Jenny Jarzabski Developers • Bill Fischer, Michelle Y. Kim, Mike Kimmel, Dustin Knight, and Landon Winkler Lead Designer (Games) • Joe Pasini Organized Play Line Developers • Josh Foster and Shay Snow Design Manager • Michael Sayre Pathfinder Lead Designer • Logan Bonner Senior Designers • James Case and Jason Keeley Designer • Joshua Birdsong Managing Editor • Patrick Hurley Lead Editor • Avi Kool Senior Editors • Ianara Natividad, Solomon St. John, and Simone D. Sallé Editors • Felix Dritz, Priscilla Lagares, Lynne M. Meyer, and Zac Moran Concept Art Director • Kent Hamilton Art Directors • Kyle Hunter and Adam Vick Senior Graphic Designer • Emily Crowell Graphic Designer • Adriana Gasperi Production Designer • Danika Wirch Director of Brand Strategy • Mark Moreland Paizo CEO • Lisa Stevens President • Jim Butler Chief Creative Officer • Erik Mona Vice President of People & Culture • Maggie Gallagher Vice President of Sales & Operations • Mike Webb Vice President of Technology • Rei Ko Controller • William Jorenby Bookkeeper • Valentine Luneau Director of Sales • Cosmo Eisele E-Commerce Manager • Lyle Borders Sales & E-Commerce Assistant • Mika Hawkins Director of Licensing • John Feil Director of Marketing • BJ Hensley Marketing and Licensing Coordinator • Raychael Allor Marketing and Media Specialist • Rue Dickey Community and Social Media Specialist • Jonathan Morgantini Organized Play Coordinator • Alex Speidel Director of Project Management • Glenn Elliott Project Manager • Lee Aula Finance Operations Specialist • B. Scott Keim Digital Products Lead • Andrew White Senior Software Developer • Gary Teter Software Architect • Brian Bauman Software Developer • Robert Brandenburg Software Test Engineer • Erik Keith System Administrators II • Whitney Chatterjee and Josh Thornton Web Content Manager • Maryssa Mari Webstore Coordinator • Katina Davis Customer Service Representatives • Kait Chase, Summer Foerch, and James Oakes Director of Operations • Jeff Strand Warehouse Manager • Matt Byrd Logistics Coordinator • Kevin Underwood Warehouse Distribution Lead • Heather Payne Warehouse Team • Danielle Cavanagh, Alexander Crain, Evan Panek, and Jesus Reynoso Ortiz Material under the ORC License. To avoid confusion, such items include: All trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, organizations, plots, storylines, and trade dress. Expressly Designated Licensed Material: This product contains no Expressly Designated Licensed Material. ©2024 Paizo Inc. 22 Battlecry! Class Playtest