TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
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  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2 2
  Introduction
  The Pathfinder Roleplaying Game is full of combat and 
  bloodshed. They are, in many ways, the bulk of what the 
  game is, and what it is about. But there is a difference 
  between simply fighting, even fighting for one’s life, and 
  fighting in a war. Wars are chaotic and bloody things, and 
  a battlefield is not a single, neat, orderly conflict, but in 
  fact hundreds, perhaps thousands of small life-and-death 
  struggles, each of which impacts the others around it. It is 
  an order of magnitude larger than the standard battles of 
  an adventurer, and while many adventurers can certainly 
  contribute in a true battle between opposing armies, that’s 
  not the same as being specifically trained and equipped for 
  it. Each installment of Weekly Wonders: Archetypes of War 
  presents six new archetypes for military characters, focused 
  on a particular theme.
  For this book, we focus on archetypes relating to 
  commanders. While it is common for those on the front 
  lines of battle to complain about the leadership that has sent 
  them there, most of the time an army’s commanders work 
  tirelessly to support the troops under their command, from 
  the highest-level generals all the way down to the lowest 
  levels of field commanders. Proper leadership not only 
  helps direct troops and resources to where they can best be 
  utilized for the war effort, but they also inspire those under 
  their command to new heights, helping them to reach their 
  full potential, and watching over and protecting them. The 
  archetypes in this book build on these themes of protection, 
  support, and leadership.
  New Archetypes
  The following archetypes are presented in alphabetical order, 
  based on the name of the class that they modify.
  Drill Sergeant (Bard)
  Although their audiences may not be quite as appreciative 
  of the sorts of performances they provide as other bards’ 
  audiences, drill sergeants instill discipline and training 
  in those under their command, their tough love inspiring 
  allies to achieve heights they never thought possible. On the 
  battlefield, a drill sergeant turns these talents to other uses, 
  issuing commands with such force and authority that even 
  the enemy obeys.
  Master of Intimidation (Ex): A drill sergeant adds half his 
  class level (minimum 1) to all Intimidate checks, and may 
  make Intimidate checks to demoralize opponents as a move 
  action, rather than a standard action.
  This ability replaces the bardic knowledge class feature.
  Bardic Performance: A drill sergeant gains the following 
  bardic performances, each of which replaces an existing 
  performance.
  Command (Sp): At 1st level, a drill sergeant can issue a 
  single command with such force and clarity that those 
  who hear it feel themselves compelled, however briefly, 
  to obey. This functions as the spell command, except 
  that it affects each creature within 30 feet that can see 
  and hear the performance, and the saving throw DC to 
  resist the effect is equal to 10 + 1/2 the drill sergeant’s 
  bard level + the drill sergeant’s Charisma modifier. If the 
  drill sergeant maintains the performance on subsequent 
  rounds, he can issue different orders, but each creature 
  receives a new saving throw each round, and any creature 
  that succeeded on a saving throw to resist this effect in 
  the last minute gains a +4 bonus on further saving throws 
  to resist it. 
  Beginning at 6th level, affected creatures continue 
  performing the command for a number of rounds equal 
  to the drill sergeant’s bard level, and are not entitled to 
  new saving throws unless the drill sergeant attempts to 
  give a new set of orders. Beginning at 12th level, the drill 
  sergeant can issue any command, as long as it can be 
  expressed in no more than 25 words, and the affected 
  creatures will attempt to obey it to the best of their 
  ability.
  This ability replaces the fascinate, suggestion, and mass 
  suggestion bardic performances.
  Double Time (Sp): At 12th level, a drill sergeant can 
  inspire his allies to move with incredible speed, affecting 
  them as though by the spell haste for as long as the 
  performance continues. Creatures that are no longer able 
  to see or hear the drill sergeant lose the benefits of this 
  performance.
  This ability replaces the soothing song bardic 
  performance.
  Motivator (Ex): Beginning at 2nd level, a drill sergeant gains 
  a +4 bonus on all ability checks and skill checks made to 
  convince a creature to take a certain course of action. This 
  includes Diplomacy and Intimidate checks made to request 
  favors (but not other Diplomacy or Intimidate checks), Bluff 
  checks made to convince a creature to do a certain thing, and 
  even opposed Charisma checks made to magically control a 
  creature, such as with a charm person spell.
  This ability replaces the versatile performance class feature.
  Unshakable (Ex): Beginning at 2nd level, a drill sergeant is 
  so inured to intimidation tactics that he is always able to keep 
  his cool in the face of danger. He gains a +4 bonus on saving 
  throws made to resist fear effects, and the DC of Intimidate 
  checks made against him is increased by +4.
  This ability replaces the well-versed class feature.
  Personable (Ex): At 5th level, a drill sergeant can choose 
  to take 10 on all Bluff, Diplomacy, Intimidate, and Perform 
  checks, as well as on Charisma checks. In addition, once 
  per day, the drill sergeant can take 20 on a single Intimidate 
  check as a standard action. He can use this ability one 
  additional time per day for every six levels he possesses 
  beyond 5th, to a maximum of three times per day at 17th 
  level.
  This ability replaces the lore master class feature.
  
  3
  3
  Strike Leader (Inquisitor)
  Using their divine judgments and superior knowledge of their 
  foes, strike leaders are inquisitors who lead teams of warriors 
  against enemies that can’t be defeated with conventional 
  tactics. From strange monstrosities to dark forces, strike 
  leaders are able to identify their weaknesses and, with 
  superior tactics and a little divine help, lead their teams to 
  triumph where larger forces might have failed.
  Status (Sp): Beginning at 2nd level, as a standard action, a 
  strike leader can forge a mystical link between herself and a 
  single willing ally within 30 feet. This otherwise functions as 
  the spell status, except that the effect lasts until the next time 
  the strike leader rests, or until she chooses to end the effect (a 
  move action). A strike leader can have this connection with 
  a maximum number of creatures equal to 3 + her Wisdom 
  modifier at any given time.
  This ability replaces the detect alignment class feature.
  Tactical Command (Ex): Beginning at 5th level, a strike 
  leader becomes an expert at identifying her foes’ weaknesses 
  and communicating them effectively to her allies. She gains a 
  +4 bonus on Knowledge checks made to identify the abilities 
  and weaknesses of creatures. Additionally, whenever she 
  successfully identifies one or more of a monster’s abilities 
  or weaknesses, she can spend a move action issuing tactical 
  commands to her allies. If she does so, all allies within 60 feet 
  gain a +2 bonus on attack and damage rolls made against the 
  creature she identified (as well as other creatures to which 
  the information in the Knowledge check applies). This bonus 
  lasts for 1 minute.
  This ability replaces the discern lies class feature.
  Shared Judgment (Ex): At 8th level, whenever a strike 
  leader uses her judgment ability, she can expend two uses 
  of her judgment ability in order to grant the benefits of 
  her judgment to each ally within 30 feet, as well. Once the 
  judgment is activated, these allies can move further than 30 
  feet away from the strike leader without losing the benefits 
  of the shared judgment. Each ally receives the benefits of the 
  same judgment that the strike leader selects, although she 
  can still change judgments as a swift action.
  At 16th level, the strike leader no longer needs to expend two 
  uses of her judgment ability in order to have her judgment 
  affect all allies within 30 feet, but can expend two uses of her 
  judgment ability in order to have her judgment affect all allies 
  within 60 feet, instead.
  This ability replaces the second judgment and third 
  judgment class features.
  Shared Tactics (Ex): Beginning at 11th level, a strike leader 
  is able to grant her allies the benefits of her teamwork 
  feats. Rather than treating her allies as though they had the 
  same teamwork feats as the inquisitor for the purpose of 
  determining whether the inquisitor receives a bonus from 
  teamwork feats, all of her allies within 30 feet actually gain 
  the benefits of her teamwork feats. This allows her allies to 
  use the teamwork feats with one another, even if the strike 
  leader herself is not involved directly.
  This ability replaces the stalwart class feature.
  Strike Order (Ex): At 17th level, as a standard action, the 
  strike leader can direct an ally within 30 feet to make a single 
  attack, or, as a full-round action, she can direct the ally to 
  make a full attack, instead. Either way, if the ally is currently 
  benefitting from one of the strike leader’s judgments, the 
  numerical benefits of that judgment are doubled for that ally 
  until the beginning of the strike leader’s next turn.
  This ability replaces the slayer class feature.
  Camaraderie Mystery (Oracle)
  Class Skills: An oracle with the camaraderie mystery adds 
  Intimidate, Knowledge (engineering), Knowledge (local), and 
  Ride to her list of class skills.
  Bonus Spells: bless (2nd), status (4th), prayer (6th), imbue 
  with spell ability (8th), breath of life (10th), heroes’ feast 
  (12th), refuge (14th), mass cure critical wounds (16th), miracle 
  (18th).
  Revelations: An oracle with the camaraderie mystery can 
  choose from any of the following revelations.
  Battlecry (Ex): As a standard action, you can unleash an 
  inspiring battlecry. All allies within 100 feet who hear 
  your cry gain a +1 morale bonus on attack rolls, skill 
  checks, and saving throws for a number of rounds equal 
  to your Charisma modifier. At 10th level, this bonus 
  
  4 4
  increases to +2. You can use this ability once per day, plus 
  one additional time per day at 5th level and for every five 
  levels thereafter.
  Channel (Su): You can channel positive energy like a 
  cleric, using your oracle level as your effective cleric level 
  when determining the amount of damage healed (or 
  caused to undead) and the DC. You can use this ability 
  a number of times per day equal to 1 + your Charisma 
  modifier.
  Charging Command (Ex): As a standard action, you can 
  direct a single ally within 60 feet to make a daring charge 
  against an enemy you specify. The ally can make a charge 
  action as a free action, even though it is not his turn. 
  Additionally, if the target of the charge is the creature 
  you designated, the bonus on the attack roll due to 
  charging is increased to +4, and the ally does not provoke 
  attacks of opportunity for exiting the space that he began 
  his movement in (he provokes attacks of opportunity as 
  normal for all other spaces he moves through as part of 
  the charge). You must be at least 11th level to select this 
  revelation.
  Combat Healer (Su): Whenever you cast a cure spell (a 
  spell with “cure” in its name), you can cast it as a swift 
  action, as if using the Quicken Spell feat, by expending 
  two spell slots. This does not increase the level of the 
  spell. You can use this ability once per day at 7th level 
  and one additional time per day for every four levels 
  beyond 7th. You must be at least 7th level to select this 
  revelation.
  Don’t Give Up (Su): Whenever an ally within 60 feet of 
  you fails a saving throw, as an immediate action, you can 
  shout words of encouragement to them, allowing them to 
  reroll the saving throw with a +2 bonus. You can use this 
  ability a number of times per day equal to your Charisma 
  modifier.
  Fleet Aura (Su): Allies that begin their turn within 60 feet 
  of you gain a +10 enhancement bonus to their movement 
  speed until the beginning of your next turn.
  Repositioning Command (Su): As a move action, you can 
  direct a single ally within 60 feet to reposition himself to 
  a space you designate. The chosen ally can immediately 
  move up to his base speed as a free action, even though it 
  is not his turn. If the ally moves to the designated space, 
  he receives a +4 bonus to AC until the beginning of his 
  next turn.
  Striking Command (Su): As a standard action, you can 
  direct a single ally within 60 feet to make an attack 
  against an enemy you designate. The chosen ally can 
  immediately make a single attack as a free action, even 
  though it is not his turn. If the ally attacks the creature 
  you designated, he gains a +2 bonus on the attack roll. 
  You must be at least 7th level to select this revelation.
  Superior Flanking (Ex): You gain a +4 bonus to attack 
  rolls against creatures you are flanking, rather than +2. 
  Additionally, allies who you are flanking with gain a +4 
  bonus to attack rolls against the creatures you flank with 
  them, rather than the normal +2 bonus.
  Try That Again (Su): Whenever an ally within 30 
  feet makes an attack roll, if the attack misses, as an 
  immediate action, you can issue an encouraging phrase 
  to allow that ally to reroll the attack roll with a +2 bonus. 
  You can use this ability a number of times per day equal 
  to your Charisma modifier.
  Final Revelation: Upon reaching 20th level, you are able 
  to shield your allies even from death. Whenever one of your 
  allies would be slain within 30 feet of you, that ally is instead 
  reduced to exactly 1 hit point. This applies even if the ally 
  would have died due to a death effect. Any given ally can 
  benefit from this ability only once per day.
  Righteous Commander (Paladin)
  Paladins of every sort inspire the hearts of lesser men and 
  women and awaken a courage and zeal in them that they 
  may not even have known they were capable of. A select few, 
  however, the righteous commanders, dedicate themselves 
  first and foremost not to fighting evil, but to training and 
  inspiring others to do so, because if each and every one of 
  us stands up to do our part to turn back the darkness, it will 
  prove easier for all of us.
  Instill Vigor (Su): Beginning at 3rd level, a righteous 
  commander’s very presence instills energy, resilience, and 
  vigor into nearby allies. Each ally within 60 feet (including 
  the righteous commander herself) gains a +2 bonus on saving 
  throws made to resist diseases and poisons, and a +4 bonus 
  on saving throws and Constitution checks made to avoid 
  becoming fatigued or exhausted.
  This ability replaces the divine health class feature.
  Righteous Blessing (Su): At 3rd level and every three levels 
  thereafter, a righteous commander can select one righteous 
  blessing. Whenever the righteous commander uses her lay on 
  hands class feature, she can also grant the target one of her 
  righteous blessings, granting him additional benefits.
  At 3rd level, the righteous commander can select from the 
  following initial righteous blessings.
  •	
  The target gains a +4 enhancement bonus to Strength 
  for 1 minute.
  •	
  The target gains a +4 enhancement bonus to Dexterity 
  for 1 minute.
  •	
  The target gains a +4 enhancement bonus to 
  Constitution for 1 minute.
  At 6th level, the righteous commander adds the following to 
  the list of righteous blessings that can be selected.
  •	
  The target gains a +4 sacred bonus to AC for 1 minute.
  •	
  The target gains the benefits of a haste spell for a 
  number of rounds equal to the righteous commander’s 
  Charisma modifier.
  •	
  The target gains a number of temporary hit points 
  equal to twice the righteous commander’s paladin 
  level.
  
  5
  5
  At 9th level, the righteous commander adds the following to 
  the list of righteous blessings that can be selected.
  •	
  The target grows a pair of angelic wings made of golden 
  light, which grant him a fly speed of 60 feet with good 
  maneuverability for 1 minute.
  •	
  The target gains DR 5/evil for 1 minute.
  •	
  Each of the target’s attacks deal an additional 1d6 
  points of damage to evil creatures, plus an additional 
  1d6 points of damage if the evil creature is a dragon, 
  outsider, or undead.
  This ability replaces the mercy class feature.
  Aura of Grace (Su): Beginning at 4th level, as a swift action, 
  a righteous commander can project an aura of divine grace, 
  granting all allies within 30 feet a bonus on saving throws 
  equal to the righteous commander’s Charisma bonus. This 
  bonus does not stack with the divine grace class feature. The 
  righteous commander can use this ability for a total number 
  of rounds per day equal to her class level + her Charisma 
  modifier. These rounds need not be spent consecutively.
   
  This ability replaces the channel positive energy class feature.
  Heroic Command (Su): Beginning at 5th level, a righteous 
  commander can order one of her allies to attack, bringing 
  divine providence to ensure the strike lands true. As a 
  standard action, the righteous commander selects a single 
  ally within 30 feet. As an immediate action, that ally can 
  make a single attack at his full base attack bonus, and he 
  gains a sacred bonus equal to the righteous commander’s 
  Charisma modifier on the attack roll, as well as to any damage 
  roll resulting from the attack. If the ally attacks a creature 
  that is currently the target of the righteous commander’s 
  smite, the ally instead uses the righteous commander’s smite 
  bonuses to attack and damage for the attack.
  At 9th level, the righteous commander can choose to use 
  this ability as a full-round action, instead. If she does so, the 
  ally can make two attacks, one at his full base attack bonus, 
  the other at his base attack bonus –5. At 13th level, when 
  activating this ability as a full-round action, the ally can make 
  a third attack at his base attack bonus –10, and at 17th level, 
  when activating this ability as a full-round action, the ally can 
  make a fourth attack at his base attack bonus –15.
  This ability replaces the divine bond class feature.
  Daring Leader (Swashbuckler)
  There are some people who simply attract followers and 
  hangers-on wherever they go, and the daring leader, with 
  her grace and charm, is one such type of individual. These 
  dashing figures are somewhat less concerned with their own 
  personal glory than other swashbucklers, focusing instead on 
  helping and supporting their crew.
  Deeds: A daring leader gains the following deeds, each of 
  which replaces an existing deed.
  People Person (Ex): At 1st level, a daring leader can spend 
  1 panache point when she makes a Bluff, Diplomacy, 
  Intimidate, or Sense Motive check to roll 1d6 and add the 
  result to the check. She can do this after she makes the 
  check but before the result is revealed. If the result of 
  the d6 roll is a natural 6, she rolls another 1d6 and adds 
  it to the check. She can continue to do this as long as 
  she rolls natural 6s, up to a number of times equal to her 
  Charisma modifier (minimum 1). This ability replaces the 
  derring-do deed.
  On Your Feet (Ex): At 3rd level, while the daring leader 
  has at least 1 panache point, she can pull an adjacent 
  ally to his feet as a move action, and doing so does not 
  provoke an attack of opportunity for either the daring 
  leader or her prone ally. Whenever the daring leader uses 
  this ability, both she and her ally gain a +2 circumstance 
  bonus to AC and saving throws until the beginning of her 
  next turn. This ability replaces the kip-up deed.
  Repositioning Command (Ex): At 7th level, while the 
  daring leader has at least 1 panache point, she can spend 
  a move action to direct one of her allies within 30 feet to 
  move. The ally may immediately move up to his speed 
  as a free action, even though it is not his turn. While 
  moving in this way, the ally gains a +5 morale bonus on 
  Acrobatics checks, and gains a +2 morale bonus to AC 
  against attacks of opportunity. This ability replaces the 
  swashbuckler’s grace deed.
  Call to Arms (Ex): At 15th level, as long as she has at least 
  one point of panache remaining, a daring leader can 
  call out to an ally to strike, her words driving home the 
  attack. As a standard action, the daring leader can direct 
  an ally within 30 feet to make a single attack, or, as a full-
  round action, she can direct the ally to make a full attack, 
  instead. Either way, the ally gains a +1 morale bonus on 
  all attack and damage rolls made as part of the attack. If 
  the daring leader and the ally are flanking the creature 
  being attacked, this morale bonus increases to +2 (in 
  addition to the normal benefits of flanking). This ability 
  replaces the dizzying defense deed.
  Leader’s Luck (Ex): Beginning at 2nd level, a daring leader 
  becomes a good luck charm for those under her command, 
  helping them survive dangers they otherwise would not be 
  able to. Three times per day as an immediate action, when an 
  ally within 30 feet is attacked or must make a saving throw, 
  the daring leader can add her Charisma modifier to the ally’s 
  AC or saving throw bonus for that attack or saving throw. She 
  must choose to do this before the attack roll or saving throw 
  is made, and it applies to only a single attack or saving throw. 
  At 6th level, and every 4 levels thereafter, the number of 
  times she can do this per day increases by one (to a maximum 
  of 7 times per day at 18th level). The daring leader cannot use 
  this ability to enhance her own AC or saving throws.
  This ability replaces the charmed life class feature.
  
  6 6
  Path of War Archetype
  No selection of war-themed archetypes would be complete 
  if they ignored the martial classes from Dreamscarred 
  Press’s Path of War. These classes, mechanically inspired 
  by The Book of Nine Swords, a 3.5 Dungeons and Dragons 
  sourcebook, use maneuvers and stances to unleash 
  devastating effects on the battlefield, with a dynamic and 
  exciting feel to combat. There are six main classes associated 
  with this content from Dreamscarred Press, and with the 
  exception of the first installment, each of the seven volumes 
  of Archetypes of War features a special bonus archetype for 
  one of these six classes. For more information on Path of War, 
  and the specific class that this archetype modifies, please visit 
  www.dreamscarred.com.
  Selfless Captain (Zealot)
  Zealots are always mindful of their allies, but for some 
  zealots, the protection and care of those under their 
  command is their primary concern. Often remaining in 
  low-ranking commands long after they should have been 
  promoted, these selfless captains are unwilling to leave the 
  men and women in their care to the hands of anyone else, 
  staying close by to bring the best out of them.
  Natural Leader (Ex): A selfless captain gains a bonus equal 
  to 1/2 his class level on Diplomacy checks. Additionally, by 
  making a DC 25 Diplomacy check as a full-round action, he 
  can encourage one of his allies within 30 feet, removing the 
  shaken condition from that ally.
  This ability replaces the compartmentalized aid class feature.
  Psionic Healing (Su): Beginning at 5th level, as a standard 
  action, a selfless captain can expend a number of power 
  points up to his zealot level in order to psionically heal the 
  wounds of one of the members of his collective. The chosen 
  ally immediately heals a number of hit points equal to twice 
  the number of power points expended in this way.
  This ability replaces the defiance class feature.
  Mobilizing Aid (Su): Beginning at 6th level, whenever a 
  selfless captain uses the aid another action to aid a member 
  of his collective, if he is successful, the creature he aids can 
  immediately take a single move action.
  This ability replaces the conviction gained at 6th level.
  Earnest Aid (Su): At 9th level, whenever a selfless captain 
  uses the aid another action to aid a creature in his collective, 
  he can add his Charisma modifier to the bonus he grants. 
  He must declare that he is using this ability before making 
  the necessary roll for the aid another action. At 9th level, the 
  selfless captain can use this ability three times per day. At 
  13th level, and again at 17th level, he can use this ability one 
  additional time per day.
  This ability replaces the unshakable will class feature.
  Captain’s Salvation (Su): Beginning at 13th level, whenever 
  a member of the selfless captain’s collective makes a saving 
  throw, before the saving throw is made, the selfless captain 
  can expend 3 power points in order to make the saving throw 
  on behalf of that creature, instead, applying his own bonus to 
  the roll.
  This ability replaces the stalwart class feature.
  Spur to Action (Su): Beginning at 14th level, whenever the 
  selfless captain uses the aid another action to aid a creature 
  in his collective, if he is successful, the creature he aids can 
  immediately make a single attack or take a total defense 
  action, instead of taking the move action granted by the 
  mobilizing aid class feature.
  This ability replaces the conviction gained at 14th level.
  
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  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
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  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Path of War – Expanded, © 2016, Dreamscarred Press. 
  Weekly Wonders: Archetypes of War Volume VII - Commanders Copyright 2017, Necromancers of 
  the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Once More into the Breach!
   
  There is battle, and then there is warfare. Many adventurers are familiar with 
  wading into combat against monsters and small groups of enemies, but this is 
  nothing next to the glory and chaos and carnage that is true war. More than simply a 
  nothing next to the glory and chaos and carnage that is true war. More than simply a 
  change in scale, the difference between war and other combat can be profound. In a war, 
  the characters are part of something larger than themselves, contributing to the efforts 
  of their armies, or perhaps leading those armies themselves. The priorities of a soldier 
  are different from those of an adventurer, and often the challenges that they face are, as 
  well. While many characters can translate their talents as adventurers to the 
  battlefield, one who specifically focuses on warfare and battlefield tactics will have the 
  battlefield, one who specifically focuses on warfare and battlefield tactics will have the 
  edge on others when it comes to true war. Each installment of Weekly Wonders: 
  Archetypes of War provides six new war-themed archetypes for a variety of classes.
  For this book, we focus on those who lead, the tacticians and generals and lieutenants 
  For this book, we focus on those who lead, the tacticians and generals and lieutenants 
  who not only direct soldiers in where to go and how to fight, but help protect those 
  under their command from the perils of combat, bringing out their hidden potential and 
  utilizing them to their fullest. The archetypes in this book bring these principles of 
  leadership to the table and encourage players to take command. This book contains the
  following archetypes:
  • The drill sergeant, a bard archetype that intimidates foes into obeying and allies 
  into giving their all.
  • The strike leader, an inquisitor archetype focuses on tactically directing foes to 
  hammer an enemy’s greatest weaknesses.
  • The camaraderie mystery, for oracles, with a wide variety of powers based on 
  • The camaraderie mystery, for oracles, with a wide variety of powers based on 
  comrades-in-arms banding together on the battlefield and inspiring loyalty in 
  one another.
  • The righteous commander, a paladin archetype that can spur allies to action, and
  exchanges mercies for blessings that give the recipients of her lay 
  on hands additional benefits.
  • The daring leader, a swashbuckler archetype whose deeds focus on 
  aiding his allies, including helping them get up when they’re 
  down, and directing them to make powerful attacks.
  • A bonus archetype for the zealot, from Path of War Expanded by 
  • A bonus archetype for the zealot, from Path of War Expanded by 
  Dreamscarred Press, the selfless captain can heal allies remotely 
  though her psychic connection to them, and grants 
  extra bonuses and actions when using aid another.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Archetypes of War Volume VII - Commanders.pdf