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You have been schooled in tactics since you first could hold a sword or read a map.
Tactical Command (Ex)
You are a peerless tactician and can use your training to allow your allies to strike at the perfect moment. Once per round during your turn, you may allow a willing other ally within 30 feet to make a single melee or ranged attack with a weapon they have drawn. At 5th level and every 5 levels thereafter, you may use this ability an additional time per round. You may only use this ability once per target per round.
Bestow Tactic (Ex)
At 2nd level, you gain a teamwork feat as a bonus feat. You must meet the prerequisites of those feat. When you use your Tactical Command school ability to allow an ally to make an attack, that ally gains the benefits of this teamwork feat for the duration of their attack. That ally need not meet the prerequisites of this feat.
Tactical Motion (Ex)
At 6th level, when you use your Tactical Command class feature to allow an ally to attack, you may allow that ally to move up to 5 feet before attacking. This movement does not provoke attacks of opportunity and does not count towards the amount of movement they may take in a round.
Battlefield Understanding (Su)
At 10th level, whenever you would gain a bonus on attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover, that bonus is doubled. When you use your tactical command school ability to allow an ally to make an attack, that ally gains the benefits of this ability for the duration of their attack.
Improved Bestow Tactics (Ex)
At 14th level, you gain an additional teamwork feat as a bonus feat. You must meet the prerequisites for this feat. When you grant an ally a teamwork feat with your bestow tactics school power, that ally gains the benefits of all teamwork feats you possess.
Improved Tactical Command (Ex)
At 18th level, you may grant your ally a charge attack, instead of a melee or ranged attack, which your tactical command power. If you do, your ally may only move up to 1/2 their speed, instead of up to twice their speed. You target must still move at least 10 feet.
You are a peerless tactician and can use your training to allow your allies to strike at the perfect moment. Once per round during your turn, you may allow a willing other ally within 30 feet to make a single melee or ranged attack with a weapon they have drawn. At 5th level and every 5 levels thereafter, you may use this ability an additional time per round. You may only use this ability once per target per round.
Bestow Tactic (Ex)
At 2nd level, you gain a teamwork feat as a bonus feat. You must meet the prerequisites of those feat. When you use your Tactical Command school ability to allow an ally to make an attack, that ally gains the benefits of this teamwork feat for the duration of their attack. That ally need not meet the prerequisites of this feat.
Tactical Motion (Ex)
At 6th level, when you use your Tactical Command class feature to allow an ally to attack, you may allow that ally to move up to 5 feet before attacking. This movement does not provoke attacks of opportunity and does not count towards the amount of movement they may take in a round.
Battlefield Understanding (Su)
At 10th level, whenever you would gain a bonus on attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover, that bonus is doubled. When you use your tactical command school ability to allow an ally to make an attack, that ally gains the benefits of this ability for the duration of their attack.
Improved Bestow Tactics (Ex)
At 14th level, you gain an additional teamwork feat as a bonus feat. You must meet the prerequisites for this feat. When you grant an ally a teamwork feat with your bestow tactics school power, that ally gains the benefits of all teamwork feats you possess.
Improved Tactical Command (Ex)
At 18th level, you may grant your ally a charge attack, instead of a melee or ranged attack, which your tactical command power. If you do, your ally may only move up to 1/2 their speed, instead of up to twice their speed. You target must still move at least 10 feet.