Investing In: BATTLECRY!

Though Gorum, the god of war, is dead, that doesn’t mean the Universe has been rid of war! The rain of his divine blood and chunks of his armor has sparked all manner of conflicts across Golarion as nations and organizations both vile and virtuous rush to collect this celestial bounty. Now, the time has come for heroes and villains alike to answer the cry of battle and take up arms to fight for their causes!1

It’s launch day! And Gen Con! I’m definitely sad not to be there with so many of you as Gen Con not only celebrates the launch of numerous products, but of course the team behind our favorite properties and all of you as part of the community. Starfinder 2E Core is launching with Player Core and of course, as my article today is titled: Battlecry! It’s a tremendous book from Logan Bonner, Jason Keeley, and Michael Sayre with contributions from many fine individuals and lead editing by Felix Dritz. I’ve been itching to hype up this book as I dug into the new releases. So without further adieu let’s celebrate with the release of this wonderful addition to our games.

Before I get into the bulk of this book, I wanted to call out as I ever do how thankful I am for the considerations culturally and personally of Paizo staff and creators. In the Frontmatter there’s a discussion of what’s in the book, a high level of what you’ll find and what you can bring to your game. That includes a section on literally bringing War to your campaign and a content warning about such. War is nasty, and not everyone wants to play with that or sometimes the depth of things that can happen in war. They reference how Battlecry! is meant to show the heroics of war with a more standard right vs wrong, rather than the complex nature of some wars or great battles. Still an important topic and discussion point for a group as I always recommend a session 0!

JOTUNBORN

At first, we start with the beginning, literally the beginning of the first chapter Conquering Heroes are the Jotunborn. The Jotunborn aren’t here to be big muscle heads. They were created by the gods in the beginning, the early days, stewards for the new world of Golarion. They are born of the titans and with influential powers to shape the world from mighty mountains to carving rivers. They are a rare ancestry, indeed tough with 10 starting hit points and a bonus to strength and wisdom (and a free choice), but that wisdom points to their cultural traditions being strong. They also steward an extraplanar insectile creature called the iivlar and weave the thread iivlar produce into their skin, granting them an ancestry ability to glow when they wish. Their available heritages point to these nascent abilities and upbringing: keeper, plane-hopper, sage, warrior, and weaver. Plane-hopper is because when the early jotunborn’s work was done, the gods gave the jotunborn a new home, a separate plane of existence between the mortal and ethereal. I’m curious what all jotunborn think of that, especially the decree to watch and protect from afar, only interfering to the mortal world when it had great need. I love the set up for heroics, but I have to imagine at least one jotunborn doesn’t like such destined service. Seems a great opportunity for a PC!

The Keeper heritage are tied to animals and the wilds while Sage and Warrior are similarly tied to knowledge, culture or combat practices. Indeed the Warriors do a d6 for damage with their fist and count as lethal weapons. A very useful feat for a Warrior is the Plane-Stepping Dash. It’s 1st level and a single action, letting you Stride through the planes and not trigger any reactions. You also get a bit faster (+5’) for the rest of the round. Great for a lot of movement. I liked the theme of how jotunborn were some of the first crafters, first of the world then of smaller things. There’s the 5th level, 3-action Call The First Tools to summon a tool of any sort and by 9th level you can use it once person hour instead of once per day. A 9th level, 3-action is to Build the First Walls and lets you summon a wall of stone 1/day. The jotunborn are truly connected to Golarion. Kineticist idea maybe? There’s more for combat and utility including the 13th level Smoothing Stomp, 2-actions. It turns non-magical difficult terrain (and greater) into normal terrain. You can even try to counteract magical difficult terrain. I immediately want a kineticist monk, though maybe that’s also my Toph-loving Avatar-loving mindset!

We get some new backgrounds focused upon battle, war. The Combat Chaplain jumped out to me though maybe that’s because I’ve two very different clerics I’m playing right now. What I like about it is that while yes it boosts Charisma and Wisdom, it doesn’t mean you are a cleric. It gives you training in Religion, so perhaps you’re just a religiously minded member of another class like monk, kineticist, fighter… Who knows. The Plague Doctor sounds quite fun, especially for a noir game. Ustalav is a dangerous place eh? One of the uncommon background is the Arcane Revolutionary, which calls to my heart. You’re all about fighting oppressive leaders and governments, using ancient magic to liberate and aid communities. You get to boost Dex or Int (plus free) and then gain training in Arcane, the related town Lore, and gain Quick Identification. So is it game breaking or difficult mechanics to gain access to? No, but I love the story it tells and that’s what backgrounds are all about.

COMMANDER

By now you’ve playtested and the Commander and know this intelligence based new class is for leading with brilliant tactics and strategy! The iconic above is Ulka Oathshriek, an orc with a tactical mind. They’re well-armed and armored while wielding a battle standard – a banner – to inspire and rally. I appreciate the note it could be a totem or other larger visible item you use. Either way it grants a +1 status bonus to Will saves and DCs against fear effects. From there, the Commander has studied various tactics beginning with a folio of 5 but preparing 3 each day. They’re grouped by type including Mobility and Offensive. They’re are more advanced tactics in Expert, Master, and Legendary representing your increased training in tactics. When you drill a tactic with your allies, you are instructing them to perform such and can do so for a number of allies equal to 2 + your Intelligence modifier. They become part of your squad and you count against the total number of squadmates as well.

Some of the initial mobility tactics are just immediately useful for special terrain. Mountaineering Training is a single action to grant the team a climb speed of 20 feet for a turn. Naval Training is similar with a swim speed. As a note the tactics have a special benefit of using the Warfare Lore skill you’re trained in for Climb or Swim instead of Athletics! Sometimes, however, you are activating tactics that require squadmates to use their reactions like with Gather to Me, letting each squadmate Stride toward your banner’s aura. Interestingly, the tactic Gather to Me! also allows burrow, climb, fly, or swim so not simply a Stride. I’m very excited to see End It! Used. It’s a 2-action offensive tactic and it feels very cinematic. Any ability that I can see being described excitedly, the players envisioning it, excites me.

End It! Requires that you and your allies outnumber the enemies, and either you or one of your squadmates took an enemy to 0 since your last turn. The Commander calls out that victory is at hand and all within the aura of your banner get to Step toward a hostile creature. Meanwhile all hostile creatures that are then within 10’ of a squadmate have to make a Will save vs your Class DC or becoming fleeing! Crit fail and they are fleeing and frightened 2. I absolutely love this. Similar in that I love how I can imagine it is the Master tactic of Pirahna Assault for 1-action. It’s limited to once per 10 minutes but an enemy within your banner’s aura becomes the focus for 1 minute. Each time your squadmates attack that creature and deal damage, they can ignore an amount of resistance equal to your Commander level. Physical resistance? Good luck with that constructs! It’s a gang up, swarming attack and I just love it. The Commander is truly what D&D 4E wanted for their marshal/warlord.

From a feat perspective, a basic 1st level feat we’ve seen is Plant Banner, one action to put your banner down and you get a 10’ increase to the radius though it becomes a burst rather than emanation. You grant out some temp hit points within 30’ too. I think most will pick up Adaptive Stratagem, a 2nd level free-action so that on initiative roll the Commander could replace one of their prepared tactics. At higher levels, I like the 12th level reaction Reactive Interference. If an enemy is adjacent to your Commander is about to use a reaction, provided they are your level or lower, you disrupt it. You have to make an attack roll on their AC if they’re higher level. A quick elbow to the face dissuades most from reacting, let me tell ya. The 16th level Confusing Commands is 2-actions but allows you to confuse enemies within the aura of your banner after they fail a will save, 2 rounds of confusion if they crit fail. 20th level has the Glorious Banner, improving your aura to a 60’ emanation or 80’ burst if using Plant Banner. The status bonuses to Will and fear improve and you grant allies a status bonus to AC, Fort, and Reflect while enemies take a penalty to will saves. Your Commander by then must be known far and wide for aiding communities, the armies of good, and your allied squadmates. No wonder they’re terrifying too!

GUARDIAN

Our new strength-based Guardian is tough at 12 hit points and the iconic is one of the new Jotunborn, named Grimmyr and shown above. This is THE tank class, using their armor to protect themselves and allies. There’s some important abilities to support this right from the start like your Guardian’s Armor. It grants you resistance to physical damage equal to 1 + half your level and you can rest normally in it, even medium and heavy armor! But then there’s the Taunt 1-action ability you get to draw the enemy to you. You target an enemy within 30’ if it takes a hostile action that includes an ally but not you, they take a -1 circumstance penalty to the roll or DC and become off guard until their next turn! You can even use this on mindless creatures! You’re just that threatening, annoying, taunting! You can only have one active Taunt (for now), but you can always choose to change whom you’re taunting. Atop this is that you always get a reaction as your roll initiative, thought it’s only for your feats and features. Then there’s the Intercept Attack reaction that allows you to Step in the way of attack coming at an ally within 10’. It’s 15’ away if the enemy is currently Taunted by you and you can Stride instead, a nice add. There’s some great synergy to be found between some classes with this defensive posturing, including with the Commander.

I know the Guardian is encouraging you to use medium and heavy armor, though I am curious why you only get master proficiency for light by 15th while the others get legendary. We’ll see fewer dexterous Guardians, which is fine considering the focus on strength and constitution. You even get Unyielding Resolve to protect your will saves by level 17, getting a crit success on a normal success. The same is true for Fortitude way back at level 9. Meanwhile the class feats are quite the draw, and I imagine many will agonize over the choices they have to make. You do gain one at first level then every even as with many martial classes. Long-Distance Taunt is level1, increasing the taunt range to 120’ but so is Bodyguard, allowing you to choose one ally as your charge (which fits a lot of classic fantasy literature). Your taunted enemy’s penalty increases to -2 against your charge, an incredible penalty to be throwing out at level 1. You can even change your charge with ten minutes, otherwise it’s every start of the day with daily prep. Guarded Advance at level 6 is 1-action, letting you Raise a Shield and Step twice in whatever order is best but of course Reactive Strike is also 6th level.

At 10th level you can Belly Flop for 1-action. Yup, you crush them under you and your armor. It’s a fist Strike as you drop prone but aren’t penalized from the position. You immobilize the target but they aren’t prone so it’s more like you are leaning severely on them. Stand up and you end the immobilized condition on them. Blanket Defense is a 3-action 14th level feat that lets you raise a shield and allies adjacent to it gain the raised shield benefits. Look forward to seeing a Guardian lead his group in this way, protecting vulnerable spellcasters or maybe someone they just really care about. Could make for great save the innocent NPC encounters too. It’s not always about “beat the baddie” after all! By 18th level, you can take Shield from Spells, which allow you to block ranged spell attacks like you would arrows as the feat requires a Shield from Arrows feat. That’s 8th level and uses a reaction so grant an ally a +4 circumstance bonus to AC versus an oncoming projectile. Perhaps the 20th level feat I would take is Boundless Reprisals. For each (yes every) enemy’s turn, you get a reaction to use only during their turn with one of your guardian feats or class features. EVERY ENEMY. That could be 4, 5, 20 extra reactions! Send them into war and let the enemy know fear; the Guardian is too quick! Indeed the feat represents “a sixth sense for the flow of combat.” I’m sure some people are going to really enjoy playing Commanders and Guardians at Gen Con!

ARCHETYPES

Chapter 2 is called Banded Together. When we get new classes that means we get new archetypes, this time for the Commander and Guardian, including perhaps a Paladin Guardian as seen above. We also get an update to the Aldori Duelist, the Crossbow Infiltrator, the Field Propagandist, the Guerilla (as in Warfare), the Iridian Choirmaster, the Necrologist, and the Captain. Each has a place in a battle-torn, war-focused book. I’m thankful for the Aldori Duelist as I am running Kingmaker and while no PC is an Aldori Duelist, having updated rules for any that might show up is quite helpful. The Field Propagandist seems perfect for a Bard, requiring Charisma and training in Deception and Diplomacy. They’re all about spreading false information so those using Gather Information or Recall Knowledge get the information you’ve seeded into the community. A Rogue or really any tricky character (perhaps a clever Cleric or Sorcerer) might enjoy the archetype as well. 

It’s the Necrologist (above) that most caught my attention, seemingly perfect to put atop the forthcoming Necromancer. I assume we’ll hear what book that’s coming out in during Gen Con. This archetype starts at 6th level, giving you the ability to summon a Horde as a two-action ability once every 10 minutes. It shares your hit point so don’t let it get too hurt, though it gets resistance to physical but weakness to area/splash. It’s a Huge creature effectively and can be zombies or skeletons, attacking to do 2d6 bludgeoning or 2d6 slashing damage. It’s not a minion though, it’s like an ongoing effect that you have and it improves as you gain level. By 14th level you can take Death Rattle as a 1-action ability. It makes those in the horde’s space or within 5’ make a Fortitude save or be drained 1 (2 on a crit failure). There aren’t any 16h level or higher feats but plenty to choose from otherwise. For example a few 10th level feats like Preserve the Horde. It’s a free action to sustain your horde because you just cast summon undead. I’m surprised it’s 10th level instead of earlier, but you can get spirits for your horde with Ghostsong. They become incorporeal with various immunities and dealing void damage rather than physical bludgeoning or slashing. In a way, the Necrologist can feel like the Necromancer. I might do a deeper study to see what the published Necrologist might tell us about an updated Necromancer.

We also get two new Class Archetypes. The Munitions Master is an Inventor with a penchant for large ammunitions, starting with light mortars. You know the little mini rockets you set up low to the ground and fire off, preferably into your enemies and not your allies? The image below will hopefully help you. It’s got a fair amount of variances and special innovations. You even gain Inventive Expertise two levels earlier at 7th and Inventive Mastery at 15th. Also at 15th level you can get Precise Blast so you don’t hit allies with the blast of your mortar. That’s if your allies don’t already avoid groups of enemies from being slightly burned or blasted by you in the past. The other class archetype is the War Mage, a wizard who practices the arcane arts and the art of war. They’re armored – light or medium – and study the school of battle magic, but you don’t get arcane bond or arcane thesis. You do get that armor training, the Shield Block feat, and War Magic. War Magic let’s you switch out a spell for sure strike as a free action. It reminds too you can cast most spells while wielding a weapon and notes you can Refocus by studying up on war plans or reports. Who has time for spellbooks, right? (If magic was real, I’d be Hermione, reading everything for the record.) 

The War mage Dedication at 2nd level expands your abilities so when you cast a non-cantrip spell that deals damage in an area, you can choose up to your Int mod in targets to move around from the explosive energy. You also gain Additional Lore in Warfare Lore, ensuring it’ll always increase to the maximum capability. The level 4 Mage’s Field Dressing, 1-action, let’s you use Battle Medicine on an ally within 60’ after you’ve used a spell on them. Literally your magic makes up for the supplies so you don’t need a healer’s kit! Love the idea of magical light fixing up your ally. An 8th level Shielding Formation grants you a focus spell to summon magical shields to protect your allies. It’s a 30’ emanation with a +1 circumstance bonus to AC, but it never improves so I’m torn on whether I’d used it. Maybe a Wizard (War Mage) who picked up Guardian could do intense protection spells. It’s effectively an Abjurer with armor. The highest level feat we get is the 12th level Battlefield Arcana, 1-action to use. It requires Steady Spellcasting because your practiced spellcasting makes it so you don’t trigger reactions provided it’s a wizard cantrip or spell at least 2 ranks lower than your highest. This is quite useful for those War Mages who end up right in the thick of melee, or at least drawing a lot of negative attention.

EXISTING CLASSES GO TO WAR

New options are presented for Cavalier, Champion, Sorcerer, Summoner, and Thaumaturge. Most get new feat options like the Mountain Leap for the Cavalier or the Steed’s Toppling Strike for the Champion. The Sorcerer gets the new Aesir bloodline, descendants of those battle warriors. Their Blood Magic lets them Call the Storm. You can either get a +2 status bonus to Reflex saving throws or do some electricity damage to your target. The Thaumaturge gets a new implement, the Shield. As a symbol of defense you get to learn the Shield Block feat and become adept at empowering you and it symbiotically. But the Summoner gets a brand new summon, the Swarm! The Swarm is spiritual, and not actual vermin, but they sure behave like a swarm. Its size can vary if pulled together, medium, or dispersed into a large creature. The condensed form can do Strikes at 5’ and use Haunting Visage, 1-action. 

Haunting Visage lets the Eidolon demoralize visually and it also causes off-guard at success or crit success. The dispersed form can’t make Strikes but does get to do a Swarming Assault as a 2-action ability. This is the standard swarm ability to do damage in the area, piercing or slashing, but can only do this attack every 1d4 rounds. It takes an action to switch forms so your Eidolon probably wants to stay predominantly Medium sized (Condensed) in combat. At 7th level, however, you get to switch between forms as a free action. That quick ability also grants them a reaction to use once every 10 minutes, reducing a critical hit to a normal hit as they switch form. Love the visual of this as well. I’ve a friend who just made an alchemist focused on swarms so I wonder what he’ll think of this.

OH CAPTAIN, MY CAPTAIN!

Also in Chapter 2, we get the Followers rules. You can’t have a Follower if you’ve an animal companion, but can if you have a familiar or pet. The Captain archetype I mentioned earlier but didn’t detail is in this section, and they can gain one and maybe we’ll see other rules for getting one. The Captain is a leader who attracts these followers, likely due to military or guild prowess. I was reminded of the old Leadership/Cohort rules of D&D 3E. Followers are minions, usually human, perhaps learning or training with you. Thus you will have to direct them in combat, which you can easily roleplay as training them. The archetype requires charisma +2, and none of the companion types to be had (animal, construct, etc.) so fitting for many types of characters. By 20th level, the Captain is quickened in any encounter where they have a follower active and that action is only for directing a follower. You can gain more over time so it doesn’t solve the situation entirely, but if you’re Intelligent enough maybe you’re also a Commander and all your followers can be squadmates too!

MAGIC FOR WAR

Chapter 3 is all items, entitled Instruments of Battle. We start with Siege Weapons like the Arcane Ram that has a steel-banded magical orb at the end of a battering ram. The Clockwork Ballista is just what it sounds like while the Ribauldequin is also what it sounds like… I had no idea what that was honestly, but it’s like an organ, pointed horizontally, that’s a series of gun barrels as seen below. There’s no music, but plenty of black powder! Numerous new vehicles are introduced including a Battle Dirigible at level 16 and the level 20 Flying Fortress!  Or maybe a Medical Wagon is enough? That’s only level 7 and when using the tools within – like the small gurney – gets you a +2 item bonus to a Medicine check. Mundane weapons are provided including the war lance, battle lute (that’s for you Bard!), and a repeating hand crossbow! The scourge is apparently a cat-o’-nine-tails so get ready to be nonlethally slashed. The description notes metal barbs woven into the cords, but it’s got the nonlethal trait!

There’s a lot of armor and shields, no surprise, like the Bismuth Armor (also below). It’s level 13, has a reflective shine of light that with a reaction can grant you a +2 circumstance bonus to AC versus the attack, and also stops indigestion, heartburn, or diarrhea. Okay, it doesn’t state that but I assume. There’s also the level 10 Umbral Armor. The studded leather is +1 resilient shadow and lets you Stride twice your speed through the Netherworld, not triggering reactions and ignoring difficult terrain and hazards. It’s once per day but that’s quite useful. The Bivouac Targe is a simple shield at level 2 but does let you make a makeshift shelter at will, though it takes a minute to come together. The level 20 artifact Vambrace of Gorum is a piece of Gorum’s armor that’s been fashioned into a shield. I won’t go into the full details to keep surprises for players but it does have multiple forms including the ability to become a greatsword!

Numerous magical weapons are provided like the Doomsweeper at level 8. You can clear obstacles in front of you in a 30’ cone to get rid of caltrops and non-magical difficult terrain. Final Stand is another artifact at level 17, but the origins of the hero who wielded this rapier are unknown. It keeps you going until the end, keeping you at 1 hit point rather than see you die, until all enemies are gone. But then you might die so hopefully you have a healer nearby! To compliment the Commanders – though not required – we get more magical banners as well as magical ammunition and whetstones to support our arterialists and bladed warriors. The Hexwise Banner at level 10 protects you and allies from spells, granting resistance 5 or more at higher levels. One of the held items is a Bellows Pipes so we can get some magical bagpipes in the mix. I’m imagining the scene at the end of Bedknobs and Broomsticks. If you don’t know what I’m talking about, go watch the movie. Or maybe that’s the Warpipes. You can use those to inspire all within 60’ to do +1 status bonus to damage and saves against fear for a minute. We do get an Endless Quiver, level 11, that regenerates 10 mundane arrows per hour. There’s numerous magical medals to pin on our heroes. I like the Medal of Unicorn’s Purity, which is level 12 and once per day let’s you regain additional hit points (4d6) when you would be healed from a magical effect. I’ll end our item discussion with the Trust Helmet, level 2, that let’s you use a reaction to reduce your stupefied condition by 1 or use an action to get a +1 circumstance bonus to AC against ranged attacks. Trusty indeed!

The 4th Chapter is about warfare rules and a lot of Lost Omens lore with an entire gazetteer of various nations and their confrontations. I’m saving that for another article as there’s much to go into and I’ve perhaps let this article get too long. Hopefully you’ll all enjoy it and hopefully you’re all investing in BATTLECRY! For those at Gen Con have a grand time, and be sure to share with us on social media and discord all the cool things you see. If you see Perram, tell him hi as I know he’s there. Much love to all!

Investing In:

I wasn’t quite sure what to name my article series when I first started but the idea of showcasing or discussing things that make me excited, that I find new and interesting, or maybe I’m otherwise passionate about seemed to fit with the idea of Investing In something like the Pathfinder 2E mechanic. To use some magic items you have to give that little bit of yourself, which helps make these things even better. I like the metaphor of the community growing and being strengthened in the same way!

I also want to hear what you’re Investing In! Leave me a comment below about what games, modules, systems, products, people, live streams, etc you enjoy! You can also hit me up on social media as silentinfinity. I want to hear what excites you and what you’re passionate about. There’s so much wonderful content, people, groups (I could go on) in this community of ours that the more we invest in and share, the better it becomes!

Sources

Banner – Pathfinder BATTLECRY! cover modified, Paizo, art by Wayne Reynolds

  1. Cry Battle! excerpt, Pathfinder BATTLECRY!, Paizo
  2. Cry Battle! banner, Pathfinder BATTLECRY!, Paizo
  3. Keeper jotunborn, Chapter 1: Conquering Heroes,Pathfinder BATTLECRY!, Paizo
  4. Ulka Oathshriek – iconic Commander, Chapter 1: Conquering Heroes, Pathfinder BATTLECRY!, Paizo, art by Wayne Reynolds
  5. Sample Commander – Officer, Chapter 1: Conquering Heroes, Pathfinder BATTLECRY!, Paizo
  6. Grimmy – iconic Guardian, Chapter 1: Conquering Heroes, Pathfinder BATTLECRY!, Paizo, art by Wayne Reynolds
  7. Multiclass Guardian, Chapter 1: Conquering Heroes, Pathfinder BATTLECRY!, Paizo
  8. Necrologist, Chapter 2: Banded Together, Pathfinder BATTLECRY!, Paizo
  9. Munitions Master, Chapter 2: Banded Together, Pathfinder BATTLECRY!, Paizo
  10. War Mage, Chapter 2: Banded Together, Pathfinder BATTLECRY!, Paizo
  11. Swarm Eidolon, Chapter 2: Banded Together, Pathfinder BATTLECRY!, Paizo
  12. Ribauldequin, Chapter 3: Instruments of Battle, Pathfinder BATTLECRY!, Paizo
  13. Bismuth Armor, Chapter 3: Instruments of Battle, Pathfinder BATTLECRY!, Paizo
  14. Flag of the Stronghold, Chapter 3: Instruments of Battle, Pathfinder BATTLECRY!, Paizo

Rob Pontious

You may know Rob Pontious from Order of the Amber Die or Gehenna Gaming's first series of Monster Hearts 2. He currently writes Know Direction's Investing In blog as well as a player for the Valiant podcast and Roll for Combat's Three Ring Adventure. He's been a lover of TTRPGs for over three decades, as a gamer, and a GAYMER. You can find him on social media as @silentinfinity.