This skill cannot have Skill Points allocated to raise its Rank like normal – the only Rank increases will come from your Trainer Class.
Rank 2 (Untrained)
Guarded Disposition [Social Stance]: You act reserved and distant, keeping your emotions hidden. Any Intuition or Guile Skill Powers used on you have their DC increased by (1 + Your Tier). However, the DC for all of your Charm and Intimidate checks are similarly raised.
Training Regimen [Order]: Once per day as a Free Downtime Action, you may Train a number of creatures (including yourself) equal to your Command Rank. They gain (1 x Tier) XP and become Agile/Brutal/Focused/Inspired until the end of your next Extended Rest. While Trained, they gain a bonus according to how you Train them. You may only learn one type of Training, and this is chosen at character creation. You may use this power as a Standard Action [Order] that applies to a single target to apply different effects.
- Agility Training: When Disengaging, you may move up to your full movement speed. As an Order, this makes a creature untargetable by Combat Maneuvers for a single round. You also gain a +1 bonus to all Movement Capabilities & a +2 bonus to Initiative.
- Brutal Training: When you hit with a Super-Effective attack, you Injure the target. As an Order, this makes a creature’s next attack deal 5 x Creature’s Tier extra damage. You also gain a +1 bonus to your Critical Hit Range & a +2 bonus to your Effect Range.
- Focused Training: When you hit with an At-Will attack, your next attack gains the Accurate keyword. As an Order, this allows a creature to “take 2” on its next Skill Check, even if it couldn’t normally. You also gain a +1 bonus to Accuracy Rolls & a +2 bonus to your Skill Checks.
- Inspired Training: When your attack misses all of its targets, that move is Refreshed. As an Order, this allows a creature to ignore all indirect damage for a single round. You also gain a +1 bonus to Evasion & a +2 bonus to Save & Morale checks.
Rank 3 (Novice)
Bark Command [Social, Order]: As a Standard Action, you may attempt to get a target to comply with a short command. The Base DC for this check is 6 + Target’s Level + Target’s Intelligence. If this power is used as an Extended Action (S), replace ‘rounds’ with ‘hours’. If it is used as an Extended Action (L), replace ‘rounds’ with ‘days. When giving a command, select from the following options, which it will execute on its turn:
- Come: The creature moves towards you as quickly and directly as possible, provoking AoOs as normal.
- Drop: The creature drops any items or creatures it is holding and cannot pick it up that turn.
- Fall: The creature falls down and remains Prone for its turn.
- Run: The creature moves away from you as quickly as possible, provoking AoOs as normal.
- Stop: The creature does not use any actions to move for its turn.
The creature may still refuse to follow your command, but it suffers from a Slowed condition while it does so, outlined below. Its Attitude will always decrease by 1. If the creature cannot execute your command on its turn, then the power Fails. This Power does not work on creatures with 1 Intelligence.
Critical Success: The target follows your command or is Trapped for 1 round per 1 point your check exceeded 5 over the DC. Moderate Success: The target follows your command or is Stuck for 2 rounds plus your Tier. Success: The target follows your command or is Slowed for 1 round plus your Tier. Failure: The target is unaffected by your charisma and nothing happens. Moderate Failure: The Base DC for any [Social] checks you use on your target are increased by +3 until your target’s next Extended Rest. Critical Failure: The Base DC for any [Social] checks you use on your target are increased by +6 until your target’s next Extended Rest. Its Attitude decreases by a further 1. |
Command Versatility: You may spend 1 PP to change your Disposition as an Interrupt Action and double its effects until your next End Phase. Additionally, when you use the Training Regimen power as an Order, all numeric bonuses from being Trained are doubled for a single round.
Confounding Mask [Social]: Whenever you are the target of an Intuition power and have a Guarded Disposition, you may make a Command check as a Free Action. The DC for this check is the check result that you are attempting to counter.
Critical Success: The target is Confused for 1 hour and has their Intuition check reduced by 6. Moderate Success: The target is Confused for 5 minutes and has their Intuition check reduced by 3. Success: The target is Confused for 1 minute. Failure: The target sees through your poker face. Moderate Failure: The target sees through your poker face and has their Intuition check increased by 3. Critical Failure: The target sees through your poker face and has their Intuition check increased by 6. |
Rank 4 (Adept)
Snap Out Of It [Social, Order]: As a Standard Action, you may shake creatures free of [Charm] and [Fear] effects, plus the Stunned condition. You cannot affect yourself with this power. The DC is 6 x Status’s Tier. If you succeed on the check, you suppress the effect as indicated below, affecting up to 1 target per rank of Command.
The effect must have a remaining duration of 1 day or less at Tier 1, 1 week or less at Tier 2, 1 month or less at Tier 3, and 1 year or less at Tier 4 – otherwise, you cannot use this power on it.
Critical Success: You dispel the effect entirely. Moderate Success: You suppress the effect for this round, and may suppress it for 2 more rounds without another check, provided you spend a Swift Action to do so. Success: You suppress the effect in your target for this round. Failure: Nothing happens, but you may try again. Moderate Failure: You increase the Tier of their effect or condition and cannot affect them further with this power. |
Stand Firm! [Order, Morale]: Whenever your Pokemon fails a Morale check, as a Free Action you may make a Command Check with a DC of 6 + Target’s Level. This power can only affect a Pokemon one time until it takes an Extended Rest.
Critical Success: Your Pokemon automatically succeeds on its Morale check. Moderate Success: Your Pokemon may reroll its Morale check with a +2 bonus. Success: Your Pokemon may reroll its Morale check. Failure: Your Pokemon still fails its Morale check. Moderate Failure: Your Pokemon still fails its Morale check, but has a -2 penalty to further Morale checks until it takes an Extended Rest. Critical Failure: Your Pokemon still fails its Morale check, but has a -4 penalty to further Morale checks until it takes an Extended Rest. |
Force of Will: During your Start Phase, you may attempt to fight off a Status effect. While you are attempting to fight off the status, you may suffer either the standard effect or the Stunned status, whichever is less bad. The DC is to fight off a status is 6 x Status’s Tier. You may only fight one status effect per round with this power.
Critical Success: You end the status. Moderate Success: You may act as if you were not Stunned and gain a +2 cumulative bonus to further checks to resist the status. Success: You gain a +1 cumulative bonus to further checks to resist it. Failure: You suffer a -1 cumulative penalty to further checks to resist it. Moderate Failure: You cannot take any action and suffer a -2 cumulative penalty to further checks to resist it. Critical Failure: You cannot attempt to fight the status anymore, and it increases to the next Tier. |
Rank 5 (Expert)
Leadership: You may use [Orders] that have targets to target any creature, even if normally the [Orders] would only let you apply the effect to yourself or your Pokemon. Any other conditions still apply.
Bark More Commands: As a Swift Action, you may issue a new command to a target under the effects of Bark Command, replacing the old one. Additionally, you gain the following command options:
- Give: The creature moves towards you as quickly and directly as possible in a manner that does not provoke AoOs. The target will give you whatever items they have equipped or held in their Hand Slots when they reach you. You may take these items from them as a Free Action.
- Have Mercy: The target’s attacks gain the Merciful keyword.
- Hesitate: The target cannot use Standard or Full Actions.
I Think Not [Social]: When you are aware that a single creature is targeted by a power with the [Social] tag and you are present, you can attempt to counteract it as a Free Action (you may not use this on yourself). Make a Command check; your result replaces the Base DC of the [Social] power, although it is still modified by circumstances and the creature’s relationship with your target.
Rank 6 (Master)
Counterorder [Social]: When you are being targeted by an [Order], you may attempt to counteract it as a Free Action. Make a Command check; your result replaces the Base DC of the [Order] power.
Focused Command [Order]: If you have at least two Pokemon out, as a Full Action you may have a second one take a turn this round, but both Pokemon can only take At-Will actions. You and both of your Pokemon must pay 1 PP to lift the Frequency restriction.
Master Training [Order]: You learn a second type of training, chosen from the list below. When you Train as a Free Downtime Action, you may apply both training bonuses at once. You may use this power as a Full Action [Order] that applies to a single target to apply different effects.
- Trickster Training: As an Order, you add your Evasion to your Movement capabilities and whenever you attack a foe or Shift through a square occupied by a foe, they suffer a -3 penalty to all rolls for one full round. You also gain a +3 bonus to Evasion and a +3 bonus to Stealth checks.
- Ravager Training: As an Order, you may make a free Struggle Attack this round, but it has -4 Accuracy. Your melee attacks deal +5 damage and your ranged attacks have their Critical Hit range increased by 3. You also gain a +3 bonus to Combat checks.
- Precision Training: As an Order, your next attack gains the Auto-Hit keyword, but is Resisted one step further. You also increase the Accuracy and Effect Range of your attacks by +2 and gain a +3 bonus to Perception checks.
- Guardian Training: As an Order, you may Intercept attacks as an Free Action for one full round and gain 10 DR when doing so. You also gain 5 DR and a +3 bonus to Athletics checks.
Rank 7 (Grandmaster)
Master and Commander: Your Standard Action [Orders] now target everyone you select within 30 meters of you. If you give a Standard Action [Order] as a Full Action, you may immediately use a different Standard Action [Order]. You may use I Think Not in response to powers that target groups and Counterorder whenever a creature in your line of sight that can hear you is targeted by an [Order].