Visionary General
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The Blood and Portents Handbook
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Great leaders and commanders have risen from the annals of time, leading their people to great and impossible victories. Whether granted by intuition, divine providence, or sheer skill, a visionary general is one who leads his allies with their shared visions of glory. Visionary generals turn the tides of battle and grant their allies strength, clarity, and purpose in the chaos of war.

Casting

The visionary general may combine spheres and talents to create magical effects. The visionary general is considered a Low-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)

Spell Pool

A visionary general gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training

A visionary general gains a combat or magic talent every time he gains a class level. Visionary generals use their casting ability modifier as their practitioner modifier.

This replaces combat training.

Visionary Commands

The benefits of lingering commands only applies to the visionary general’s tactics. The visionary general’s shouts, and their benefits, are not affected by lingering commands.

This alters lingering commands.

Glimpse Glory

At 1st level, the visionary general gains the Divination sphere as a bonus sphere and uses his class level as his caster level for (sense) talents from the Divination sphere. This stacks normally with caster levels gained from other sources. The visionary general cannot select a drawback which removes the sense ability, and if he possesses a drawback which removes the sense ability, he must buy back that drawback with this bonus talent.

Calm Leadership

The visionary general can only use enhanced tactics on allies affected by his tactics granted by the Warleader sphere. The visionary general cannot use enhanced tactics on allies affected by his shouts.

This alters enhanced tactics.

Sight And Strategy

At 3rd level, and every 6 levels thereafter, the visionary general gains a (sense) talent as a bonus talent.

Shared Vision (Su)

At 3rd level, whenever the visionary general begins or maintains a tactic, he may spend a spell point as a free action and choose one (sense) talent he possesses. All allies in the radius of your tactic gain the benefits of the chosen sense for as long as they benefit from your tactic (including persisting rounds from lingering commands). Spending a spell point this way counts towards the normal spell point cost for the chosen (sense) talent, but the visionary general must pay any additional spell point costs beyond the first, such as paying an additional spell point for Blindfolded Oracle’s blindsight option or paying the second spell point for the Alternate Divinations, Advanced advanced talent touchsight option.

The visionary general may share a (sense) with this ability for as long as he maintains the tactic. If the visionary general spends an action to change which (tactic) he is using while maintaining the tactic, the chosen (sense) does not change. When the visionary general shares a (sense) with this ability again, any previously shared (sense) immediately ends.

Allies under the effects of a sense granted by this ability cannot dismiss the sense for additional effects (such as nature sense or prescience).

This ability replaces battlefield specialist.

General’s Inspiration (Ex)

At 5th level, allies benefiting from your tactics gain a +1 circumstance bonus to their attack rolls, damage rolls, saving throws, AC, and CMD. This bonus increases by +1 at level 11 and every 6 levels thereafter.

This ability replaces group focus.


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