Recharge

Advanced Tactical Strike

Tactic
Recharge 16+ after battle
Action: 
Quick
Target: 
One nearby ally
Effect: 

The target can make an at-will attack as a free action.

Champion Feat: 

The first time you use this tactic each battle, make a recharge roll for it at the start of your next turn, adding the escalation die to the roll. The recharge roll after the battle, if any, doesn’t gain a bonus from the escalation die.

Epic Feat: 

The recharge roll is now 11+.

Arrow of Verse

Ranged spell
Recharge 16+ after battle
Target: 
One nearby enemy
Attack: 
Charisma + Level vs. MD
Hit: 
8d8 + Charisma psychic damage + Xd6 bonus damage, where X = escalation die.
Miss: 
Xd6 psychic damage, where X = escalation die
7th Level Spell: 
10d10 damage.
9th Level Spell: 
2d10 x 10 damage
Champion Feat: 

Recharge check is now 11+.

Epic Feat: 

Bonus dice and miss dice are now d12s.

Basic Tactical Strike

Tactic
Recharge 11+ after battle
Action: 
Quick
Target: 
One nearby ally
Effect: 

The target can make a basic attack as a free action.

Adventurer Feat: 

On a hit, the attack gains a damage bonus equal to your Charisma modifier.

Champion Feat: 

The target gains an attack bonus equal to your Charisma modifier with that attack.

Epic Feat: 

The recharge roll is now 6+.

Befuddle

Ranged spell
Recharge, 11+ after battle
Target: 
One nearby creature with 40 hp or fewer
Attack: 
Charisma + Level vs. MD
Hit: 
The target is confused until the end of your next turn.
Miss: 
The target is dazed until the end of your next turn.
3rd Level Spell: 
Target with 64 hp or fewer
5th Level Spell: 
Target with 96 hp or fewer
7th Level Spell: 
Target with 160 hp or fewer
9th Level Spell: 
Target with 266 hp or fewer
Adventurer Feat: 

Recharge check is now 6+.

Champion Feat: 

The target of the spell doesn't have to be nearby, just in line of sight.

Epic Feat: 

On a hit, the confusion effect is now save ends.

Buck Up!

Tactic
Recharge 16+ after battle
Action: 
Quick
Target: 
You and 1d4 nearby allies
Effect: 

Each target gains temporary hit points equal to the average number of hit points it gains when it heals using a recovery.

Champion Feat: 

Add twice your Charisma modifier to the temporary hit points each target gains.

Epic Feat: 

One of the targets can also heal using a recovery.

Climactic Battle

Tactic
Recharge 16+ after battle
Action: 
Quick
Effect: 

Until the end of the battle, the escalation die becomes a d8 instead of a d6. Then roll a d20. If you roll 11+, increase the escalation die by 1.

Champion Feat: 

If the d20 roll is 16+, increase the escalation die by 2 instead of 1.

Epic Feat: 

When the escalation die reaches 8, you gain 1d6 command points and can make recharge rolls for all your tactics.

Enforce Clarity

Tactic
Recharge 16+ after battle
Action: 
Quick
Target: 
One nearby ally
Effect: 

One non-last gasp effect on the target ends (including effects that don’t require a save).

Adventurer Feat: 

The recharge roll is now 11+.

Champion Feat: 

You can now target one additional nearby ally with this tactic.

Epic Feat: 

The recharge roll is now 6+.

Finish This!

Tactic
Recharge 16+ after battle
Special: 

You can only use this tactic when one enemy is left in the battle.

Action: 
Quick, when the escalation die is 4+
Effect: 

You can spend between 1 and 3 command points. The crit range of your allies’ attacks against the remaining enemy expands by the number of command points you spent. This effect lasts until the end of the battle or until the enemy scores two critical hits.

Adventurer Feat: 

You can now use this tactic when the escalation die is 3+.

Champion Feat: 

You can now use this tactic when one or two enemies are left in the battle.

Epic Feat: 

You can now spend between 1 and 5 command points on the effect.

Force a Conclusion

Tactic
Recharge 16+ after battle
Action: 
Free
Effect: 

If the escalation die is 2+, roll the escalation die and use the new result.

Epic Feat: 

You gain command points equal to the newly rolled escalation die value.

Just Stay Calm

Tactic
Recharge 16+ after battle
Action: 
Quick, when the escalation die is 2+
Effect: 

Decrease the escalation die by 1. Then 1d3 of your nearby allies can heal using a recovery.

Adventurer Feat: 

The tactic now affects 1d3 + 1 nearby allies.

Champion Feat: 

You can include yourself as one of the targets.

Epic Feat: 

When you use this tactic, you can spend an additional command point to avoid decreasing the escalation die.

Lightning Fork

Ranged spell
Recharge 16+ after battle
Target: 
One nearby enemy; chain spell
Attack: 
Charisma + Level vs. PD
Hit: 
3d6 + Charisma lightning damage
Miss: 
Half damage.
3rd Level Spell: 
7d6 damage.
5th Level Spell: 
6d10 damage.
7th Level Spell: 
10d10 damage.
9th Level Spell: 
2d8 x 10 damage.
Adventurer Feat: 

Once per battle, you can reroll one of your lightning fork attacks rolls.

Champion Feat: 

If you miss all targets with lightning fork, you don't expend it.

Epic Feat: 

The recharge roll for lightning fork is now 11+.

Chain Spell: 

Each time you make a natural even attack roll, you can attack a different target with the spell.

Now, Not Later

Tactic
Recharge 16+ after battle
Action: 
Free
Target: 
One nearby ally using a recharge power
Effect: 

The target can make a recharge roll for that power immediately after using the power. (If the recharge roll fails, the target can still make a recharge roll for it after the battle.)

Epic Feat: 

The target gains a bonus to the recharge roll equal to your Charisma modifier.

On Your Feet, Maggots!

Tactic
Recharge 16+ after battle
Action: 
Quick
Target: 
Up to to two allies who are staggered or at 0 hit points or below
Effect: 

The target can heal using two recoveries but is dazed until the end of its next turn.

Champion Feat: 

If the escalation die is 3+, there is no dazed effect.

Epic Feat: 

This tactic now targets up to 1d4 + 1 allies.

Overcome Resistance

Ranged spell
Recharge 16+ after battle
Target: 
1d3 nearby allies (including yourself, if you wish)
Effect: 

Until the end of the battle, the target ignores the resistance power of any creature it targets with an attack.

9th Level Spell: 
You can now target 1d4 nearby allies with the spell.

Resist Energy

Ranged spell
Recharge 16+ after battle
Target: 
You or one nearby ally
Effect: 

Until the end of the battle, the target gains resist damage 12+ to the following energy type of your choice: cold, fire, lightning, thunder.

3rd Level Spell: 
Choose two types of energy that the target gains resistance to.
5th Level Spell: 
Resistance is now 16+.
7th Level Spell: 
The spell now affects two targets.
9th Level Spell: 
Recharge roll is now 11+.
Adventurer Feat: 

You can target an additional creature with the spell.

Saving Will

Tactic
Recharge 16+ after battle
Action: 
Quick
Target: 
One nearby ally
Effect: 

The target gains a +5 bonus to all saves until the end of your next turn.

Champion Feat: 

This tactic can now be used as a free action.

Epic Feat: 

You can now target a far away ally.

Scramble

Tactic
Recharge 16+ after battle
Action: 
Quick
Target: 
You and 1d3 nearby allies
Effect: 

Each target can take a move action as a free action, starting with you and proceeding in the order of your choice.

Adventurer Feat: 

Disengage checks made using this free action gain a +5 bonus.

Champion Feat: 

The recharge roll is now 11+.

Epic Feat: 

Each target can also make a basic attack as a free action after taking the move action.

Shield

Close-quarters spell
Recharge, 11+ after battle
Action: 
Free action to cast, when an attack hits your AC.
Effect: 

The attacker must reroll the attack. You must accept the new result.

3rd Level Spell: 
You gain a +2 AC bonus against the rerolled attack.
5th Level Spell: 
You can also use the spell against attacks that target your Physical Defense; replace references to AC with PD.
7th Level Spell: 
The bonus to AC/PD on the rerolled attack increases to +4.
9th Level Spell: 
The bonus to AC/PD on the rerolled attack increases to +6.
Adventurer Feat: 

You can now choose either of the attack rolls, in case the second one crits or is otherwise bad for you.

Champion Feat: 

Recharge roll after battle is now 6+.

Epic Feat: 

Hit or miss, you take only half damage from any attack you use shield against.

Song of Heroes

Bardic song
Recharge, 11+ after battle
Action: 
Quick action each turn; 11+ to sustain
Opening & Sustained Effect: 

You and your nearby allies gain a +1 attack bonus until the start of your next turn.

Final Verse: 

 The effect ends immediately, but one ally of your choice gains a +2 bonus to their next attack roll this battle.

3rd Level Spell: 
The effect also provides a +1 bonus to saves.
5th Level Spell: 
Sustain the song on a 9+
7th Level Spell: 
Recharge check is now 6+
9th Level Spell: 
The effect also provides a +1 bonus to MD

Sword Work

Tactic
Recharge 16+ after battle
Action: 
Free, when the escalation die is 4+
Effect: 

You can make a basic melee attack as a quick action once each turn until the end of the battle. You can’t gain command points from your Fight from the Front class feature using swordwork attacks.

Adventurer Feat: 

You can now use this tactic when the escalation die is 3+.

Champion Feat: 

You can now gain command points from your Fight from the Front class feature using swordwork attacks.

Epic Feat: 

The recharge roll is now 11+.

The Overworld Two-Step

Close-quarters spell
Recharge 16+ after battle
Action: 
Quick action to cast
Effect: 

You can swap your position and the positions of all your nearby allies, even if you can't see them when you cast the spell. Each position presently occupied by you or an ally must end up occupied after the swap, but otherwise you can swap freely.

Champion Feat: 

Recharge check is now 11+.

Epic Feat: 

You can now also swap the positions of far-away allies you can see, up to a maximum of 9 creatures.

Three Dooms

Ranged spell
Recharge 16+ after battle
Target: 
One nearby enemy; chain spell
Attack: 
Charisma + Level vs. PD
Hit: 
2d4 x 10 random energy damage, and you take damage of the same type equal to the unmodified dice roll (2d4, 2d8, or 2d12). (Note that there's no Charisma bonus to damage.)
Miss: 
Half damage, and you still take random energy damage equal to the unmodified dice roll.
7th Level Spell: 
2d8 x 10 damage.
9th Level Spell: 
2d12 x 10 damage.
Chain Spell: 

Each time you make a natural even attack roll, you can attack a different target with the spell.

Vicious Mockery

Ranged spell
Recharge, 11+ after battle
Target: 
One nearby enemy
Attack: 
Charisma + Level vs. MD
Hit: 
6d6 + Charisma psychic damage, and until the end of your next turn, when the target misses with one of its attacks, it takes half the damage its attack would have dealt.
Miss: 
Damage equal to your level
5th Level Spell: 
9d6 damage.
7th Level Spell: 
10d8 damage.
9th Level Spell: 
2d8 x 10 damage.
Adventurer Feat: 

On a hit, the effect that damages the target when it misses is now save ends.

Champion Feat: 

Recharge check is now 6+.

Epic Feat: 

A natural even miss does not expend the spell.

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