Commander

The knight are radiant lights gleaming upon the battlefield, champions which sit at the forefront of the battlefield confronting the hated foe. But while the knights are the heroes that slay Iraeidin in small elite squads the rest of the armies of Zaveron do not sit idly, no, they are led and instructed by the most veteran strategists of the nation. Every spear, every plate of armor, every Iraeidin, all accounted for in their battle plan to maximize the enemies destroyed and minimize the lives lost, the Commanders of Zaveron.   Similar to knights, Commanders are often trained in areas with veteran members specializing in different aspects; these areas are referred to as regiments. They are called such not to particularly refer to the size of each group, but rather noting of the hierarchy, which is known to be much stricter compared to that of the knights. The special skills of a Commander are referred to as Stratagems, this represents the advanced preparation and tactical insight required of a Commander to turn around even the most desperate of battles.   Commander's are focused into three primary categories; these categories represent the overarching subset of skills that a Commander is capable of. These categories are as follows below:  

Captain ★

The standard and most original form of the purpose of the Commander. The Captain revolves around being able to lead an ever increasing number of soldiers that follow him, the captain's abilities revolve around utilizing his troops and has very little combat abilities himself. The troops the captain receives will be able to be easily found and recruited at any Zaveron town or city, as the power and influence of the Captain grows, the skills of those willing to follow him will increase as well, alongside the gear they may potentially carry, however, buy and large the captain will have to equip his soldiers himself.  

⦿ Stratagems

The Stratagems of the Captain often are displayed as formations having his troops assembled in a way giving them a significant advantage in the situation, or orders utilizing advanced teamwork between all his troops.   Shield wall Formation -(can be used as a reaction) the Commander's soldiers who are equipped with a shield rush to the front, forming a night impenetrable defense as larger attacks will have the force dispersed through the number of shields, and the sheer number of shields will cover enough of an area to counter even area based magic attacks.   Order : Inescapable Barrage - the Commander's troops all attack the enemy but delay each attack with just a few milliseconds in order to make it impossible for the opponent to dodge every attack or overwhelm their defenses.   The Captain revolves around mind and soul for their primary attributes. Compared to most other classes this means that the Stratagems of the Captain primarily revolve around mind and soul, although like most classes, can include other attributes.  

Leader ✦

An awe inspiring presence who arrives on the battlefield and raises the morale and skills of all around him through his masterful usage of stratagems focused around buffing and giving new options mid combat.  

⦿ Stratagems

  The Stratagems of the Leader are split between Offensive Maneuvers and Defensive Maneuvers. These maneuvers are limited by only being able to be deployed once a certain scenario is met (which are set when the stratagem is created), alongside for maneuvers with durations only 1 can be ongoing at a time.   Examples are as follow:   Offensive Maneuver Momentous Advance   Requires All party members to have successfully attacked an opponent within a single round. All of the leader’s allies gain +1 PP and Dex for 3 turns, this can be dismissed early if the Leader wishes this effect to be replaced with another Maneuver.   Defensive Maneuver Scatter   Requires the Leader to be within 5 meters of all his allies. Used freely upon an enemy's attack to give all of his allies a full reaction, however, part of their full reaction must include getting more than 5 meters away from the leader.   revolves around mind and physical abilities  

Sworn Ally ✦

The sworn ally commander is the least support focused version of the class where they have a single non-humanoid companion (as in it cannot be a creature of any of the three races).  

⦿ Stratagems

The actual stratagems of the Sworn Ally can vary greatly depending on the companion, but by and large it revolves either skills in the form of commands to your companion, or skills in the form of combination skills of both the Commander and his companion.   However, the Sworn Ally does have one skill as a must have, which is guardian. Guardian is a skill that costs 1 fate to use, when the companion is under attack the Commander can move up to their movement speed to their companion, and if they can reach them, they can block their companion from taking any damage regardless of the attack (aoe or not). This also functions in the opposite scenario where the Commander can give their companion a command to do the same for them, either way it uses a fate and depends on the movement speed of the Commander or companion.   revolves around soul and physical abilities.   ▣ The number of Stratagems a commander can use depends on their sub-class and can be completely different depending on which the commander is.   -For Captains every point of mind & soul they gain a stratagem per day (aka at 5 mind and 5 soul they have 10 stratagems).   -For Leaders they have unlimited Stratagems as their Stratagems are already restricted by needing to fulfill particular scenarios.   -For Sworn Allies they function similar to Knight Stamina but the Commander and companion have a shared Stamina pool. However, the pool only resets upon fatigue loss if both lost a fatigue (or alternatively one of them lost 2 fatigue). Hence, if the pool reaches zero they both gain a fatigue point.   Lastly, it should be noted that a player could make a Sworn ally commander without being directly affiliated with Zaveron, it is "possible" but not plausible for a leader to be unaffiliated with Zaveron.