Source: Polished Leadership
No single blade matches a well organized team.
Customized Roster (Ex)
At 1st level, the tag fighter gains the Leadership sphere, selecting the (cohort) package. The tag fighter cannot choose a drawback that trades away the ability to recruit a cohort.
The Roster: Instead of customized weapons, the tag fighter recruits and customizes cohorts as members of their roster. The tag fighter’s roster begins with 2 slots, and gains an additional slot at 11th and 19th level. The tag fighter’s roster is treated as a single cohort when determining how many cohorts the tag fighter can have recruited at one time. Whenever the tag fighter recruits a cohort, they can assign that cohort as a member of the roster. If the tag fighter gains the ability to recruit additional cohorts outside of this ability (such as through the Extra Cohorts legendary talent), additional cohorts are recruited separately and not as members of the tag fighter’s roster.
Roster Members: Each member of the tag fighter’s roster receives additional combat talents, the same as a customized weapon for an armiger of the same level. These additional talents can be modified or reselected the same as an armiger customizing their weapons. These additional talents may be magic or skill talents for a given roster member if that roster member could select that type of talent (such as granting magic talents to a spherecasting cohort).
Active Members and Tagging In: Unlike a normal cohort, only a single member can be active and act normally. The tag fighter can tag in an inactive member as a move action (“tagging out” the active member). At 7th level, the tag fighter can tag in as a swift action. At 13th level, the tag fighter can tag in as an immediate action.
Whenever a member is tagged in, the inactive member immediately takes the place of the active member, arriving either in the same space or in a space adjacent to the tag fighter. Tagging in or out does not provoke attacks of opportunity and is otherwise instantaneous. A member cannot be tagged out if they are unable to move or take actions (such as being grappled, entangled by a net, paralyzed, or stunned) or if the tag fighter is not part of the same encounter as their roster member. If a member would be tagged out in response to an attack, such as by a readied action or an immediate action tag in, the tagged in member is treated as the new target of that attack.
Inactive members of the roster accompany the tag fighter, similar to a follower, but remain out of danger and out of combat as a noncombatant until tagged in. Inactive members cannot take any actions, even to defend or save themselves (a poisoned member could not attempt to cure their poison unless they were tagged in or until after combat). Time passes normally for an inactive cohort, such as for the duration of ongoing spells and effects.
During and Between Combat: There is always an active roster member. This determines which roster member is present when initiative is first rolled and inactive roster members immediately move to be out of combat.
During combat, the roster members have a shared pool of actions as though they were a single creature, having a single standard, move, and swift action and a single attack of opportunity. If a member has taken actions and is tagged out, the newly active member can use the remaining shared actions (for example, a member takes a standard action and an attack of opportunity before being tagged out, the newly active member would only have a move action and a swift action remaining). If a roster member could take more actions than normal, their individual uses of that action are spent first, such as a roster member having Combat Reflexes could make more than one attack of opportunity and would spend “their” attacks of opportunity first before spending the shared attack of opportunity. If the active roster member could take less actions than normal (such as unable to take a standard action due to being nauseated), that action is still available to the roster if a different member is tagged in.
Outside of combat, members behave normally. Typically speaking, only a single roster member will aid in exploration or scouting with the others following or remaining nearby as reasonable.
Knocked Out Members and Failure: The tag fighter can tag in a new member if the active member is dead or unconscious; this causes the previously active member to be “knocked out” for the remainder of the encounter. A knocked out member cannot be tagged in, even if they would no longer be dead or later become conscious.
If the tag fighter is dead and the active member is dead or unable to take actions, all roster members are also knocked out unless the tag fighter would be resurrected during that same encounter. Once the encounter ends, inactive roster members can act normally. If all other allied combatants die or otherwise lose the encounter, such as being captured, chased away, and so on, the inactive roster members do the same (subject to GM discretion).
This alters customized weapons.
Author’s Note - “Offscreen” Members and Tagging In: This archetype requires a minor suspension of disbelief where members of the tag fighter’s roster are “offscreen” unless tagged in. This means they are not participating in a combat unless tagged in but also cannot be interacted with until they become the active roster cohort. An “offscreen” member cannot be helped by the tag fighter or other allies, but also cannot be harmed or targeted by enemies.
When a member is tagged in, it could be through extremely rapid movement, swapping places in a burst of smoke, teleportation, or any other means. The exact “how” is not important.
Expanding Roster (Ex)
At 1st level, the tag fighter gains a bonus Leadership talent, plus 1 additional Leadership talent at 5th level and every 5 levels thereafter.
This replaces quick change.
Focusing Tag (Ex)
At 3rd level, whenever the tag fighter or the active member succeeds on a combat maneuver, confirms a critical hit, or reduces an enemy to 0 or fewer hit points, as an immediate action, the tag fighter can tag in a member and regain their martial focus.
This alters focusing switch.
Enhanced Roster (Ex)
At 5th level, the tag fighter gains Logistics Coordination as a bonus talent. For members, the bonus granted by quartermaster’s skill is +1, +1 per 4 levels after 5th (using this bonus only if higher than quartermaster’s skill’s normal benefits).
This alters enhanced customization.
Tag Team Up (Ex)
At 5th level, whenever the tag fighter succeeds on an attack action or a combat maneuver performed as a standard action, they can expend martial focus as a swift action to begin a tag team up. The active member can move up to half their speed and make a single attack against the struck target. If the member’s attack is successful, the tag fighter can tag in another member, who can then also move up to half their speed and make a single attack against the same target.
The tag fighter can continue to tag in members until a member misses an attack or there are no remaining members to tag in. If all members performed a successful attack during the tag team up, the tag fighter can tag in one final time to choose which member is active at the end of the tag team up.
This alters rapid assault.
Lightning Tag (Ex)
At 7th level, once per round, the tag fighter can tag in a member as a free action, even if it is not the tag fighter’s turn. At 19th level, the tag fighter can now do this twice per round.
This alters lightning change.
Tandem Coordination (Ex)
At 9th level, as long as the active member’s initiative is the same as the tag fighter’s, the active member and tag fighter can take their turns simultaneously. This allows the tag fighter and the roster member to take actions at the same time, instead of the tag fighter taking their full turn and then the member taking their full turn (i.e. the active member attacks, the tag fighter spends a swift action to tag in a new member, and that member can still move and act within the same shared initiative count).
Normal: Cohorts act on their leader’s initiative, taking their turn either before or after the leader.
Lightning Overdrive (Ex)
At 15th level, as a full-round action, the tag fighter can expend martial focus to make a single attack action and tag in an inactive member, who appears in an adjacent square, without tagging out the current active member. Both members are treated as active for the duration of the tag fighter’s turn. The tagged in member takes a full turn of actions and becomes inactive again at the end of the tag fighter’s turn.
This alters lightning assault.
Cliffhanger (Ex)
At 17th level, if a roster member is reduced to 0 or fewer hit points, the tag fighter can immediately tag in a roster member without spending any actions. The newly tagged in roster member can then move up to half their speed. This movement does not provoke attacks of opportunity.
Free-Flowing Teamup (Ex)
At 20th level, the tag fighter is no longer required to expend martial focus to use lightning overdrive and can begin a tag team up after any successful attack or combat maneuver.
This alters unlimited assault.
Tag Fighter Prowesses
The tag fighter has unique and exclusive access to the following prowesses.
Tag Timing: Certain tag fighter prowesses can grant the tag fighter the ability to tag in after a certain trigger (such as after confirming a critical hit, or after a roster member fails a saving throw, and so on). If the tag fighter could already tag in using that action, the tag fighter can now tag in 1 step faster for that prowess’s trigger (move > swift > immediate > free action that can be taken even if it is not the tag fighter’s turn).
A tag timing must be taken immediately after the relevant trigger occurs. When a roster member is tagged in with a tag timing, they are treated as having been present for the initial trigger. This allows a roster member to use and benefit from abilities that would have required them to be present (such as momentum breaker’s tag timing after a combat maneuver allowing the newly tagged in roster member to see an opponent has been tripped for Greater Trip).
For example, the entry and recovery prowess’s recovery ability allows a tag fighter to tag in as an immediate action after a roster member is subject to a critical hit or fails a saving throw. If the tag fighter could already tag in as an immediate action (being level 13 or higher), the tag fighter can now use the recovery ability as a free action that can be taken even if it is not the tag fighter’s turn.
Brutal Blows (Ex)
The tag fighter gains the Berserker sphere as a bonus sphere. The tag fighter and their roster members gain a +2 bonus on attack rolls made against battered targets.
Tag Timing: The tag fighter can tag in as an immediate action after a member reduces a battered opponent to 0 or fewer hit points.
Critical Rhythm (Ex) (requires tag fighter 6th level)
The tag fighter gains Critical Focus and Improved Critical as bonus feats, even if they do not meet the prerequisites.
In addition, the tag fighter can tag in as an immediate action after either the tag fighter or a roster member confirms a critical hit.
Dynamic Entrance (Ex/Su) (requires tag fighter 10th level)
When a member is tagged in, instead of appearing in the previous member’s space or adjacent to the tag fighter, the new member can appear anywhere within close range (25 feet + 5 feet per 2 tag fighter levels) of the tag fighter. This is a supernatural teleportation effect; if teleportation would be prevented in the area, the new roster member must tag in normally, either in the previous member’s space or adjacent to the tag fighter.
Entry and Recovery (requires tag fighter 6th level)
The first time a roster member begins their turn, that roster member gains the benefit of haste for 1 round. This is a supernatural effect. Alternatively, a roster member can choose to gain this benefit the first time they are tagged in. Each roster member can be hasted by this prowess once per encounter.
Tag Timing: The tag fighter can tag in as an immediate action after an active member is struck by a critical hit or combat maneuver or fails a saving throw. The active member must still be able to tag out normally.
Note - “Begins Their Turn”: A member begins their turn if they are the active member at the start of their own initiative count.
Fast Footwork (Ex)
The tag fighter gains the Athletics sphere as a bonus sphere. Whenever a member is tagged in, either the tag fighter or the member can take a free 5-foot step.
Guard Change (Ex)
The tag fighter gains the Guardian or Shield sphere as a bonus sphere. The tag fighter and their roster members gain one additional attack of opportunity each round (this additional attack of opportunity stacks with other sources of attacks of opportunity, such as the Combat Reflexes feat).
Tag Timing: The tag fighter can tag in as an immediate action when an opponent attempts an attack of opportunity against the active member.
Momentum Breaker (Ex)
The tag fighter gains the Brute, Open Hand, or Wrestling sphere as a bonus sphere. The tag fighter and their roster members gain a +2 bonus on combat maneuver checks.
Tag Timing: The tag fighter can tag in as an immediate action after the active member succeeds at a combat maneuver.
Opening Salvo (Ex) (requires tag fighter 6th level)
The tag fighter gains the Barrage or Sniper sphere as a bonus sphere. Whenever a member is tagged in, either the tag fighter or the active member can make a single ranged or thrown weapon attack at a -2 penalty. This penalty increases by an additional -2 each time an attack is made this way each round.
Preparation (Ex) (requires tag fighter 6th)
Each round, the tag fighter chooses a single inactive member. That member can take a single action (standard, move, swift, or full-round), provided that action only affects themselves, such as to drink a potion, cast a spell on themselves, use a class feature, and so on. This action does not count against the total actions the tag fighter’s roster can take each round.
Rallying Spirit (Ex/Su)
The tag fighter gains the Warleader sphere as a bonus sphere. Whenever the tag fighter is benefitting from a morale bonus, the active member also benefits from the same morale bonus (and vice versa). This is a supernatural effect.
Second Wind (Ex)
The tag fighter gains the Guardian sphere as a bonus sphere. The tag fighter cannot choose a drawback that trades away the delayed damage pool ability.
Inactive members gain fast healing equal to 1/2 the tag fighter’s level. This fast healing cannot restore a member’s hit points above 50% of its maximum hit points. This cap increases by 5% every 3 tag fighter levels (for example, 65% at 10th level).
Support Staff (Ex)
The tag fighter gains 2 Leadership sphere (follower) talents as bonus talents.
Switch Up (Ex)
The tag fighter gains the Boxing sphere as a bonus sphere. If a roster member is tagged out while they have a readied action, that roster member can maintain their readied action until they are tagged back in.
In addition, the tag fighter gains the following (counter):
Mix Up (counter): When you successfully counter punch, you can tag in. Regardless of whether you tag in, the active roster member can immediately move up to half their speed to move closer to the struck target or into a square where they threaten the struck target.
This movement does not cause a roster member to lose a readied action and can be completed before taking a readied action (such as a roster member having a readied action trigger “when the tag fighter lands a counterpunch”, they could take this movement before taking their readied action).
Vantage Point (Ex)
The tag fighter gains the Scout or Scoundrel sphere as a bonus sphere. Whenever a member is tagged in, the active member can make a Perception check (as if taking a move action to actively search).
Variant: Roster Select (Tag Fighter Archetype)
Instead of the character being an independent creature, this variant rule allows a tag fighter to play as their roster. Instead of being a primary combatant and their cohort, this variant allows you to play as your roster of cohorts, quickly switching between roster members during an encounter similar to playing a tag fighting game.
This variant rule fundamentally changes how the archetype functions and is very complex, even for experienced players. Roster select should only be permitted similar to permitting an advanced talent (or allowing highly complex archetypes like a collective wraith or a spirit blade armorist) and should typically be reserved for a player character due to its complexity.
When using this variant rule, the tag fighter is not an individual character and is instead represented as and controls their roster members. The tag fighter does not have their own actions and is not possessing a cohort - they fully act as the cohorts. A player can represent and roleplay their roster as a group of adventurers or mercenaries working together towards a common goal, or any number of collections.
Due to the number of changes and complexity of this variant rule, the full rules and information for roster select is presented below as an archetype of tag fighter.
Special: A character must select this variant rule at 1st level and, once selected, this decision cannot be changed.
Roster Select (Ex)
The tag fighter does not exist as a physical creature and instead acts and interacts with others through their customized roster and their roster members.
Character Generation, Class Levels, and Abilities: When creating a character with this variant rule, the character does not choose a race or possess ability scores. Instead, for the purposes of qualifying for prerequisites, the character is treated as though each ability score were equal to 10 + their tag fighter level and is treated as meeting any racial prerequisite.
The character still gains levels and receives feats, class features, skill ranks, and talents, selecting them as though they were a normal creature. The character must select the tag fighter archetype and cannot take levels in other classes. When determining the effects of any talents or abilities, the character uses their roster’s highest statistics, such as using their roster’s highest practitioner modifier and Leadership associated skill bonus for effects of their followers.
The Roster: The tag fighter’s initial roster begins with 3 slots, and gains an additional slot at 11th and 19th level. The active roster member is treated as the tag fighter for all purposes. For the purposes of the Leadership sphere, all roster members are still treated as cohorts and benefit from effects as a cohort. The active roster member is treated as the leader (because they are treated as the tag fighter). This includes using recruit to gain new roster members, or to dismiss and recruit other roster members.
Each roster member gains access to all of the tag fighter’s abilities and resources, including class features, feats, talents, and skill ranks:
- Class Features: Each roster member is treated as the tag fighter when using tag fighter class features. This means the active roster member can freely use the tag fighter’s class features, spending their actions to use the tag fighter’s class features.
- Feats: Each roster member is treated as having the same feats as the tag fighter. If the tag fighter selected Weapon Focus for longswords, each roster member would be treated as possessing Weapon Focus (longsword). Roster members must meet any prerequisites of a feat shared with them this way (such as having 13 Strength to qualify for Power Attack). If a feat grants a limited number of uses, these uses are shared (see resources below).
- Resources: Roster members are treated as having the tag fighter’s resources, as though from a shared pool. This includes martial focus, skill leverage, and spell points, which would be spent from this shared pool. If a roster member would also possess this resource, they maintain this resource separately, such as a casting cohort roster member having their own separate pool of spell points or maintaining their own martial focus.
- Skill Ranks: If the tag fighter allocated their skill points or received associated skill ranks, the roster member would receive those same skill ranks (to a maximum of the roster member’s Hit Dice), such as the tag fighter having 5 ranks in Perception, the roster member would also have 5 ranks in Perception without needing to assign skill ranks. Roster members otherwise still receive skill ranks normally, spending them normally.
- Talents: Roster members are treated as having each combat, magic, and skill talent the tag fighter possesses. The roster member uses their own statistics to determine their effects. Roster members must meet any prerequisites of a talent shared with them this way.
Roster’s Arsenal: The tag fighter can attune wondrous items that occupy a slot into their roster’s armory, taking 15 minutes to either attune a new wondrous item, replace a wondrous item with a different one, or to remove a wondrous item. The tag fighter can attune one wondrous item for each standard item slot (such as one head slot, one neck slot, two ring slots, and so on). The tag fighter’s roster must own and possess all wondrous items attuned this way, and they cannot be in use by another creature. The tag fighter must own all wondrous items attuned to the roster’s armory; if an attuned item is in use by another creature, stolen, or otherwise not in the tag fighter’s possession for 24 hours, it is unattuned.
Roster members are treated as wearing and using each attuned wondrous item, unless they are wearing a different wondrous item in the same item slot. If an attuned wondrous item has a limited number of uses, these uses are shared between the roster. For example, if the tag fighter attunes a cloak of resistance +2, each roster member would be treated as wearing that cloak of resistance provided they do not have a different wondrous item in their shoulder slot.
Knocked Out Members and Failure: If the active roster member is reduced to 0 or fewer hit points and would be dead or unconscious, the tag fighter can tag in a new roster member at the start of their next turn in the initiative order. If all roster members are knocked out, the tag fighter is also defeated and unable to perform any actions unless a roster member is returned to life.
This alters the tag fighter’s customized roster.
Note: Alterations to customized roster are listed for convenience to clarify how the customized roster behaves differently due to this variant. If not altered by this ability, the customized roster otherwise functions as normal, such as tagging in requiring a roster member be able to move normally.
Lightning Tag (Ex)
At 1st level, once per round, the tag fighter can tag in a member as a free action, even if it is not the tag fighter’s turn. At 7th level, and again at 19th level, the tag fighter can now do this an additional time per round.
This alters lightning tag.
Seamless Tag In (Ex)
At 9th level, the tag fighter can take another action of the same action cost as part of tagging in (i.e. a move action when tagging in as a move action). This action can be taken by the active roster member before tagging out or by the newly tagged in roster member.
For example, if tagging in as a move action, the tag fighter can also take a different move action, either before or after tagging in.
This replaces the tandem coordination.
Notes for Other Tag Fighter Features and Interactions
This section briefly clarifies common interactions for a roster select tag fighter with the tag fighter’s class features or the Leadership sphere.
Tag Fighter
- Expanded Roster: Because of the lack of a leader and cohort dynamic (see “Leader and Cohort” below), it is typically expected that the bonus Leadership talents from the expanded roster feature are spent on ways to further manage or customize cohorts (such as Logistics Coordination or Training Coordination), ways to generally improve cohorts (such as Advanced Cohorts or Exotic Cohorts), or the (follower) package.
- Tag Team Up: Tag team up functions normally for a roster select tag fighter. The active member can begin a tag team up and would be granted the additional movement and attack, tagging in new members as normal if successful.
- Lightning Overdrive: Lightning overdrive functions normally. An inactive member is temporarily tagged in to take a full round of actions. The inactive member cannot take actions as the tag fighter while temporarily tagged in this way.
Leadership Sphere
- “Leader and Cohort”: Certain Leadership sphere talents typically allow a cohort or leader to take joint actions with one another. The tag fighter must still use these features with another cohort, such as during lightning overdrive or by gaining non-roster cohorts through the Extra Cohorts legendary talent.