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BATTLECRY!

CLASS PLAYTEST
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

COMMANDER INITIAL PROFICIENCIES


At 1st level, you gain the listed
You approach battle with the knowledge that tactics and strategy are every
proficiency ranks in the following
bit as crucial as brute strength or numbers. You may have trained in classical
statistics. You are untrained in
theories of warfare and strategy at a military school or you might have anything not listed unless you gain a
refined your techniques through hard-won experience as part of an army better proficiency rank in some other
or mercenary company. Regardless of how you came by your knowledge, way.
you have a gift for signaling your allies from across the battlefield and
shouting commands to rout even the most desperate conflicts, allowing PERCEPTION
your squad to exceed their limits and claim victory. Expert in Perception

SAVING THROWS
KEY ATTRIBUTE HIT POINTS Trained in Fortitude
Intelligence 8 plus your Constitution modifier Expert in Reflex
At 1st level, your class gives you You increase your maximum number Expert in Will
an attribute boost to Intelligence. of HP by this number at 1st level and
every level thereafter. SKILLS
Trained in Society and Warfare Lore
Trained in a number of additional
During combat encounters... skills equal to 2 plus your Intelligence
You look for an advantageous position to survey the battlefield, shouting out modifier
instructions to your allies or signaling them with your personal banner based
on the tactics you’ve trained and drilled beforehand. ATTACKS
Trained in simple weapons
During social encounters... Trained in martial weapons
You leverage your keen intellect and knowledge of warfare to watch for Trained in unarmed attacks
hostile political ploys and ferret out information your rivals would rather
keep hidden. DEFENSES
Trained in all armors
While exploring... Trained in unarmored defense
You use your keen perception, trained across multiple battlefields, to watch
for ambushes and plan tactics that are useful for your current environment. CLASS DC
Trained in commander class DC
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.

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Class Playtest

COMMANDER ADVANCEMENT Commander’s Banner


Your Level Class Features A commander needs a battle standard so their allies can
1 Ancestry and background, attribute boosts, locate them on the field. You start play with a custom
initial proficiencies, commander’s banner, banner that you can use to signal allies when using
tactics, drilled reactions, shield block, tactics (see below) or to deploy specific abilities. Your
commander feat banner can be affixed to a weapon or shield you are
2 Commander feat, skill feat wielding, or held in one hand and attached to a simple
3 General feat, skill increase, warfare expertise pole. Feats and abilities with the banner trait require
4 Commander feat, skill feat you to be holding your banner or wielding a weapon or
5 Attribute boosts, ancestry feat, military shield it is attached to.
expertise, skill increase As long as your banner is visible (such as by being
6 Commander feat, skill feat affixed to your weapon or worn attached to a pole
7 Expert tactician, general feat, skill increase, alongside your backpack), you and all allies in a 30-
weapon specialization foot emanation gain a +1 status bonus to Will saves
8 Commander feat, skill feat and DCs against fear effects. You pause or resume this
9 Ancestry feat, fortitude expertise, skill effect as part of any action you would typically use to
increase stow or retrieve your banner, such as Interacting to stow
10 Attribute boosts, commander feat, skill feat it. If your banner is destroyed or stolen, allies within
11 Armor expertise, commanding will, general 30 feet become frightened 1. This effect has the aura,
feat, skill increase commander, emotion, mental, and visual traits.
12 Commander feat, skill feat Some abilities allow you to place your banner in a
13 Ancestry feat, skill increase, perception specialized manner; as long as you have placed your
mastery, weapon mastery banner in this way, any banner abilities originate from
14 Commander feat, skill feat your banner’s space instead of your own.
15 Attribute boosts, battlefield intuition, general
feat, greater weapon specialization, master Tactics
tactician, skill increase By studying and practicing the strategic arts of war, you
16 Commander feat, skill feat can guide your allies to victory. You begin play with a
17 Ancestry feat, armor mastery, skill increase folio containing four tactics from the list on pages 6-7.
18 Commander feat, skill feat These are combat techniques and coordinated maneuvers
19 General feat, legendary tactician, skill increase you can instruct your allies in, enabling them to respond
20 Attribute boosts, commander feat, skill feat to your signals in combat. As you increase in level, you
gain the ability to learn more potent tactics. When you
Class Features gain the expert tactician class feature, you gain the ability
You gain these abilities as a commander. Abilities gained to add expert tactics to your folio, when you gain the
at higher levels list the level at which you gain them next master tactician class feature you can add master tactics
to the features’ names. to your folio, and when you gain the legendary tactician
class feature you can add legendary tactics to your folio.
Ancestry and Background
In addition to what you get from your class at 1st level, Preparing and Changing Tactics
you have the benefits of your selected ancestry and Each day during your daily preparations, you prepare
background. two tactics from your folio and drill in them alongside
your allies, enabling you to use these tactics until
Attribute Boosts your next daily preparations. When you drill, you can
In addition to what you get from your class at 1st level, instruct a total number of allies equal to 2 plus your
you have four free boosts to different attribute modifiers. Intelligence modifier, enabling these allies to respond
At 5th level and every 5 levels thereafter, you get four to your tactics in combat; these allies are referred to as
free boosts to different attribute modifiers. If an attribute your squadmates. A squadmate always has the option
modifier is already +4 or higher, it takes two boosts to not to respond to your tactical signal if they do not wish
increase it; you get a partial boost, and must boost that to. The tactic trait is explained in more detail in the key
attribute again at a later level to increase it by 1. terms sidebar on page 4.
You can change which tactics you have prepared
Initial Proficiencies from those in your folio by spending 10 minutes to drill,
At 1st level you gain a number of proficiencies that replacing all previously prepared tactics and allies. This
represent your basic training. These are noted at the does not prevent your allies from performing their own
start of this class. activities during this time frame.

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Gaining New Tactics


You add additional tactics to your folio and increase KEY TERMS
the number of tactics you can prepare when you gain You’ll see the following new key terms in many
the expert tactician, master tactician, and legendary commander class features.
tactician class features. You can also add tactics to your Tactic: Tactics are special abilities that involve you
folio with the Tactical Expansion feat though this does signaling your allies to perform predetermined maneuvers.
not change the number you can have prepared. Because To use a tactic ability, you must have one or more willing
tactics folios use shorthand and signals unique to each allies you have instructed beforehand during your daily
commander, there is typically no benefit to using (or preparations. Your squadmates must also be able to perceive
stealing) another commander’s folio, though you can your signal, either when you speak or shout it (in which case
train with another commander to retrain one tactic the tactic action gains the auditory trait), or by physically
in your folio to another that they know (if the tactic signaling them, typically by waving your banner (in which
required a class feat to learn, you must retrain a class case it gains the visual trait). While you can use multiple
feat of at least that level to learn it, as normal). tactic actions a round, a character cannot respond to more
than one tactic per round, regardless of source.
Drilled Reactions Banner: The banner trait indicates an ability that
Your time spent training with your allies allows them involves you waving or otherwise actively displaying your
to respond quickly and instinctively to your commands. banner. To use an ability that has the banner trait, you
Once per round, when you use a tactic, you can grant must be holding your banner in one hand or wielding a
one ally of your choice benefiting from that tactic an weapon it is attached to.
extra reaction. This reaction has to be used for that Flourish: Actions with this trait are special techniques
tactic, and is lost if not used. that require too much exertion for you to perform
frequently. You can use only one action with the flourish
Shield Block trait per round.
You gain the Shield Block general feat (found on page Squadmate: The allies whom you instruct when you
262 of the Player Core), a reaction that lets you reduce prepare your tactics during your daily preparations are
damage with your shield. known as squadmates. Only you and your squadmates
can benefit from your tactics.
Commander Feats
At 1st level and every even-numbered level, you gain a
commander class feat. These begin on page 8. but typically only to determine whether they can be
reasoned with, their most notable offensive abilities, and
Skill Feats 2nd whether one of their saving throws is particularly weak.
At 2nd level and every 2 levels thereafter, you gain a skill The GM can decide to allow additional questions to be
feat. Skill feats have the skill trait. You must be trained answered when Recalling Knowledge with Warfare Lore
or better in the corresponding skill to select a skill feat. as appropriate to the situation. In addition, as long as
you are observing at least one opponent when initiative is
General Feats 3rd rolled, you can use Warfare Lore for your initiative roll.
At 3rd level and every 4 levels thereafter, you gain a
general feat. Ancestry Feats 5th
In addition to the ancestry feat you started with, you
Skill Increases 3rd gain an ancestry feat at 5th level and every 4 levels
At 3rd level and every 2 levels thereafter, you gain a thereafter.
skill increase. You can use this increase to either become
trained in one skill you’re untrained in or become an Military Expertise 5th
expert in one skill in which you’re already trained. You’ve studied a wide variety of weapons and learned
At 7th level, you can use skill increases to become a to apply their principles in combat. Your proficiency
master in a skill in which you’re already an expert, and rank for martial weapons, simple weapons, and unarmed
at 15th level, you can use them to become legendary in attacks increases to expert. When you critically succeed
a skill in which you’re already a master. at an attack roll with a weapon you are at least an expert
with, you apply the weapon’s critical specialization effect.
Warfare Expertise 3rd
Your knowledge of war and strategy grows and guides Expert Tactician 7th
your decisions in battle. You gain expert proficiency Your time spent leading and training others on
in Warfare Lore. You can use Warfare Lore to Recall battlefield tactics has improved your combat acumen.
Knowledge about most creatures regardless of type, Your proficiency rank for your commander class DC

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Class Playtest

increases to expert and you add one new tactic from ranks for light, medium, and heavy armor, as well as
those on pages 6-7 to your folio; these can be any for unarmored defense, increase to expert. You gain the
mobility or offensive tactics you don’t already know, armor specialization effects of medium and heavy armor.
or you can choose from expert tactics you have access
to. The total number of tactics you can have prepared Commanding Will 11th
increases to three. In addition, your proficiency rank in You know that if you break, so too will those who
Warfare Lore increases to master. follow you, and so you have cultivated a will that bends
to no outside force. Your proficiency rank for Will saves
Weapon Specialization 7th increases to master. When you roll a success on a Will
You’ve learned how to inflict greater injuries with the save, you get a critical success instead.
weapons you know best. You deal 2 additional damage
with weapons and unarmed attacks in which you’re an Perception Mastery 13th
expert. This damage increases to 3 if you’re a master, You’ve developed the ability to see a scenario from every
and 4 if you’re legendary. side. Your proficiency rank for Perception increases to
master.
Fortitude Expertise 9th
Your physique has grown hardy in your adventures. Your Weapon Mastery 13th
proficiency rank for Fortitude saves increases to expert. You’ve drilled extensively in your weapons. Your
proficiency ranks for unarmed attacks, simple weapons,
Armor Expertise 11th and martial weapons increase to master.
You have spent so much time in armor that you know
how to make the most of its protection. Your proficiency 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

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Class Playtest

have in your folio, or you can choose from expert fit into, and if one of the allies occupies more squares than the
tactics, master tactics, or legendary tactics you have other, the smaller ally can move into any part of the larger ally’s
access to. The total number of tactics you can have space as long as the two remain adjacent after the swap.
prepared increases to five.
Offensive Tactics
Tactics These tactics help your allies attack, reposition, or resist
The fundamental strategies of war used by many enemy forces.
commanders are recorded below. When you first gain your
commander’s folio at 1st level, choose four tactics from COORDINATING MANEUVERS [one-action]
the list below; as you increase in level (or if you take the COMMANDER TACTIC
Tactical Expansion feat), you will gain additional tactics. Your team works to slip enemies into a disadvantageous
position. Signal one squadmate currently affected by your
Mobility Tactics commander’s banner; that ally can immediately Step as a free
These tactics enable your squad to move around the action. If they end this movement next to an opponent, they can
battlefield more efficiently. attempt to Reposition that target as a reaction.

DEFENSIVE RETREAT [two-actions] DOUBLE TEAM [two-actions]


BANNER COMMANDER TACTIC COMMANDER TACTIC
You call for a careful retreat. Signal all squadmates who can hear Your team works together to set an enemy up for a vicious attack.
or see your signal; each can immediately Step up to three times Signal one squadmate affected by your commander’s banner
as a free action. Each Step must take them farther away from at who has an opponent within their reach. That ally can Shove
least one hostile creature they are observing, and can only take or Reposition an opponent as a free action. If their maneuver is
them closer to a hostile creature if doing so is the only way for successful and the target ends their movement adjacent to you or
them to move towards safety (such as if they’re surrounded). a different squadmate, you or the second squadmate can attempt
a melee Strike against that target as a reaction.
FORM UP! [one-action]
COMMANDER TACTIC END IT! [two-actions]
You signal your team to move into position together. Signal all BANNER COMMANDER INCAPACITATION TACTIC
squadmates affected by your commander’s banner; each can Requirements You and your allies currently outnumber enemies
immediately Stride as a reaction, though each must end their on the battlefield and you or a squadmate have reduced an
movement inside your banner’s aura. enemy to 0 Hit Points since the start of your last turn.
At your proclamation that victory is already at hand, your
MOUNTAINEERING TRAINING [one-action] allies march forward with an authoritative stomp, scattering
COMMANDER TACTIC your enemies in terror. Signal all squadmates affected by
Your instructions make it easier for you and your allies to scale your commander’s banner; you and each ally can Step directly
dangerous surfaces. Signal all squadmates; until the end of your toward a hostile creature they are observing as a free action.
next turn, you and each ally gains a climb Speed of 20 feet. Any hostile creatures within 10 feet of you or a squadmate
Special If you have this tactic prepared, you can use Warfare after this movement must attempt a Will save against your
Lore in place of Athletics for checks you make to Climb. class DC; on a failure they become fleeing for 1 round and on a
critical failure they become fleeing for 1 round and frightened
NAVAL TRAINING [one-action] 2. This is an emotion, fear, and mental effect.
COMMANDER TACTIC
Your instructions make it easier for you and your allies to PINCER ATTACK [one-action]
swim through dangerous waters. Signal all squadmates; until COMMANDER TACTIC
the end of your next turn, you and each ally gains a swim You signal an aggressive formation designed to exploit
Speed of 20 feet. enemies’ vulnerabilities. Signal all squadmates affected by
Special If you have this tactic prepared, you can use Warfare your commander’s banner; each can Step as a free action. If
Lore in place of Athletics for checks you make to Swim. any of your allies end this movement adjacent to an opponent,
that opponent is off-guard to melee attacks from you and all
PASSAGE OF LINES [one-action] other squadmates who responded to Pincer Attack until the
COMMANDER TACTIC start of your next turn.
Your command demands that endangered units fall back
while rested units press the advantage. Signal all squadmates RELOAD! [one-action]
affected by your commander’s banner; each can swap positions COMMANDER TACTIC
with another willing ally adjacent to them as a free action that Your drill instruction kicks in and your allies rapidly reload
does not trigger reactions; an ally can’t swap into a space it can’t their weapons to prepare for the next volley. Signal all

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squadmates affected by your commander’s banner; each can movement adjacent to an enemy, they can attempt to Strike
immediately Interact to reload as a reaction. that enemy as a reaction. For each of these Strikes that are
Special When leading a siege weapon crew (Guns & Gears 72), successful, the target enemy must succeed at a Will save
you can use this tactic to command your squadmates to against your class DC or become frightened 1 (frightened 2 on
Load a siege weapon instead. a critical failure). If both Strikes target the same enemy, that
enemy takes a –1 circumstance penalty to their Will save to
SHIELDS UP! [one-action] resist this effect (this penalty increases to –2 if either Strike
COMMANDER TACTIC is a critical hit).
You signal your allies to ready their defenses. Signal all
squadmates affected by your commander’s banner; each can READY, AIM, FIRE! [two-actions]
immediately Raise a Shield as a reaction. Squadmates who are COMMANDER TACTIC
wielding a parry weapon can instead position that weapon You signal a volley of ranged attacks from your allies. Signal
defensively as a free action. all squadmates affected by your commander’s banner; they
can Interact to swap to a ranged weapon as a free action,
STRIKE HARD! [two-actions] Interact to reload as a free action, and then attempt a ranged
BANNER COMMANDER TACTIC Strike against an enemy that both you and they are observing
You command an ally to attack. Choose a squadmate who as a reaction.
can see or hear your signal. That ally immediately attempts a Special If one of your squadmates knows or has prepared a
Strike as a reaction. cantrip with a range of 30 feet or more, they can cast it as a
reaction targeting an enemy you both are observing instead
Expert Tactics of taking the other actions normally granted by this tactic.
You can choose from among these tactics when you add
a new tactic to your folio if you have the expert tactician Legendary Tactics
class feature. You can choose from among these tactics when you
add a new tactic to your folio if you have the legendary
PIRANHA ASSAULT [one-action] tactician class feature.
COMMANDER TACTIC
You know that a thousand small bites can fell a large foe just as EXECUTIONER’S VOLLEY [two-actions]
surely as single well-placed hit. Designate a creature within 60 COMMANDER TACTIC
feet and signal all squadmates affected by your commander’s Frequency once per 10 minutes
banner; each time you or your squadmates attack that creature You command your squadmates to act as a lethal firing squad.
and deal damage to it of a type the creature resists, they ignore You and each squadmate affected by your commander’s
an amount of that creature’s resistance equal to your level until banner can attempt a ranged Strike as a reaction against a
the beginning of your next turn. single target you designate; combine the damage from all
attacks for the purpose of resistances and weaknesses. If the
STUPEFYING RAID [two-actions] designated target is a living creature, these attacks are death
BANNER COMMANDER TACTIC effects and gain the death trait. If the designated target dies
Your team dashes about in a series of maneuvers that leave as a result of this tactic, all other enemies within the affected
the enemy befuddled. Signal up to two squadmates affected area of your commander’s banner must succeed at a Will save
by your commander’s banner; these allies can Stride up to their against your class DC or be frightened 2.
Speed as a reaction. Each enemy they are adjacent to at any
point during this movement must attempt a Will save against VALKYRIE’S CHARGE [three-actions]
your class DC or become stupefied 1 for 1 round (stupefied 2 COMMANDER TACTIC
on a critical failure); this is an emotion, fear, and mental effect. Frequency once per day
You and your allies defy death and defeat to make a glorious
Master Tactics final charge. You restore 80 Hit Points to yourself and each
You can choose from among these tactics when you squadmate affected by your commander’s banner; this effect
add a new tactic to your folio if you have the master has the healing trait. If an affected ally was unconscious due to
tactician class feature. their Hit Points being reduced to 0, they can immediately Stand
and pick up any dropped weapons. Then each affected ally can
DEMORALIZING CHARGE [two-actions] Stride up to twice their Speed directly towards an enemy they
BANNER COMMANDER TACTIC are observing; if they end this movement with an enemy within
Your team’s coordinated assault strikes fear into your enemies’ their reach, they can attempt to Strike that enemy as a reaction.
hearts. Signal up to two squadmates affected by your You and your squadmates can use Valkyrie’s Charge while
commander’s banner; they can immediately Stride toward an Burrowing, Climbing, Flying, or Swimming instead of Striding if
enemy they are observing as a free action. If they end this you have the corresponding movement type.

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Class Playtest

COMMANDER FEATS BY NAME


Feat Level Observational Analysis 4
Adaptive Stratagem 2 Officer’s Education 8
Armored Regiment Training 1 Pennant of Victory 20
Banner Twirl 4 Perfected Evaluations 12
Battle-Hardened Destrier 10 Plant Banner 1
Battle-Tested War Horse 6 Practiced Reflexes 18
Combat Assessment 1 Quickening Banner 14
Combat Medic 1 Rallying Banner 8
Commander’s Steed 1 Rapid Assessment 2
Confusing Commands 16 Reactive Interference 12
Contact with the Enemy 14 Reactive Strike 6
Deceptive Tactics 1 Set-Up Strike 2
Defensive Swap 2 Shield Warden 6
Defiant Banner 8 Shielded Recovery 4
Demand Surrender 18 Standard-Bearer’s Sacrifice 10
Desperate Resuscitation 14 Tactical Expansion 2
Drilled Reflexes 10 Targeting Strike 10
Efficient Preparation 6 Undaunted Discipline 16
Fortunate Blow 12 Unrivaled Analysis 8
Glorious Banner 20 Unsteadying Strike 4
Guiding Shot 2 Wave the Flag 4

Commander Feats COMMANDER’S STEED FEAT 1


At every level that you gain a commander feat, you can COMMANDER
select one of the following feats. You must satisfy any You gain the service of a young animal companion as a mount.
prerequisites before selecting the feat. See Animal Companions (Player Core 206). You can affix your
banner to your mount’s saddle or barding, determining the
1ST LEVEL effects of your commander’s banner and other abilities that
use your banner from your mount’s space, even if you are not
ARMORED REGIMENT TRAINING FEAT 1 currently riding your mount. Typically, the steed is an animal
COMMANDER companion with the mount ability (such as a horse).
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 DECEPTIVE TACTICS FEAT 1
suit of full plate would be 3 Bulk for you instead of 4) and COMMANDER
you can rest normally while wearing armor of any type. In Requirements You can prepare at least two tactics.
exploration mode, you and your allies use your normal Speeds Your training has taught you that the art of war is the art of
without including your armor’s Speed penalties to determine deception. You can use your Warfare Lore modifier in place
your travel speed (GM Core 36). of your Deception modifier for Deception checks to Create
a Diversion or Feint, and can use your proficiency rank in
COMBAT ASSESSMENT [one-action] FEAT 1 Warfare Lore instead of your proficiency rank in Deception
COMMANDER to meet the prerequisites of feats that modify the Create a
You make a telegraphed attack to learn about your foe. Diversion or Feint actions (such as Lengthy Diversion). You
Make a melee Strike. On a hit, you can immediately attempt gain the Lengthy Diversion feat (Player Core 258).
a check to Recall Knowledge about the target. On a critical
hit, you gain a +2 circumstance bonus to the check to Recall PLANT BANNER [one-action] FEAT 1
Knowledge. The target is temporarily immune to Combat COMMANDER MANIPULATE
Assessment for 1 day. You plant your banner to inspire your allies to hold the line.
Plant your banner in a corner of your square. All allies within
COMBAT MEDIC FEAT 1 a 30-foot burst immediately gain a number of temporary Hit
COMMANDER Points equal to half your Intelligence modifier. These temporary
Requirements You can prepare at least two tactics. Hit Points last for 1 round; each time an ally starts their turn
You’re trained in battlefield triage and wound treatment. You within the burst, these Hit Points are renewed for another
are trained in Medicine and can use your Intelligence modifier round. While your banner is planted, you can signal your tactics
in place of your Wisdom modifier for Medicine checks. You abilities only with auditory signals (instead of your choice of
gain the Battle Medicine feat (Player Core 253). auditory or visual). If your banner is attached to a weapon, you

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cannot wield that weapon while your banner is planted. While Special You can take this feat multiple times, adding two new
your banner is planted, any effects that normally happen in an tactics to your folio each time.
emanation around your banner instead happen in a burst that is
10 feet larger (so a 30-foot emanation becomes a 40-foot burst). RAPID ASSESSMENT [free-action] FEAT 2
You can use this action again while adjacent to your banner COMMANDER
to retrieve it. An enemy adjacent to the square you planted Trigger You roll initiative.
your banner in can remove your banner as an Interact action, You quickly evaluate the strengths and weaknesses of your
ending this effect and preventing you and your allies from enemies. Attempt a check to Recall Knowledge against one
gaining any of your banner’s other benefits until you have creature you are observing.
successfully retrieved it.
If you are at least 5th level, the temporary Hit Points 4TH LEVEL
granted by this ability are instead equal to your Intelligence
modifier, and if you are at least 15th level, they are equal to BANNER TWIRL [one-action] FEAT 4
your level + your Intelligence modifier. BANNER COMMANDER TACTIC
You spin your banner in an elaborate pattern that your allies
2ND LEVEL know is just for show but that your enemies find inscrutable.
You and any ally adjacent to you has concealment from ranged
ADAPTIVE STRATAGEM [free-action] FEAT 2 attacks until the start of your next turn.
COMMANDER
Trigger You roll initiative. OBSERVATIONAL ANALYSIS FEAT 4
Your constant training and strong bond with your allies allow COMMANDER
you to change your tactics on the fly. Replace one of your Prerequisites Combat Assessment
prepared tactics with another tactic in your folio. You are able to rapidly discern relevant details about your
opponents in the heat of combat. When you use Combat
DEFENSIVE SWAP [reaction] FEAT 2 Assessment against a target that you or an ally has targeted
COMMANDER with a Strike or spell since the start of your last turn, you get
Trigger You or an adjacent willing ally are the target of an a +2 circumstance bonus to the Recall Knowledge check (+4 if
attack roll. the Strike from Combat Assessment is a critical hit.)
You and your allies work together selflessly to protect each
other from harm. You and the required ally immediately swap SHIELDED RECOVERY FEAT 4
positions with each other, and whichever of you was not the COMMANDER
target of the triggering attack becomes the target instead. Prerequisites Combat Medic
You can bandage wounds even while holding your shield. You
GUIDING SHOT [one-action] FEAT 2 can use the same hand you are using to wield a shield to Treat
COMMANDER FLOURISH Wounds or use Battle Medicine, and you are considered to
Requirements You are wielding a ranged weapon. have a hand free for other uses of Medicine as long as the
Your ranged attack helps guide your allies into striking your only thing you are holding or wielding in that hand is a shield.
enemy’s weak point. Attempt a Strike with the required When you use Battle Medicine on an ally while wielding a
weapon. If the Strike hits, the next creature other than you to shield, they gain a +1 circumstance bonus to AC and Reflex
attack the same target before the start of your next turn gains saves that lasts until the start of your next turn or until they
a +1 circumstance bonus to their roll, or a +2 circumstance are no longer adjacent to you, whichever comes first.
bonus if your Strike was a critical hit.
UNSTEADYING STRIKE [one-action] FEAT 4
SET-UP STRIKE [one-action] FEAT 2 COMMANDER FLOURISH
COMMANDER Your attack makes your opponent more susceptible to follow-
Your attack makes it difficult for your enemy to defend up maneuvers from your allies. Make a melee Strike against
themselves against your allies’ attacks. Attempt a melee Strike an enemy within your reach. If the Strike is successful, the
against an enemy. If the Strike is successful, the target is off- enemy takes a –2 circumstance penalty to their Fortitude
guard against the next attack that one of your allies attempts DC to resist being Grappled, Repositioned, or Shoved and a
against it before the start of your next turn. –2 circumstance penalty to their Reflex DC to resist being
Disarmed. Both penalties last until the start of your next turn.
TACTICAL EXPANSION FEAT 2
COMMANDER WAVE THE FLAG [one-action] FEAT 4
Your folio is filled with tactics and techniques you’ve devised BANNER COMMANDER EMOTION FLOURISH MENTAL VISUAL
based on study and experience. Add two additional tactics you You wave your banner, inspiring allies to throw off the
qualify for to your folio. shackles of fear. Each ally currently benefiting from your

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Battlecry!
Class Playtest

commander’s banner reduces their frightened condition by 1 OFFICER’S EDUCATION FEAT 8


and can immediately attempt a new saving throw against any COMMANDER
one mental effect currently affecting them. Regardless of the A broad knowledge base is crucial for competent commanders.
result, any ally that attempts this save is temporarily immune You become trained in two skills you’re not already trained in,
to Wave the Flag for 10 minutes. become an expert in one skill you’re currently trained in, learn
one common language you don’t already know, and gain any one
6TH LEVEL general feat of 3rd-level or lower you meet the prerequisites for.
Special You can take this feat twice, gaining its benefits each time.
BATTLE-TESTED WAR HORSE FEAT 6
COMMANDER RALLYING BANNER [one-action] FEAT 8
Prerequisites Commander’s Steed BANNER COMMANDER EMOTION HEALING MENTAL VISUAL
Your mount is a tried and tested ally of unshakable reliability. Frequency once per 10 minutes.
The mount you gained with Commander’s Steed is now a Your banner waves high, reminding your allies that the fight can
mature animal companion (Player Core 211). In addition, your still be won. Roll 4d6; you restore that many Hit Points to each
mount never attacks you, even if it is magically compelled ally affected by your commander’s banner. This healing increases
to do so. by an additional 1d6 at 10th level and every 2 levels thereafter.
This effect draws upon your allies’ morale and adrenaline
EFFICIENT PREPARATION FEAT 6 and has no effect when used outside of combat.
COMMANDER
You’ve developed techniques for drilling your allies on multiple UNRIVALED ANALYSIS FEAT 8
tactics in a succinct and efficient manner. Increase the number COMMANDER
of tactics you can have prepared by 1. Prerequisites Rapid Assessment
Your experience allows you to derive even more information
REACTIVE STRIKE [reaction] FEAT 6 about your opponents from a mere glance. When you use
COMMANDER Rapid Assessment, you can attempt up to four checks to
Trigger A creature within your reach uses a manipulate action Recall Knowledge about creatures you are observing.
or a move action, makes a ranged attack, or leaves a square
during a move action it’s using. 10TH LEVEL
You lash out at a foe that leaves an opening. Make a melee
Strike against the triggering creature. If your attack is BATTLE-HARDENED DESTRIER FEAT 10
a critical hit and the trigger was a manipulate action, you COMMANDER
disrupt that action. This Strike doesn’t count toward your Prerequisites Battle-Tested War Horse
multiple attack penalty, and your multiple attack penalty Accompanying you across countless battlefields has allowed
doesn’t apply to this Strike. your mount to unleash its full potential. The mount you gained
with Commander’s Steed is now a nimble or savage animal
SHIELD WARDEN FEAT 6 companion (Player Core 211).
COMMANDER Your animal companion has greater independence. During
Prerequisites Shield Block an encounter, even if you don’t use the Command an Animal
When you have a shield raised, you can use your Shield Block action, your animal companion can still use 1 action that round
reaction when an attack is made against an ally adjacent on your turn to Stride or Strike. It can do this at any point
to you. If you do, the shield prevents that ally from taking during your turn, as long as you aren’t currently taking an
damage instead of preventing you from taking damage, action. If it does, that’s all the actions it gets that round—you
following the normal rules for Shield Block. can’t Command it later.

8TH LEVEL DRILLED REFLEXES FEAT 10


COMMANDER
DEFIANT BANNER [one-action] FEAT 8 Prerequisites drilled reactions
BANNER COMMANDER MANIPULATE VISUAL You leave a lasting impression on your squadmates that
You vigorously wave your banner to remind yourself and makes them particularly adept at following your commands.
your allies that you can and must endure. You and all When you use your drilled reactions ability, you can give an
allies affected by your commander’s banner when you use extra reaction to up to two allies instead of only one.
this action gain resistance to bludgeoning, piercing, and
slashing damage equal to your Intelligence modifier until STANDARD-BEARER’S SACRIFICE [reaction] FEAT 10
the start of your next turn. At 14th level, the value of this BANNER COMMANDER MANIPULATE VISUAL
resistance increases to your Intelligence modifier + half Trigger An opponent targets an ally with a ranged attack, you are
your level. observing both of them and you are also in range of the attack.

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Battlecry!
Class Playtest

Requirements You are holding or wielding your banner. Stratagem, you can replace any number of your prepared
Seeing an enemy take aim at your ally, you bravely flourish tactics with others in your folio.
your banner to redirect their attention to you. The triggering
opponent must attempt a Will save against your class DC with DESPERATE RESUSCITATION [three-actions] FEAT 14
the following results. COMMANDER HEALING MANIPULATE
Success The opponent completes its attack against your ally. Prerequisites master in Medicine, Combat Medic
Failure The opponent targets you with the triggering attack Requirements You are holding a healer’s toolkit or are wearing
instead. one and have a free hand; the target’s body is mostly intact.
Critical Failure As failure, but you gain a +2 circumstance You can use your training in combat medicine to revive the
bonus to your AC against the triggering attack. recently deceased. Attempt a DC 40 Medicine check to revive a
dead creature that has been dead for no more than 3 rounds. If
TARGETING STRIKE [one-acti FEAT 10 you succeed, the target returns to life with the effects of raise
COMMANDER dead, except it still has the wounded condition it had before
Prerequisites Guiding Shot dying, increased by 1 (or wounded 1 if it wasn’t wounded before
Your Guiding Shot creates a deadly opening for your allies. dying). Whether you succeed or fail, the target is temporarily
Whenever you hit with a ranged strike using Guiding Shot, immune to Desperate Resuscitation for 1 day.
the next attack made by an ally against that target is made
with a +2 circumstance bonus (even if the Strike was not QUICKENING BANNER [one-action] FEAT 14
a critical hit), and the Strike deals an amount of additional BANNER COMMANDER VISUAL
precision damage equal to your Intelligence modifier. Frequency once per 10 minutes
Your banner flutters desperately, urging your allies to strike
12TH LEVEL now. Each ally affected by your commander’s banner is
quickened for 1 round. They can use this extra action to Strike
FORTUNATE BLOW [one-action] FEAT 12 or Stride.
COMMANDER FLOURISH
You set an enemy up for a devastating follow-through from 16TH LEVEL
your allies. Attempt a Strike against an opponent. If the Strike
hits, the next creature other than you to attack the same CONFUSING COMMANDS [two-actions] FEAT 16
target before the start of your next turn rolls twice on their AUDITORY COMMANDER LINGUISTIC MENTAL
attack roll and takes the higher result; this is a fortune effect. Prerequisites Deceptive Tactics
You shout out bewildering but authoritative commands while
PERFECTED EVALUATIONS FEAT 12 imitating the voices, language, and speech patterns of your
COMMANDER opponents. Each enemy within the area affected by your
Prerequisites Unrivaled Analysis commander’s banner must succeed at a Will save against
You instantly assess the strengths and weaknesses of the enemy your class DC or become confused for 1 round (2 rounds on a
forces. When you use Rapid Assessment, you can attempt up to critical failure). Targets who succeed at their saving throw are
six Recall Knowledge checks against enemies you are observing. temporarily immune to Confusing Commands for 1 day.

REACTIVE INTERFERENCE [reaction] FEAT 12 UNDAUNTED DISCIPLINE [reaction] FEAT 16


COMMANDER COMMANDER
Trigger An adjacent enemy begins to use a reaction. Trigger Your turn ends.
Your own tactical expertise allows you to quickly identify and Requirements You are affected by a mental effect.
prevent enemy responses. If the triggering creature’s level You can find a loophole in a mental effect to temporarily
is equal to or lower than yours, you disrupt the triggering overcome it. Until the end of your next turn, you ignore a
reaction. If the triggering creature’s level is higher than yours, single mental effect. You can suppress a particular effect using
make an attack roll against its AC. On a success, you disrupt Undaunted Discipline only once. You can’t use Undaunted
the reaction. Discipline to suppress an effect you chose to have affect you.
Special You can use this reaction even if the mental effect is
14TH LEVEL preventing you from using reactions.

CONTACT WITH THE ENEMY FEAT 14 18TH LEVEL


COMMANDER
Prerequisites Adaptive Stratagem DEMAND SURRENDER [two-actions] FEAT 18
You know that even the best-laid plans rarely survive contact AUDITORY COMMANDER INCAPACITATION MENTAL
with the enemy, and you have prepared your allies to adapt Requirements You and your allies currently outnumber
with a wide array of contingencies. When you use Adaptive enemies on the battlefield and you or an ally has either

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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.

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Battlecry!
Class Playtest

GUARDIAN INITIAL PROFICIENCIES


At 1st level, you gain the listed
You are the shield, the steel wall that holds back the tide of
proficiency ranks in the following
deadly force exhibited by enemies great and small. You are statistics. You are untrained in
clad in armor that you wear like a second skin. You can angle anything not listed unless you gain a
your armor to protect yourself and your allies from damage better proficiency rank in some other
and keep foes at bay. You also make yourself a more tempting way.
target to take the hits that might have otherwise struck down
your companions. PERCEPTION
Trained in Perception

KEY ATTRIBUTE HIT POINTS SAVING THROWS


Strength 10 plus your Constitution modifier Expert in Fortitude
At 1st level, your class gives you You increase your maximum number Trained in Reflex
an attribute boost to Strength. of HP by this number at 1st level and Expert in Will
every level thereafter.
SKILLS
Trained in Athletics
During combat encounters... Trained in a number of additional
You are unparalleled in your use of armor, squeezing every last drop of skills equal to 3 plus your Intelligence
protection it offers. You stay close to your most vulnerable allies, taking the modifier
hits that target them. You can also taunt your foes, drawing their ire and
attention so they attack you instead of others. ATTACKS
Trained in simple weapons
During social encounters... Trained in martial weapons
Depending on your background, you might be friendly or coercive during Trained in unarmed attacks
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 DEFENSES
bond with other soldiers or those who have had experiences similar to yours. Trained in all armor
Trained in unarmored defense
While exploring...
You remain vigilant against possible threats, ready to step up at a moment’s CLASS DC
notice to guard your allies. Constantly wearing armor has made you stronger, Trained in guardian class DC
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.

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Battlecry!
Class Playtest

GUARDIAN ADVANCEMENT
Your Level Class Features RESISTANCE REMINDER
1 Ancestry and background, attribute boosts, A guardian’s armor allows them to resist damage in several
initial proficiencies, guardian armor, guardian specific ways, from armor specialization to the Intercept
feats, Intercept Strike, Shield Block, Taunt, Strike action. Remember that if you have more than one
threat technique type of resistance that would apply to the same instance of
2 Guardian feat, skill feat damage, use only the highest applicable resistance value.
3 General feat, skill increase, tough to kill Your plate armor gives you resistance to slashing damage
4 Guardian feat, skill feat when you are struck with a blade, but the resistance to all
5 Ancestry feat, attribute boosts, armor damage you receive from Intercept Strike is likely higher
expertise, reflex expertise, skill increase when you take a similar attack for an ally.
6 Guardian feat, skill feat
7 General feat, reaction time, skill increase,
weapon expertise Guardian Armor
8 Guardian feat, skill feat Even when you are struck, your armor protects you
9 Ancestry feat, battle hardened, guardian from some harm. You gain the armor specialization
expertise, skill increase effects of medium and heavy armor. In addition, you can
10 Attribute boosts, guardian feat, skill feat rest normally while wearing medium and heavy armor.
11 Armor mastery, general feat, skill increase,
weapon specialization Guardian Feats
12 Guardian feat, skill feat At 1st level and every even-numbered level, you gain a
13 Ancestry feat, greater armor specialization, guardian class feat.
skill increase
14 Guardian feat, skill feat Intercept Strike
15 Attribute boosts, general feat, legendary You keep your charges safe from harm, even if it
armor, skill increase, unyielding resolve means you get hurt yourself. You gain the Intercept
16 Guardian feat, skill feat Strike reaction.
17 Ancestry feat, greater weapon specialization,
skill increase, weapon mastery INTERCEPT STRIKE [reaction]
18 Guardian feat, skill feat GUARDIAN
19 General feat, guardian mastery, skill increase Trigger An adjacent ally takes physical damage.
20 Attribute boosts, guardian feat, skill feat You fling yourself in the way of oncoming harm to protect an
ally. You take the damage instead of your ally, though thanks
Class Features to your armor, you gain resistance to all damage against the
You gain these abilities as a guardian. Abilities gained at triggering damage equal to 2 + your level.
higher levels list the level at which you gain them next
to the features’ names. Shield Block
You gain the Shield Block general feat (Player Core 262),
Ancestry and Background a reaction that lets you reduce damage with your shield.
In addition to what you get from your class at 1st level,
you have the benefits of your selected ancestry and Taunt
background. Often, the best way to protect your allies is to have
the enemy want to attack you instead. You gain the
Attribute Boosts Taunt action.
In addition to what you get from your class at 1st level,
you have four free boosts to different attribute modifiers. TAUNT [one-action]
At 5th level and every 5 levels thereafter, you get four CONCENTRATE GUARDIAN
free boosts to different attribute modifiers. If an attribute With an attention-getting gesture, a cutting remark, or a
modifier is already +4 or higher, it takes two boosts to threatening shout, you get an enemy to focus their ire on you.
increase it; you get a partial boost, and must boost that Even mindless creatures are drawn to your taunts. Choose a
attribute again at a later level to increase it by 1. creature within 30 feet, who must attempts a Will save against
your class DC. Regardless of the result, it is immune to your
Initial Proficiencies Taunt until the beginning of your next turn. If you gesture,
At 1st level, you gain a number of proficiencies that this action gains the visual trait. If you speak or otherwise
represent your basic training. These proficiencies are make noise, this action gains the auditory trait. Your Taunt
noted at the start of this class. must have one of those two traits.

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Battlecry!
Class Playtest

Critical Success The creature is unaffected. on Strikes against creatures affected by your Taunt if they
Success Until the beginning of your next turn, the creature take a hostile action that doesn’t include you as a target.
gains a +2 circumstance bonus to attack rolls it makes This bonus lasts until the end of your turn. This additional
against you and to its DCs of effects that target you (for damage increases by 2 at 9th level and 16th level.
area effects, the DC increases only for you), but takes a –1 Mitigate Harm: You gain resistance to damage from
circumstance penalty to attack rolls and DCs when taking a critical hits made by a creature affected by your Taunt.
hostile action that doesn’t include you as a target. This resistance is equal to 2 + half your level; this resistance
Failure As success, but the penalty is –2. increases by 2 at 5th level, 11th level, and 15th level.
Critical Failure As success, but the penalty is –3.
Skill Feats 2nd
Threat Technique At 2nd level and every 2 levels thereafter, you gain a skill
Whether you stop their worst attacks or strike them feat. You must be trained or better in the corresponding
down for going after your allies, you know how to skill to select a skill feat.
deal with the targets of your taunts. Choose ferocious
vengeance or mitigate harm. General Feats 3rd
Ferocious Vengeance: Enemies that ignore your taunts At 3rd level and every 4 levels thereafter, you gain a
take the brunt of your anger. You deal 2 additional damage 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

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Battlecry!
Class Playtest

increases to expert. In addition, you gain a reaction


whenever you roll initiative for combat, but you can use KEY TERMS
only for reactions from guardian feats or class features. You’ll see the following key terms in many guardian
class features.
Weapon Expertise 7th Flourish: Flourish actions are actions that require
Sometimes, the best defense is a good offense. Your too much exertion to perform a large number in a row.
proficiency ranks for simple weapons, martial weapons, You can use only 1 action with the flourish trait per
and unarmed attacks increase to expert. turn.
Stance: A stance is a general combat strategy that
Battle Hardened 9th you enter by using an action with the stance trait, and
Your experience in battle helps protect you against magic you remain in for some time. A stance lasts until you
and toxins alike. Your proficiency rank for Fortitude get knocked out, until its requirements (if any) are
saves increases to master. When you roll a success on a violated, until the encounter ends, or until you use a
Fortitude save, you get a critical success instead. stance action again, whichever comes first. After you
take an action with the stance trait, you can’t take
Guardian Expertise 9th another one for 1 round. You can enter or be in a stance
Your armored form is more imposing. Your proficiency only in encounter mode. You can Dismiss a stance.
rank for your guardian class DC increases to expert.

Armor Mastery 11th


When clad in steel, you fend off most attacks. Your Guardian Mastery 19th
proficiency rank with medium armor and heavy armor You are known for your suit of armor more than the
increases to master. person inside. Your proficiency rank for your guardian
class DC increases to master. When you attempt a Reflex
Weapon Specialization 11th save to avoid a damaging effect, such as a fireball, you
You’ve learned how to inflict greater injuries with the add your armor’s item bonus to AC instead of your
weapons you know best. You deal 2 additional damage Dexterity modifier. If you get a success when you do
with weapons and unarmed attacks in which you’re an this, you get a critical success instead.
expert. This damage increases to 3 if you’re a master,
and 4 if you’re legendary. Guardian Feats
At every level that you gain a guardian feat, you can
Greater Armor Specialization 13th select one of the following feats. You must satisfy any
When enforced with runes, your armor turns aside weaker prerequisites before selecting the feat.
blows. Double the value of your armor’s potency rune when
calculating the resistance gained from armor specialization. 1ST LEVEL
Legendary Armor 15th BODYGUARD FEAT 1
You have become an almost impenetrable bulwark. GUARDIAN
Your proficiency ranks for medium and heavy armor You swear a vow to protect one of your allies at all costs.
increase to legendary. During your daily preparations, choose one of your allies
as your charge. When you Intercept a Strike against your
Unyielding Resolve 15th charge, your charge gains resistance to physical damage
Like the armor you wear, you refuse to break. Your equal to 1 + half your level for 1 round.
proficiency ranks for Will saves increases to master. You can take 10 minutes to change who your charge is
When you roll a success on a Will save, you get a critical before your next daily preparations.
success instead.
LARGER THAN LIFE FEAT 1
Greater Weapon Specialization 17th GUARDIAN
Your damage from weapon specialization increases to 4 When you are clad in the heaviest of armors, you have an
with weapons and unarmed attacks in which you’re an outsize presence. Though you don’t get any larger, you are
expert, 6 if you’re a master, and 8 if you’re legendary. treated as one size larger for the purposes of affecting other
creatures with actions like Disarm, Grapple, Reposition,
Weapon Mastery 17th Shove, and Trip while wearing heavy armor; similarly, you
Your hours of battlefield experience grant you greater are treated as one size larger for the purposes of creatures
prowess. Your proficiency ranks for simple weapons, affecting you with those same actions, as well as Swallow
martial weapons, and unarmed attacks increase to master. Whole and similar actions, while wearing heavy armor.

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Battlecry!
Class Playtest

GUARDIAN FEATS BY NAME


Feat Level Mighty Bulwark 8
Area Cover 4 Mobile Protection 6
Armor Break 2 Never! 16
Armored Counterattack 12 Paragon’s Guard 12
Averting Shield 4 Perfect Protection 18
Blanket Defense 14 Quick Intercept 8
Bloody Denial 14 Quick Vengeance 20
Bodyguard 1 Raise Haft 2
Boundless Reprisals 20 Reactive Shield 1
Clang! 16 Reactive Strike 6
Covering Stance 2 Reflexive Shield 6
Disarming Intercept 6 Repositioning Block 8
Energetic Specialization 6 Right Where You Want Them 12
Flying Tackle 4 Shield from Arrows 8
Get Behind Me! 10 Shield from Spells 18
Group Taunt 8 Shield Salvation 10
Hampering Sweeps 2 Shielded Attrition 4
Improved Intercept Foe 14 Shielding Taunt 2
Improved Reflexive Shield 16 Shoulder Check 1
Intercept Energy 4 Stomp Ground 6
Intercept Foe 4 Sure-Footed 10
Larger Than Life 1 Tough Cookie 10
Long-Distance Taunt 1 Unkind Shove 1

LONG-DISTANCE TAUNT FEAT 1 2ND LEVEL


GUARDIAN
You can draw the wrath of your foes even at a great distance. ARMOR BREAK [two-actions] FEAT 2
When you use Taunt, you can choose a target within 120 feet. GUARDIAN
Requirements You are wearing medium or heavy armor that
REACTIVE SHIELD [reaction] FEAT 1 doesn’t have the broken condition and your current Hit
GUARDIAN Points are at half your maximum or lower.
Trigger An enemy hits you with a melee Strike. After taking a few hits, you flex your muscles to crack your armor,
Requirements You are wielding a shield. pushing the shards into your enemy alongside your weapon.
You can snap your shield into place just as you would take a Make a melee Strike. If it hits, you deal an additional 2d6 piercing
blow, avoiding the hit at the last second. You immediately use damage. This additional damage increases by 1d6 at 6th level and
the Raise a Shield action and gain your shield’s bonus to AC. every 4 levels thereafter. This Strike counts as two attacks for
The circumstance bonus from the shield applies to your AC your multiple attack penalty. Your armor then gains the broken
when you’re determining the outcome of the triggering attack. 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
SHOULDER CHECK [one-action] FEAT 1 bonus to Reflex saves, though the bonus is decreased by 1.
GUARDIAN
Requirements You are wearing medium or heavy armor COVERING STANCE [one-action] FEAT 2
You hit a foe with your armor to throw them off-balance. GUARDIAN STANCE
Make a fist Strike even if you don’t have a hand free; if you Just your presence on the field of battle protects nearby allies
are wielding a gauntlet or spiked gauntlet, you can make a from harm. While you are in this stance, choose one ally adjacent
Strike with one of those weapons instead. If this Strike hits, to you at the end of your turn to gain the benefits of lesser cover
the target is off-guard for the rest of your turn. 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
UNKIND SHOVE FEAT 1 a Strike that would harm that ally while they are benefiting from
GUARDIAN your lesser cover, that ally can Step as a free action.
When you push a foe away, you put the entire force of
your armored form into it. When you successfully Shove HAMPERING SWEEPS [one-action] FEAT 2
a creature, that creature takes an amount of bludgeoning GUARDIAN
damage equal to your Strength modifier (double that amount You make it difficult for enemies to move away from you once
on a critical success). they have gotten close. Until the beginning of your next turn

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Battlecry!
Class Playtest

or until you move, whichever comes first, foes within reach of INTERCEPT FOE [reaction] FEAT 4
the weapon you are wielding or your unarmed attack can’t use GUARDIAN
move actions to move outside of the reach of your weapon or Trigger An ally is the target of a melee Strike, and you could
unarmed attack. They can still move to other squares within reach that ally with a Stride action.
reach of your weapon or unarmed attack. You cannot stand still while your comrades might be in
danger. Stride, and you must end your movement adjacent
RAISE HAFT FEAT 2 to the triggering ally; you can use Intercept Foe while
GUARDIAN Burrowing, Climbing, Flying, or Swimming instead of
You know how to use the haft of larger weapons to block Striding if you have the corresponding movement type. That
attacks. Two-handed weapons you wield gain the parry trait. ally gains a +2 circumstance bonus to their AC against the
If the weapon already has the parry trait, you increase the melee Strike.
circumstance bonus to AC it provides to +2.
SHIELDED ATTRITION [one-action] FEAT 4
SHIELDING TAUNT [one-action] FEAT 2 GUARDIAN
FLOURISH GUARDIAN Raising your shield, you provoke attacks from foes that might
Requirements You are wearing a shield. otherwise stop your allies from moving. Raise your Shield and
By banging loudly on your shield, you get the attention of then Stride up to half your Speed. Your movement triggers
even the most stubborn of foes. Raise a Shield and then Taunt enemies’ reactions as normal, but whether an enemy chooses
a creature. Your Taunt gains the auditory trait, and the target to take that reaction or not, if they were able to react to your
takes a –1 circumstance penalty to their save. movement, they can’t react to your allies’ movement until the
start of your next turn.
4TH LEVEL
6TH LEVEL
AREA COVER FEAT 4
GUARDIAN DISARMING INTERCEPT [free-action] FEAT 6
Requirements You are wearing medium or heavy armor. GUARDIAN
You can open yourself up to larger-scale attacks to protect Trigger You Intercept a melee Strike made with a weapon and
those behind you. If you’re in an area effect that requires a are adjacent to the creature that made the Strike.
Reflex saving throw and have at least one ally adjacent to you, When you catch a weapon in your armor, you can move your
you take a –2 circumstance penalty to your Reflex save and body to wrench it from your foe’s grasp. After Intercepting
each ally adjacent to you gains standard cover against that the Strike, attempt to Disarm the weapon used for that
area effect (granting them a +2 circumstance bonus to their attack. You don’t need to have a hand free, and you gain an
Reflex saves). item bonus to the Athletics check equal to the value of the
armor’s potency rune.
AVERTING SHIELD FEAT 4
GUARDIAN ENERGETIC SPECIALIZATION FEAT 6
You reflexively place your shield between your eyes and visual GUARDIAN
dangers. While your shield is raised, you gain the benefits of Your armor always protects you from certain types of damage.
Avert Gaze. Choose acid, cold, fire, electricity, or sonic. When wearing
medium or heavy armor, you gain resistance to that type of
FLYING TACKLE [two-actions] FEAT 4 damage equal to 1 + the value of the armor’s potency rune for
FLOURISH GUARDIAN medium armor, or 2 + the value of the armor’s potency rune
You barrel forward, gathering enough momentum to take down a for heavy armor.
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 MOBILE PROTECTION FEAT 6
at the Athletics check, you get a critical success. You can use GUARDIAN
Flying Tackle while Burrowing, Climbing, Flying, or Swimming Prerequisites Bodyguard
instead of Striding if you have the corresponding movement type. You move swiftly to protect your charge when they are in
trouble. Your Intercept Strike triggers when your charge is
INTERCEPT ENERGY FEAT 4 up to 10 feet away and takes damage. When Intercept Strike
GUARDIAN is triggered in this way, you can Stride up to 10 feet before
By tempering your armor with chemicals, you can use it to you take the damage, though you must end your movement
absorb energy damage. Your Intercept Strike also triggers adjacent to your charge, closer (or the same distance) to the
when an adjacent ally would take acid, cold, fire, electricity, source of the attack than your charge, and within range or
or sonic damage. reach of the triggering attack.

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Battlecry!
Class Playtest

REACTIVE STRIKE [reaction] FEAT 6 Trigger You used Shield Block to prevent damage from an
GUARDIAN adjacent creature’s attack.
Trigger A creature within your reach uses a manipulate action As you absorb a blow from an enemy, you can use their
or a move action, makes a ranged attack, or leaves a square attack’s momentum against them. Attempt to Reposition the
during a move action it’s using. creature whose attack you used Shield Block against. You
You swat a foe that leaves an opening. Make a melee Strike don’t need to have a hand free to do so. You gain a +1 item
against the triggering creature. If your attack is a critical hit and bonus to the Athletics check if your shield is at least 4th
the trigger was a manipulate action, you disrupt that action. level, a +2 item bonus if your shield is at least 10th level, and
This Strike doesn’t count toward your multiple attack penalty, a +3 item bonus if your shield is at least 16th level.
and your multiple attack penalty doesn’t apply to this Strike.
SHIELD FROM ARROWS [reaction] FEAT 8
REFLEXIVE SHIELD FEAT 6 GUARDIAN
GUARDIAN Trigger An adjacent ally is the target of a physical ranged Strike.
You can use your shield to fend off explosions and the Requirements You can see the attacker, you are not off-guard,
like. When you Raise your Shield, you gain your shield’s and you have Raised your Shield.
circumstance bonus to Reflex saves. You place your shield in the path of an oncoming projectile.
Special If you have the Shield Block reaction, damage you Your adjacent ally gains a +4 circumstance bonus to AC
take as a result of a Reflex save can trigger that reaction, against the triggering attack. If the attack misses, you have
even if the damage isn’t physical damage. deflected it with your shield.

STOMP GROUND [two-actions] FEAT 6 10TH LEVEL


GUARDIAN
You bring your booted foot down on the ground with enough GET BEHIND ME! FEAT 10
force to rattle your foes. Each creature within a 5-foot GUARDIAN
emanation must attempt a Reflex saving throw against your When saving your allies from harm, you push them behind
class DC. you to better protect them. When you use Intercept Strike
Critical Success The creature is unaffected. to protect an ally, you can move that ally up to 10 feet within
Success The creature is off-guard until the end of your turn. your reach if they are willing. You can’t move your ally into or
Failure The creature is knocked prone. through obstacles, and you must move your ally to be farther
Critical Failure The creature is knocked prone and takes 1d6 away from the source of the attack if possible.
bludgeoning damage from the fall. Special If you have Intercept Foe, you can move your ally in the
same way if you end your movement adjacent to your ally.
8TH LEVEL
SHIELD SALVATION FEAT 10
GROUP TAUNT FEAT 8 GUARDIAN
GUARDIAN You can save your shield from total destruction, even after
Your taunts draw the attention of multiple enemies at once. When a devastating attack. If a shield would be destroyed due to
you use Taunt, you can choose up to three targets within range. damage taken during your Shield Block, the shield remains
intact at 1 Hit Point instead. Its construction is weakened
MIGHTY BULWARK FEAT 8 until you take the time to repair it thoroughly, preventing
GUARDIAN you from using Shield Salvation to save the same shield until
Thanks to the incredible connection you have forged with your next preparations.
your armor, you can use it to shrug off an extensive array of
dangers. Your bonus from the bulwark armor trait increases SURE-FOOTED FEAT 10
from +3 to +4, and it applies to all Reflex saves, not just GUARDIAN
damaging Reflex saves. Even if you are knocked off-balance, your armor continues to
protect you. You don’t take a penalty to AC from the clumsy
QUICK INTERCEPT FEAT 8 condition if you’re wearing medium or heavy armor that isn’t
GUARDIAN broken. Your clumsy condition still applies to other Dexterity-
Protecting your allies is second nature to you. At the start of based checks and DCs.
each of your turns, you gain an additional reaction that you
can use only to Intercept a Strike. TOUGH COOKIE [two-actions] FEAT 10
GUARDIAN
REPOSITIONING BLOCK [free-action] FEAT 8 Frequency once per day
GUARDIAN Requirements Your current Hit Points are at half your
Prerequisites Shield Block maximum or less.

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Battlecry!
Class Playtest

Though you’ve taken a lot of punishment, you aren’t easily Success The creature can’t use reactions against an ally you
brought down. You gain a number of temporary Hit Points designate until the beginning of their next turn.
equal to half your maximum Hit Points that last for 1 minute. Failure The creature can’t use reactions until the beginning of
their next turn.
12TH LEVEL Critical Failure As failure, but the creature is also stunned 1.

ARMORED COUNTERATTACK [free-action] FEAT 12 IMPROVED INTERCEPT FOE FEAT 14


GUARDIAN GUARDIAN
Prerequisites Intercept Strike Prerequisites Intercept Foe
Trigger You Intercept a melee Strike and are adjacent to the No matter where trouble rears its head on the battlefield, you
creature that made the Strike. will be there. When you Intercept a Foe, you gain a +10-foot
Frequency once per minute circumstance bonus to your Speed for the reaction. At the
With the might of your armor behind you, you hit back at a start of each of your turns, you gain an additional reaction
foe who would dare try to hurt your allies. After Intercepting that you can use only to Intercept Foe.
the Strike, make your own Strike against the triggering
enemy. If this Strike hits, the target is off-guard against the 16TH LEVEL
next Strike made against them.
CLANG! [free-action] FEAT 16
PARAGON’S GUARD [one-action] FEAT 12 GUARDIAN
GUARDIAN STANCE Frequency once per turn
Requirements You are wielding a shield. Trigger An enemy critically misses a Strike or spell attack roll
Once you’ve had a moment to set your stance, you always against your AC.
have your shield ready without a thought. While you are in As their blow or spell glances off your armor, you make a foe
this stance, you constantly have your shield raised as if you’d pay for attacking you. Either Strike the triggering enemy or
used the Raise a Shield action. Stride up to your Speed toward the triggering enemy; if you do
so and end your movement adjacent to that enemy, they are
RIGHT WHERE YOU WANT THEM FEAT 12 off-guard until the end of your next turn.
GUARDIAN
Prerequisites master in Athletics IMPROVED REFLEXIVE SHIELD FEAT 16
Whether with a weapon or with your bare hands, you keep GUARDIAN
your opponents in their place. Increase the distance you Prerequisites Reflexive Shield
Reposition or Shove an opponent to 10 feet on a success or 15 Your shield can help save nearby allies. When you use Shield
feet on a critical success. Block against damage resulting from a Reflex save, adjacent
allies who would take damage due to Reflex saves against the
14TH LEVEL same effect also benefit from the damage reduction.

BLANKET DEFENSE [three-actions] FEAT 14 NEVER! FEAT 16


FLOURISH GUARDIAN GUARDIAN
Requirements You are wielding a shield. The idea that you would hurt your companions, even when
You become a bulwark against foes’ attacks targeting you you’ve lost your reason, is unthinkable. Each time you would
and your allies. Raise a Shield. Until the beginning of your Strike an ally due to being confused or controlled, you can
next turn or until you no longer have your shield raised, each attempt another saving throw against the effect that caused
ally that ends their turn adjacent to you gains the benefits of you to be confused or controlled with a +4 circumstance bonus
your raised shield. You may Shield Block a hit targeting any to the save; failing or critically failing this additional save
adjacent ally (though unless you have multiple reactions, doesn’t increase the effect’s duration. If you would end the
you can Shield Block only once). If you are wielding a tower condition due to this save, you don’t make the Strike and you
shield, any adjacent ally can Take Cover behind it to gain the can take any remaining actions during your turn as normal.
increased bonus to Armor Class.
18TH LEVEL
BLOODY DENIAL [two-actions] FEAT 14
FLOURISH GUARDIAN PERFECT PROTECTION FEAT 18
You strike a foe with force to prevent them from reacting. Strike GUARDIAN
a creature. If you hit, the creature must attempt a Fortitude Requirements You are wearing medium or heavy armor.
saving throw against your class DC. If your Strike was a critical Your armor protects you from the deadliest hits. Each time
hit, the result of their save is one degree of success worse. you’re critically hit while wearing the required armor, attempt
Critical Success The creature is unaffected. 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

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AUTHORS
Jason Keeley and Michael Sayre

ORC NOTICE Material under the ORC License. To avoid confusion, such
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Pathfinder Battlecry! Class Playtest © 2024 Paizo Inc.
Authors: Jason Keeley and Michael Sayre. Pathfinder Battlecry! Class Playtest © 2024, Paizo Inc. Paizo,
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©2024 Paizo Inc. 22

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