Source: Polished Commander & Warleader
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.
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
Whenever a visionary general gains a combat talent from their class level progression, they may choose to instead gain a magic talent. A visionary general uses their practitioner modifier as their operative ability modifier.
This replaces combat training.
Glimpse Glory
At 1st level, the visionary general gains the Warleader sphere as a bonus sphere, plus an additional Divination (sense) talent or Warleader talent at each odd level after 1st.
The visionary general uses their class level as their caster level for the Divination sense sphere ability. This stacks normally with caster levels gained from other sources. The visionary general cannot select a drawback which removes the senses ability.
This alters battlefield operator.
Visionary Commands
The visionary general’s class features that apply when another ally is benefitting from one of the visionary general’s Warleader sphere effects now only applies to the visionary general’s tactics. For example, lingering commands would only extend the duration of tactics, and a visionary general would not share their battlefield specialties with an ally affected by a shout.
Shared Visions (Su)
At 3rd level, when the visionary general would engage tactics, they may spend 1 spell point and choose one (sense) talent they possess. The chosen (sense) talent’s effects are added to their active tactic’s tactical coordination, using the visionary general’s caster level to determine its effects.
So long as the visionary general continues to use engage tactics each round, they continue to share the chosen (sense). If the visionary general would share a different sense by using this ability again, the previously shared (sense) effect ends (even if it would continue to linger for other reasons).
Spending a spell point this way counts towards the (sense)‘s normal spell point cost. If the (sense) would cost more than 1 spell point normally, the visionary general must pay any additional spell point costs (such as paying additional spell points for the Blindfolded Oracle’s blindsight option).
Note - Shared (Sense) Effects: The visionary general may share (sense) effects with shared vision and other class features. A (sense) effect shared this way is not an independent spell effect and instead a supernatural effect granted by their tactic. Allies cannot dismiss a (sense) shared to them this way to activate other effects.
This replaces the visionary general’s 3rd-level battlefield specialty.
Unclouded Visions (Su)
At 9th level, the visionary general and allies benefitting from their tactics gain a +4 insight bonus on initiative checks and on Perception checks made to avoid being surprised.
This replaces the visionary general’s 9th-level battlefield specialty.
Cascading Visions (Su)
At 15th level, the visionary general may choose a single (sense) they are benefitting from to share with other allies benefitting from their tactical presence. The visionary general may reselect which (sense) they are sharing once per round as a free action.
In effect, this allows the visionary general to constantly share a single (sense) effect they are currently benefitting from. This (sense) is in addition to any (sense) effects shared with shared vision.
This replaces the visionary general’s 15th-level battlefield specialty.
Visionary General Enhanced Tactics
The visionary general has unique and exclusive access to the following enhanced tactics
Declared Fate (Su)
The visionary general gains the Fate sphere as a bonus sphere and may use their class level as their caster level for the Fate word sphere ability.
When the visionary general uses another enhanced tactic to grant actions to one or more allies, the visionary general may also use the word sphere ability as part of the same action to target those same allies (provided the chosen (word) talent’s casting time is less than the action spent to use the enhanced tactic). If the chosen (word) is an instantaneous effect, affected allies may benefit from that (word) as part of taking the granted action (for example, command attack’s soldier, attack! used with the Bless (word) would allow that ally to benefit from Bless on the granted attack).
Expansive Vision (requires visionary general 6th level)
The visionary general gains a bonus Divination sphere (sense) talent.
When using the shared vision ability, the visionary general may select two different (sense) talents instead of just one. The visionary general may choose which allies receive which (sense) talent when they would first benefit and may change which (sense) talent is granted and to which ally each round they continue to engage tactics (if the visionary general allows their tactic to linger, they can no longer change which (sense) is granted to which ally).
When using this ability, the visionary general pays the spell point cost of the most expensive effect being selected (typically only paying 1 sp unless selecting a different (sense) that is more costly).
Special: This enhanced tactic may be taken again at visionary general 10th level and every 4 levels thereafter; each time, the visionary general gains an additional (sense) talent and may select an additional (sense) when using shared vision (sharing a third, fourth, or even fifth (sense) option).
Glimpse of Victory (requires visionary general 6th level)
When the visionary general rolls for initiative, they roll a single d20 and store the results. Whenever the visionary general or an ally benefitting from the visionary general’s tactics would roll a d20, they may use the stored d20 result instead of rolling. This decision must be made before the dice is rolled.
Whenever the visionary general expends martial focus or spends 1 or more spell points, they may reroll the stored d20 result (this does not roll a new die, it merely changes the currently noted result).
This d20 is lost 1 minute after the encounter ends, or if the visionary general rolls initiative again (replacing any previous dice stored this way).
Precogniscent Training
The visionary general gains their choice of Precogniscent Protection, Precogniscent Resilience, or Precogniscent Smite as a bonus feat. The visionary general no longer needs to spend a spell point to use the additional effects of these feats when they dismiss a (sense), such as Precognisant Smite’s ability to spend a spell point and dismiss a sense to ignore an amount of miss chance.
Special: This enhanced tactic may be taken multiple times, each time selecting a different feat. The “Precognisant” feats are most recently printed in Ultimate Spheres of Power.
Archived: Ultimate version (before Polished)