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Merk
2010-10-05, 09:11 PM
Fluff: Smart fighters.

Tactical Warrior

Alignment
Any.

Hit Die
d10.

Starting Wealth
As fighter.

Skills
Class Skills
The class skills (and key ability modifier for each) of the Tactical Warrior are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Martial Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skills Ranks per Level
6 + Int modifier .

Tactical Warrior
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Superior expertise, encyclopedia of war, weapon aptitude

2nd|
+2|
+3|
+0|
+0|Uncanny dodge

3rd|
+3|
+3|
+1|
+1|One step ahead (attacks of opportunity)

4th|
+4|
+4|
+1|
+1|Vantage strike (bonus damage)

5th|
+5|
+4|
+1|
+1|Improved uncanny dodge

6th|
+6/+1|
+5|
+2|
+2|Bonus feat (combat, floating)

7th|
+7/+2|
+5|
+2|
+2|One step ahead (reflex saves)

8th|
+8/+3|
+6|
+2|
+2|Diverse arsenal

9th|
+9/+4|
+6|
+3|
+3|Knight's positioning (step)

10th|
+10/+5|
+7|
+3|
+3|Vantage strike (breach defense)

11th|
+11/+6/+1|
+7|
+3|
+3|One step ahead (will saves)

12th|
+12/+7/+2|
+8|
+4|
+4|Bonus feat (general, floating)

13th|
+13/+8/+3|
+8|
+4|
+4|Knight's positioning (surround)

14th|
+14/+9/+4|
+9|
+4|
+4|Vantage charge

15th|
+15/+10/+5|
+9|
+5|
+5|One step ahead (spell resistance)

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Vantage strike (breach immunity)

17th|
+17/+12/+7/+2|
+10|
+5|
+5|Knight's positioning (phase)

18th|
+18/+13/+8/+3|
+11|
+6|
+6|Bonus feat (gifted, floating)

19th|
+19/+14/+9/+4|
+11|
+6|
+6|One step ahead (action interrupt)

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Strategic vortex of the grandmaster[/table]

Class Features

All of the following are class features of the tactical warrior.

Weapon and Armor Proficiency
Tactical warriors are proficient with all simple and martial weapons and one exotic weapon, with light and medium armor, and with shields (except tower shields).

Superior Expertise (Ex)
At 1st level, a tactical warrior gains Combat Expertise as a bonus feat (regardless of her intelligence). In addition, she chooses one combat maneuver (bull rush, disarm, feint, grapple, overrun, sunder, or trip). She gains her intelligence modifier (if positive) as a bonus to CMB checks made with this combat maneuver, limited by her tactical warrior class level, and does not provoke attacks of opportunity for initiating that maneuver. At 3rd level, 5th level, and 7th level, the tactical warrior may choose an additional combat maneuver to which this bonus applies.

Encyclopedia of War (Ex)
The tactical warrior is an expert at applying combat theory. Once per encounter per enemy, the tactical warrior may make a knowledge check (as appropriate for the enemy type) as a free action. With a check of 15 or higher, he receives a +1 insight bonus to attack and damage rolls against that enemy for the duration of the encounter. For each additional 5 points the tactical warrior beats the DC 15 check by, the bonus to attack and damage increases by +1 (to a maximum of +5 insight to attack and damage rolls for a DC 35 knowledge check).

Weapon Aptitude (Ex)
Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your tactical warrior level -2. For example, as a 6th-level tactical warrior, you could take Weapon Specialization, since you're treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/tactical warrior 4 would also qualify for Weapon Specialization.

You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session.

You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.

Uncanny Dodge (Ex)
At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized.

If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead.

One Step Ahead (Ex)

You gain the ability to predict your opponents moves, and gain a defensive edge as a result.

At 3rd level, you can sacrifice 1 point of AC bonus gained from Superior Expertise and instead gain an extra attack of opportunity until your next turn (as if you had combat reflexes). For every additional point of AC bonus you sacrifice, you instead gain an extra attack of opportunity.

At 7th level, you can sacrifice 1 point of AC bonus and instead gain a +1 bonus on reflex saves per point of sacrificed AC bonus until your next turn.

At 11th level, you can sacrifice 1 point of AC bonus and instead gain a +1 bonus on will saves per point of sacrificed AC bonus until your next turn.

At 15th level, you can sacrifice 1 point of AC bonus and instead gain spell resistance equal to 20 + 2 per point of sacrificed AC bonus until your next turn

At 19th level, you can sacrifice 1 point of AC bonus and raise your effective initiative count by twice the amount of sacrificed AC bonus until the end of your next turn.

These abilities are not cumulative, but you can decide how you allocate sacrificed AC bonus.

Vantage Strike (Ex)

A number of times equal to half your tactical warrior level + your intelligence modifier, you may make a vantage strike against any enemy that you have identified through encyclopedia of war. On a vantage strike, you gain your intelligence bonus as an insight bonus to your attack roll, and your tactical warrior level as a bonus to your damage roll (as precision damage).

At 10th level, your vantage strike automatically bypasses any damage reduction your enemy has.

At 16th level, your vantage strike deals damage even if your opponent is incorporeal, ethereal, or otherwise resistant to attacks. In addition, your enemy is subject to critical hits from your vantage strike even if they would otherwise be immune (by extension, you may deliver sneak attack damage on a vantage strike against an otherwise immune target).

Improved uncanny dodge (Ex)
At 5th level and higher, you can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. See the barbarian class feature (PH 26) for more information.

Bonus Feats (Ex)

At 6th level, the tactical warrior gains a bonus combat feat that may be changed with 8 hours of rest.

At 12th level, the tactical warrior gains a general bonus feat that may be changed with 8 hours of rest, and may change his or her combat feat with 5 minutes of preparation.

At 18th level, the tactical warrior gains a general bonus feat that may be changed with 8 hours of rest, and does not need to meet any prerequisites in order to take the feat (however, this does not grant the tactical warrior any prerequisites that he or she does not have). In addition, he may change his normal general floating feat with 5 minutes of preparation, and may change his combat floating feat as a full-round action.

At any time a floating feat is chosen, it is as if the feat were selected for the first time.

Diverse Arsenal (Ex)

At 8th level, the tactical warrior gains proficiency in all weapons, armors, and shields (including exotic and improvised weapons).

Knight's Positioning (Ex or Su)

At 9th level, you may move up to your land speed as a swift action. You may move a total number of feet per day in this manner equal to ten times your tactical warrior level.

At 13th level, any target that you move adjacent to using Knight's move is considered flanked by you.

At 17th level, you may opt to teleport instead of move. This is a supernatural ability.

Vantage Charge (Ex)
At 14th level, you may expend a use of Vantage Strike as a full-round action to charge an enemy. You may charge over difficult terrain as if you had the acrobatic charge ability, may make up to two turns during the charge, and do not provoke any attacks of opportunity. You may make all of your attacks at the end of the charge.

Strategic Vortex of the Grandmaster (Ex)
At 20th level, whenever you use superior expertise to gain a benefit from one step ahead, you gain an insight bonus to your AC equal to your intelligence modifier. In addition, whenever you attack an enemy that is flanked by you and at least one other ally, you gain an extra daily use of Vantage Strike (to a maximum of twice your tactical warrior class level + your intelligence modifier).

Ziegander
2010-10-05, 10:43 PM
This is a VERY cool class. Much better than the intelligence based fighters I've attempted to make in the past. In terms of PF balance it appears to be better than their Fighter, but mostly balanced against the other PF classes, such as the Monk or Paladin. I like it a lot.

Nero24200
2010-10-06, 04:47 AM
Definately looks to be an interesting class.

The only element that particularly stands out to me is the Bonus Feats. Changing a single combat feat seems pretty resonable for a class dedicated to martial tactics, but the general feat as well? And then the general feat for which you do not need to meet the prerequisites?

I think it may be worth changing the last two since they make lttle sense fluff wise and the non-prerequisite feat could be problematic. I think just offering two additional combat feats that can be swapped out each day should be more than enough.

Morph Bark
2010-10-06, 06:02 AM
Why does it have Escape Artist as a skill? Isn't that part of Acrobatics on PF? And why does it have Perform, Martial Lore, Survival and Spellcraft? It is no spellcaster, nor uses any sort of magic, uses no maneuvers, is no performing sort of warrior, nor does it seem nature-based or a kind of in-the-wild kind of guy.

From Superior Expertise, what is a CMB check?

Merk
2010-10-06, 08:12 AM
Thanks for the comments.

@Nero24200: I do think they fit flavorwise (a cunning tactician has extremely adaptable tactics and can teach him/herself things on the fly) and are probably not extremely powerful (especially working with only PF core feats, but even otherwise), but I'll consider it.

@M-Bark: Escape Artist is a skill in PF. I give Perform to all classes. Being self-sufficient and knowing true north (Survival), being able to ID maneuvers (Martial Lore) and spells (Spellcraft) seem like things a battle tactician ought to be able to do. CMB check is the combat maneuver bonus used in PF for trip, grapple, etc., though the word "check" may be superfluous.

One change I would like to make is to the 19th level ability, as I'm not as fond of it as I am of the rest in that sequence. Any ideas would be appreciated.

Starbuck_II
2010-10-06, 08:26 AM
1st level seems way too dippable.

3 abilities: 2 are useful regardless of taking additional levels in Tatical Warrior.

I'd move Encyclopedia to 2nd.