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Commander Details | Commander Feats | Commander Sample Builds | Tactics


Tactics

Source Battlecry! pg. 25
The fundamental strategies of war used by many commanders are recorded below. When you first gain your commander’s folio at 1st level, choose five mobility or offensive 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 are basic tactics that make it easier for your party to move across the battlefield or negotiate unusual terrain, while offensive tactics are basic tactics that help you attack enemies, control enemy positioning, or endure enemy attacks.

Show all Tactics

Master Tactics

PFS Standard Mirrored Wall [two-actions] Master

Commander Tactic Visual 
Source Battlecry! pg. 27
Requirements At least one of your squadmates is in bright light or has a focused light source available, such as a bull's eye lantern.
Frequency once per 10 minutes

Your squadmates have polished their shields to a reflective sheen and now position them to reflect a blinding light into your enemy’s eyes. All of your squadmates can Raise a Shield or cast shield as a reaction. Then, signal a squadmate within the aura of your commander’s banner who currently has a shield raised (including spellcasting allies with an active casting of the shield cantrip), and choose an enemy within 60 feet. The formation bounces light off the raised shield and into the enemy’s eyes; the target must succeed at a Fortitude saving throw against your class DC or become blinded for 1 round (on a critical failure, the creature remains dazzled for 3 rounds after the blindness ends).

You can signal additional allies with raised shields to participate in this tactic; the target takes a circumstance penalty on this save equal to the number of additional participating squadmates (to a maximum –4 circumstance penalty to the target’s save).

PFS Standard Piranha Assault [one-action] Master

Commander Tactic 
Source Battlecry! pg. 27
Frequency once per 10 minutes

You know that a thousand small bites can fell a large foe just as surely a single well-placed hit. Designate a creature within the aura of your commander’s banner and signal all squadmates; for 1 minute, each time they 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.

PFS Standard Pop, Drop, and Lock [two-actions] Master

Commander Tactic 
Source Battlecry! pg. 28
Frequency once per 10 minutes

You command your squadmates to perform a devastating coordinated takedown. Signal up to three squadmates within the aura of your commander’s banner who all have the same enemy within their reach; the squadmates can attempt to Strike, Trip, or Grapple the opponent as a reaction. Each squadmate can only attempt one specific action granted by this tactic, the actions can be attempted in any order and a specific action can only be attempted once as part of this tactic.

PFS Standard Ready, Aim, Fire! [two-actions] Master

Brandish Commander Tactic 
Source Battlecry! pg. 28
Frequency once per 10 minutes

You signal a volley of ranged attacks from your allies. Choose an enemy and signal up to three squadmates within the aura of your commander’s banner; your squadmates can Interact to reload as a free action and attempt a ranged Strike against the enemy as a reaction.

Special If one of your squadmates knows or has prepared a cantrip with a range of 30 feet or more that deals damage and requires 2 or fewer actions to cast, they can cast it targeting the enemy instead of taking the other actions normally granted by this tactic.

PFS Standard Roaring Charge [two-actions] Master

Commander Tactic 
Source Battlecry! pg. 28
Frequency once per 10 minutes

You and your squad surge forward with a mighty roar. Signal all squadmates within the aura of your commander’s banner. As a reaction, these squadmates can Stride up to twice their Speed directly toward any enemy they are observing. Any creature within 10 feet of a squadmate once all movement from this tactic has been completed must attempt a Will save against your class DC with the following results. This is an emotion, fear, incapacitation, and mental effect.
Critical Success No effect.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.

PFS Standard The Bigger They Are [one-action] Master

Brandish Commander Tactic 
Source Battlecry! pg. 27

Regardless of your individual strengths, collectively your squad has the power to move mountains and topple giants. Signal a squadmate within the aura of your commander’s banner. That squadmate can attempt to Reposition, Shove, or Trip a target within their reach. Each other squadmate who is adjacent to the original squadmate or the target can attempt to assist with the maneuver as a reaction. For each squadmate who assists in this way, the original squadmate increases the maximum size of creature they can target (for example, if a total of two squadmates participated in this maneuver, the initial squadmate could target a creature up to two sizes larger than them.) The original squadmate gains a circumstance bonus on their check to Reposition, Shove, or Trip equal to the number of additional squadmates who assisted in the maneuver (maximum +4).