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View Full Version : [PF] Bard Alternate Class: The Tactician (WIP;PEACH)



Griffith!
2013-07-24, 07:01 AM
Tactician

"All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved." -Sun Tzu

Role: The tactician, while trained in the use of weapons and the rudiments of magic, is neither a spellcaster nor a warrior at heart. The place of the tactician lies outside the scope of these, in carefully preparing the battlefield and making the most of his allies abilities.

Table: tactician
{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th|6th

1st|+0|+0|+2|+2|Tactical Knowledge, Cantrips, Inspiring Commands, Look Sharp!, Inspire Courage +1|1|—|—|—|—|—

2nd|+1|+0|+3|+3|Inspiring Command, Situational Awareness, Strategist|2|—|—|—|—|—

3rd|+2|+1|+3|+3|Inspire Competence +2|3|—|—|—|—|—

4th|+3|+1|+4|+4|Lore Master 1/day|3|1|—|—|—|—

5th|+3|+1|+4|+4|Inspire Courage +2,|4|2|—|—|—|—

6th|+4|+2|+5|+5|Pressing Rhetoric, Strategist, Versatile Commander|4|3|—|—|—|—

7th|+5|+2|+5|+5|Inspire Competence +3|4|3|1|—|—|—

8th|+6/+1|+2|+6|+6|Medium Armor|3|4|2|—|—|—

9th|+6/+1|+3|+6|+6|Inspire Greatness|5|4|3|—|—|—

10th|+7/+2|+3|+7|+7|Jack-of-All-Trades, Strategist, Versatile Commander|5|4|3|1|—|—

11th|+8/+3|+3|+7|+7|Inspire competence +4, Inspire Courage +3, lore master 2/day|5|4|4|2|—|—

12th|+9/+4|+4|+8|+8|Stirring Speech|5|5|4|3|—|—

13th|+9/+4|+4|+8|+8||5|5|4|3|1|—

14th|+10/+5|+4|+9|+9|Strategist, Versatile Commander|5|5|4|4|2|—

15th|+11/+6/+1|+5|+9|+9|Inspire Competence +5, Inspire Heroics|5|5|5|4|3|—

16th|+12/+7/+2|+5|+10|+10|Versatile Commander|5|5|5|4|3|1

17th|+12/+7/+2|+5|+10|+10|Inspire Courage +4, Lore Master 3/day|5|5|5|4|4|2

18th|+13/+8/+3|+6|+11|+11|Strategist|5|5|5|5|4|3

19th|+14/+9/+4|+6|+11|+11|Inspire Competence +6|5|5|5|5|5|4

20th|+15/+10/+5|+6|+12|+12||5|5|5|5|5|5

[/table]
Alignment: Any
Hit Die: 1d8

Class Skills:
Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Oratory) (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).
Skill Ranks per level: 6 + Int modifier

Weapon and Armor Proficiency:
A tactician is proficient with all simple weapons, plus the longsword, rapier, shortsword, halberd, and shortbow. Tacticians are also proficient with light armor and shields (except tower shields). A tactician can cast tactician spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a tactician wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass tactician still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells
A tactician casts arcane spells drawn from the tactician spell list. He can cast any spell he knows without preparing it ahead of time. Every tactician spell has a verbal component. To learn or cast a spell, a tactician must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a tactician’s spell is 10 + the spell level + the tactician’s Charisma modifier.

Like other spellcasters, a tactician can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Tactician. In addition, he receives bonus spells per day if he has a high Charisma score.

The tactician’s selection of spells is extremely limited. A tactician begins play knowing four 0-level spells and two 1st-level spells of the tactician’s choice. At each new tactician level, he gains one or more new spells, as indicated on Table: Tactician Spells Known (below). (Unlike spells per day, the number of spells a tactician knows is not affected by his Charisma score.)

Upon reaching 5th level, and at every third tactician level after that (8th, 11th, and so on), a tactician can choose to learn a new spell in place of one he already knows. In effect, the tactician “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level tactician spell the tactician can cast. A tactician may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A tactician need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Tactical Knowledge (Ex)
A tactician adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Cantrips (Sp)
Tactician's learn a number of cantrips, or 0-level spells, as noted on Table: Tactician Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Battlefield Commands (Sp)
A tactician is trained to use the Perform (Oratory) skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a tactician can use Battlefield Commands for 2 additional rounds per day. Each round, the tactician can produce any one of the types of Battlefield Commands that he has mastered, as indicated by his level.

Starting a Battlefield Command is a standard action, but it can be maintained each round as a free action. Changing a Battlefield Command from one effect to another requires the tactician to stop the previous Command and start a new one as a standard action. A Battlefield Command cannot be disrupted, but it ends immediately if the tactician is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A tactician cannot have more than one Battlefield Command in effect at one time.

At 7th level, a tactician can issue a Battlefield Command as a move action instead of a standard action. At 13th level, a tactician can issue a Battlefield Command as a swift action.

Each Battlefield Command has audible components. The targets must be able to hear the tactician for the Command to have any effect, and any such Commands are language dependent. A deaf tactician has a 20% change to fail when attempting to use a Battlefield Command. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to Battlefield Commands.

Look Sharp! (Su) - At 1st level, the tactician learns to counter any magical effect that depends on sight or sound (excepting spells that have verbal components). Each the tactician maintains the command he makes a Perform (oratory, acting, or comedy) skill check. Any creature, the tactician included, within 30 feet that is affected by a sonic, or language dependent effect, or by an illusion (pattern) or illusion (figment) magical attack may use the tactician’s Perform check result in place of its saving throw if, after the saving throw is rolled, the result of the Perform check is higher. If a creature within range of the command is already under the effect of a non-instantaneous sonic, language-dependent, illusion (Pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it hears the command, but it uses the tactician's Perform skill check result for the save. Look Sharp! does not work on effects that don't allow saves.
Inspire Courage (Su): A 1st level tactician can use this Command to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the tactician’s command. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six tactician levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability.
Inspiring command (Su) - Starting at 2nd level, the tactician can grant use of any teamwork feat he possesses to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds for every one that the tactician spent Performing. Allies do not need to meet the prerequisites of these bonus feats.
Inspire Competence (Su): A tactician of 3rd level or higher can use this command to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the tactician. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the tactician’s command. This bonus increases by +1 for every four levels the tactician has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A tactician can't inspire competence in himself.
Pressing Rhetoric (Su) - At 6th level the tactician has achieved such a level of personal magnitude and strategic awareness that she can harness it for the purposes of war - The tactician chooses a single target within sight. She then makes Perform (oratory, acting, or comedy) check against the target’s will save. If the check is successful, the tactician adds her Cha bonus (if any) to her attack rolls and adds her tactician level to all damage rolls made against the target of her command. This effect lasts for a number of rounds equal to one half the tactician’s level, rounded down (minimum 1). This effect can not be applied against the same target twice in the same day, nor used twice in the same encounter.
Inspire Greatness (Su): A tactician of 9th level or higher can use this Command to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a tactician attains beyond 9th, he can target one additional ally while using this Command (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the tactician. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Stirring Speech (Su) - a tactician of 12th level or higher can use his performance to create an effect equivalent to the spell mass cure serious wounds, using the tactician’s level as the caster. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous commands, and the targets must be able to see and hear the bard throughout the performance.
Inspire Heroics (Su): A tactician of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three tactician levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the tactician. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the Command. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Situational Awareness (Ex)
At 2nd level, the tactician can use the Aid Another special attack as a move action, rather than as a standard action.

Strategist
At 2nd level and every four levels after 2nd, the tactician gains a bonus feat drawn from the teamwork feat list. He still must meet the prerequisites of this feat.

Lore Master (Ex)
At 4th level, the tactician becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A tactician can choose not to take 10 and can instead roll normally. In addition, once per day, the tactician can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 4th, to a maximum of three times per day at 16th level.

Versatile Commander (Su)
At 6th level, the tactician can use his Charisma modifier in place of his Strength modifier to determine Combat Maneuver Defense. At level 10, the tactician can also substitute Charisma in place of Strength when calculating his Combat Maneuver Bonus. At level 14, the tactician applies both Strength and Charisma modifiers when calculating Combat Maneuver Defense. At level 16, both Strength and Charisma modifiers are factored when calculating his Combat Maneuver Bonus.

Jack of All Trades (Ex)
At 10th level, the tactician can use any skill, even if the skill normally requires him to be trained. At 16th level, the tactician considers all skills to be class skills. At 19th level, the tactician can take 10 on any skill check, even if it is not normally allowed.

Medium Armor (Ex)
At 14th level, a tactician gains proficiency with medium armor. A tactician can cast tactician spells while wearing medium armor without incurring the normal arcane spell failure chance.

Griffith!
2013-07-24, 07:02 AM
Table: Tactician Spells Known
{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th

1st|3|1|—|—|—|—|—

2nd|4|2|—|—|—|—|—

3rd|5|3|—|—|—|—|—

4th|5|3|1|—|—|—|—

5th|5|3|2|—|—|—|—

6th|5|3|3|—|—|—|—

7th|5|4|3|1|—|—|—

8th|5|4|3|2|—|—|—

9th|6|4|3|3|—|—|—

10th|6|4|4|3|1|—|—

11th|6|5|4|3|2|—|—

12th|6|5|4|3|3|—|—

13th|6|5|4|4|3|1|—

14th|6|5|5|4|3|2|—

15th|6|5|5|4|3|3|—

16th|6|5|5|4|4|3|1

17th|6|6|5|5|4|3|2

18th|6|6|5|5|4|3|3

19th|6|6|5|5|4|4|3

20th|6|6|6|5|5|4|4
[/table]

Tactician Spell List
0-Level Spells
Acid Splash: Orb deals 1d3 acid damage.
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Guidance: +1 on one attack roll, saving throw, or skill check.
Jolt: Deal 1d3 electrical damage with a ranged touch attack.
Know Direction: You discern north.
Light: Object shines like a torch.
Lullaby: Makes subject drowsy (–5 on Perception checks, –2 on Will saves against sleep.)
Message: Whisper conversation at distance.
Root: Reinforces a subjects defense against being moved or tripped.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Sift: See area as though examining it.
Spark: Ignites flammable objects.
Touch of Fatigue: Touch attack fatigues target.
Unwitting Ally: Subject is considered ally for 1 round.

1st-Level Tactician Spells
Abundant Ammunition - Replaces nonmagical ammunition every round.
Adjuring Step - You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Adoration - You gain a bonus on Diplomacy checks and performance combat checks.
Alarm - Wards an area for 2 hours/level.
Anticipate Peril - Target gains a bonus on one initiative check.
Borrow Skill -Make a skill check using another’s ranks.
Bungle - Target takes a -20 penalty on its next attack roll or check.
Call Weapon - Telekinetically summon a weapon from an ally's possession.
Cause Fear - One creature of 5 HD or less flees for 1d4 rounds. CRB
Charm Person - Makes one person your friend.
Clarion Call - Target imitates the sound of a trumpet or speaks in a loud, clear voice (-15 on checks to hear what is said).
Command - One subject obeys selected command for 1 round.
Compel Hostility - Compels opponents to attack you instead of your allies.
Confusion, Lesser - One creature is confused for 1 round.
Dazzling Blade - causes one weapon to become distractingly shiny.
Deadeye’s Lore - +4 sacred bonus on survival checks and no penalty for moving through wilderness.
Delusional Pride - Target is penalized on attacks and checks but gains bonus against charms and compulsions.
Enhance Water - Turns water into wine (or beer)
Expeditious Retreat - Your base land speed increases by 30 ft.
Feather Fall - Objects or creatures fall slowly.
Feather Step - Ignore movement penalty in difficult terrain.
Flare Burst - As flare, but on all creatures within 10 ft.
Forced Quiet - Target cannot make loud noises.
Grease - Makes 10-ft. square or one object slippery.
Hideous Laughter - Subject loses actions for 1 round/ level.
Horn of Pursuit - Create three notes heard miles away.
Hypnotism - Fascinates 2d4 HD of creatures.
Ill Omen - Target rolls twice for checks and attacks and uses worst roll.
Invigorate - Temporarily relieves fatigue or exhaustion.
Jury-Rig - Removes the broken condition from the targeted object.
Lighten Object - decreases targeted objects weight by half.
Liberating Command - Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Lock Gaze - Compels the target to look only at you for the duration of the spell.
Moment of Greatness - Doubles a morale bonus.
Memory Lapse - Subject forgets events back to last turn.
Mudball - Blind an opponent with a ball of sticky mud.
Obscure Object - Masks object against scrying.
Peacebond - Locks a weapon in place on the target’s body.
Read Weather -
Remove Fear - Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Restful Sleep - Gain more hit points while sleeping.
Saving Finale - Subject rerolls failed saving throw.
Sleep - Puts 4 HD of creatures into magical slumber.
Summon Minor Monster - Summon 1d3 Tiny animals.
Summon Monster I - Summons extraplanar creature to fight for you.
Swallow Your Fear - Grants +2 morale bonus to Str and Con, +1 morale bonus to Will saves, and -2 penalty to AC to subjects suffering from a fear effect. Prevents frightened subject from running.
Tap Inner Beauty - You gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks.
Timely Inspiration - Gives bonus on failed check/attack.
Toilsome Chant - Apply Inspire Competence to a skill check that takes up to an hour to complete.
Touch of Gracelessness - Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Unbreakable Heart - Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions.
Unerring Weapon - Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Unprepared Combatant - Target takes -4 on initiative and Reflex saves.
Unseen Servant - Invisible force obeys your commands.
Vanish - As invisibility for 1 round/level (5 max).
Ventriloquism - Throws voice for 1 min./level.
Vocal Alteration - Disguise target's voice.
Weaponwand - Merge a magic wand with a weapon to wield both simultaneously.
Web Bolt - Trap the target in a miniature version of the web spell.


2nd-Level Tactician Spells
Coming Soon

3rd-Level Tactician Spells
Coming Soon

4th-Level Tactician Spells
Coming Soon

5th-Level Tactician Spells
Coming Soon

5th-Level Tactician Spells
Coming Soon

Griffith!
2013-07-24, 07:04 AM
Notes

So here's the critical rebuild of this ill-advised homebrew. The previous version is spoilered below for reference.

Previous Notes
So I'm adding some commands to the Inspiring Commands Ability and tweaking the Strategist ability to further differentiate it from the cavalier's tactician ability.

Seriously though, any feedback would be nice, guys. Or I'm just going to be forced to consider this an awesome idea, and we all know how that'll turn out.

So this is the first draft. Some notes on stuff - the spell list is temporary. Especially since it's not a list, it's a cop-out. Eventually, I will have a spell list drawn up with nothing but spells that contribute to squad-based tactics and strategy. The list I had was far to utility-caster, and wasn't very specialized. That's next on the agenda.

I have some ideas for feats and even archetypes, as well. Eventually those will go here, in the space I've designated for miscellaneous junk.

But this basically fulfills my requirements - it's a spellcasting light melee class keyed to charisma an isn't Paladin. I'm still grossly worried about the balance though. To me it still feels weak. I dunno.

SO, I spent a few hours last night going through my options, trying to pick a class that would do what I wanted it to, and becoming increasingly dissatisfied with each "almost, but not quite" archetype. So I sat down two hours ago and frankensteined this: the Tactician, a bard alternate class.

Basically, I stripped down the bardic performance, reduced the class's spells per day, and stole the tactician tree from the cavalier. I also cannibalized the cavalier's strategist archetype for drill sergeant, the Magus for the armor training, and the Inspiring Commander cavalier archetype for huge sections of inspiration.

This isn't anywhere near done - I'm happy with the general feel, but not the execution. I'm still working on balance and restructuring everything so that it feels more like a complete class and less like a bargain-bin flesh golem. I've also got a few ideas for actually unique class features, which I'm working on now-ish. But in the meantime, questions? Comments? Thoughts?

Let me know.

Old Version

Tactician

"All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved." -Sun Tzu

Role: The tactician, while trained in the use of weapons and the rudiments of magic, is neither a spellcaster nor a warrior at heart. The place of the tactician lies outside the scope of these, in carefully preparing the battlefield and making the most of his allies' abilities.

Table: tactician
{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th|6th

1st|+0|+2|+0|+2|Tactical Knowledge, Cantrips, Inspiring Commands, Inspire Courage +1|0|—|—|—|—|—

2nd|+1|+3|+0|+3|Strategist|1|—|—|—|—|—

3rd|+2|+3|+1|+3|Inspire Competence +2|2|—|—|—|—|—

4th|+3|+4|+1|+4|Lore Master 1/day|2|0|—|—|—|—

5th|+3|+4|+1|+4|Inspire Courage +2, Drill Instructor|3|1|—|—|—|—

6th|+4|+5|+2|+5||3|2|—|—|—|—

7th|+5|+5|+2|+5|Inspire Competence +3|3|2|0|—|—|—

8th|+6/+1|+6|+2|+6|Medium Armor|3|3|1|—|—|—

9th|+6/+1|+6|+3|+6|Inspire Greatness|4|3|2|—|—|—

10th|+7/+2|+7|+3|+7|Jack-of-All-Trades, Greater Strategist|4|3|2|0|—|—

11th|+8/+3|+7|+3|+7|Inspire competence +4, Inspire Courage +3, lore master 2/day|4|3|3|1|—|—

12th|+9/+4|+8|+4|+8|Fighter Training|4|4|3|2|—|—

13th|+9/+4|+8|+4|+8||4|4|3|2|0|—

14th|+10/+5|+9|+4|+9|Heavy Armor|4|4|3|3|1|—

15th|+11/+6/+1|+9|+5|+9|Inspire Competence +5, Inspire Heroics|4|4|4|3|2|—

16th|+12/+7/+2|+10|+5|+10||4|4|4|3|2|0

17th|+12/+7/+2|+10|+5|+10|Inspire Courage +4, Lore Master 3/day|5|4|4|3|3|1

18th|+13/+8/+3|+11|+6|+11|Master Strategist|5|4|4|4|3|2

19th|+14/+9/+4|+11|+6|+11|Inspire Competence +6|5|4|4|4|3|2

20th|+15/+10/+5|+12|+6|+12|Masterful Strategy|5|5|4|4|3|3

[/table]
Alignment: Any
Hit Die: 1d8

Class Skills:
Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Oratory) (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).
Skill Ranks per level: 6 + Int modifier

Weapon and Armor Proficiency:
A tactician is proficient with all simple weapons, plus the longsword, rapier, shortsword, halberd, and shortbow. Tacticians are also proficient with light armor and shields (except tower shields). A tactician can cast tactician spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a tactician wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass tactician still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells
A tactician casts arcane spells drawn from the tactician spell list. He can cast any spell he knows without preparing it ahead of time. Every tactician spell has a verbal component. To learn or cast a spell, a tactician must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a tactician’s spell is 10 + the spell level + the tactician’s Charisma modifier.

Like other spellcasters, a tactician can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Tactician. In addition, he receives bonus spells per day if he has a high Charisma score.

The tactician’s selection of spells is extremely limited. A tactician begins play knowing four 0-level spells and two 1st-level spells of the tactician’s choice. At each new tactician level, he gains one or more new spells, as indicated on Table: Tactician Spells Known (below). (Unlike spells per day, the number of spells a tactician knows is not affected by his Charisma score.)

Upon reaching 5th level, and at every third tactician level after that (8th, 11th, and so on), a tactician can choose to learn a new spell in place of one he already knows. In effect, the tactician “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level tactician spell the tactician can cast. A tactician may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A tactician need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Tactical Knowledge (Ex)
A tactician adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Cantrips (Sp)
Tactician's learn a number of cantrips, or 0-level spells, as noted on Table: Tactician Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Inspiring Commands (Sp)
A tactician is trained to use the Perform (Oratory) skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a tactician can use Inspiring Commands for 2 additional rounds per day. Each round, the tactician can produce any one of the types of Inspiring Commands that he has mastered, as indicated by his level.

Starting an Inspiring Command is a standard action, but it can be maintained each round as a free action. Changing an Inspiring Command from one effect to another requires the tactician to stop the previous Command and start a new one as a standard action. An Inspiring Command cannot be disrupted, but it ends immediately if the tactician is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A tactician cannot have more than one Inspiring Command in effect at one time.

At 7th level, a tactician can issue an Inspiring Command as a move action instead of a standard action. At 13th level, a tactician can issue an Inspiring Command as a swift action.

Each Inspiring Command has audible components. The targets must be able to hear the tactician for the Command to have any effect, and any such Commands are language dependent. A deaf tactician has a 20% change to fail when attempting to use an Inspiring Command. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to Inspiring Commands.
Inspire Courage (Su): A 1st level tactician can use his Command to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the tactician’s command. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six tactician levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability.

Inspire Competence (Su): A tactician of 3rd level or higher can use his command to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the tactician. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the tactician’s command. This bonus increases by +1 for every four levels the tactician has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A tactician can't inspire competence in himself.

Inspire Greatness (Su): A tactician of 9th level or higher can use his Command to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a tactician attains beyond 9th, he can target one additional ally while using this Command (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the tactician. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Inspire Heroics (Su): A tactician of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three tactician levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the tactician. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the Command. Inspire heroics is a mind-affecting ability that relies on audible and visual components.


Strategist (Ex)
At 2nd level, a tactician receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the tactician can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the tactician possesses. Allies do not need to meet the prerequisites of these bonus feats. The tactician can use this ability once per day at 2nd level, plus one additional time per day at 5th level and for every 5 levels thereafter. In addition, an inspiring commander can use aid another as a move action.

Lore Master (Ex)
At 4th level, the tactician becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A tactician can choose not to take 10 and can instead roll normally. In addition, once per day, the tactician can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 4th, to a maximum of three times per day at 16th level.

Drill Instructor (Ex)
At 5th level, a tactician learns to train his fellow adventurers in the nuances of squad combat. By spending 10 minutes and expending 1 use of Lore Master, the tactician can grant the use of a teamwork feat that he knows to up to four of his allies, similar to the tactician ability. As with tactician, allies need not meet the prerequisites of the granted feat, but they retain the use of this feat for 10 minutes plus 1 minute for every two levels the tactician possesses, as long as the tactician is visible and can be heard by his allies. If the tactician falls unconscious or cannot be both seen and heard, his allies lose the benefit of the granted feat until the condition is remedied.

Medium Armor (Ex)
At 8th level, a tactician gains proficiency with medium armor. A tactician can cast tactician spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a tactician wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Jack of All Trades (Ex)
At 10th level, the tactician can use any skill, even if the skill normally requires him to be trained. At 16th level, the tactician considers all skills to be class skills. At 19th level, the tactician can take 10 on any skill check, even if it is not normally allowed.

Greater Strategist (Ex)
At 10th level, the tactician receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The tactician can grant this feat to his allies using the Strategist ability. Using the Strategist ability is a swift action. In addition, the tactician now applies 1/2 his charisma modifier (minimum 1) to the bonuses provided by aid another.

Fighter Training (Ex)
Starting at 12th level, a tactician counts 1/2 his total tactician level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack. Additionally, the tactician is now considered proficient in all melee weapons.

Cooperative Combatant (Ex)
From level thirteen on, whenever a tactician uses the aid another special attack, he may affect one additional ally per point of charisma bonus. For each ally that a tactician aids, he can pick whether to grant that ally the +2 bonus on its next attack against the opponent or the +2 bonus to AC against the opponent’s next attack on that ally, and can grant different allies different bonuses.

Heavy Armor (Ex)
At 14th level, a tactician gains proficiency with heavy armor. A tactician can cast tactician spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a tactician using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Master Strategist (Ex)
At 18th level, the tactician receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The tactician can grant this feat to his allies using the tactician ability. Whenever the tactician uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats. The tactician now applies his full charisma modifier to the bonuses provided by aid another.

Masterful Strategy (Ex)
At 20th level, the tactician has mastered the art or war, earning a bonus teamwork feat. He does not have to meet the prerequisites for the feat. Additionally, he may now apply double his charisma modifier to the bonuses provided by aid another. Finally, the duration of all teamwork feats granted through the use of the strategist special ability are doubled.

Griffith!
2013-07-26, 07:37 PM
Completely changed the class flow; now it flows more like a bard and less like a monstrous hybrid of magus/cavalier. Seriously though, can I get some feedback? Even if just to tell me it sucks. Over a hundred views and no comments makes me nervous.

Amnoriath
2013-07-26, 11:41 PM
I personally think it is a great alternative. There are couple things that I am wondering about though. Why less spells and zero at level 1? Also what are the tactician's spells and feats?

Griffith!
2013-07-27, 12:16 AM
Teamwork feats. They're supposed to be teamwork feats. I was thinking about something else entirely - a thing I'd planned, but scrapped in the last draft.

As for the spell list, I'm working on that. I had one, but it was way too general, much more open than the bard's list.

I reduced the tactician's spellcasting in favor of increasing his melee capability, which seems largely like a moot point and suboptimal besides. It's a hold-over from the first draft (spoilered above) which was resolutely terrible. I may change it back to the bard progression.

EDIT: changed it to 'Teamwork' feats rather than 'tactical' feats.

Sabeki
2013-07-27, 12:20 AM
Looking at this, I feel like there's something similar in 4E, called a warlord (Marshal in 3E). He kind of had the same feel as this, you might want to check him out for ideas (Unless you're using a different edition on this, or don't want to.)

Griffith!
2013-07-27, 12:25 AM
I'm familiar with the marshal from 3.E, but I never really got into 4e. I'm aware of the class, but I've never looked much into it. I'll go down to storage and grab some books, see if anything pops out at me. Thanks for the tip.

Ghost Nappa
2013-07-27, 09:13 AM
Having recently played Fire Emblem: Awakening, "The Tactician" as a hybrid class of melee and magic sounds really cool. I can't offer much help in terms of Balance (0 Ranks in Knowledge (D&D)) but I will definitely follow this thread; I want to see how this turns out.

Griffith!
2013-07-28, 08:11 AM
I haven't gotten to play FE: Awakening yet. I can't find a 3DS in my price range. Which is, like, ninety bucks. Don't suppose you'd sell yours? [/joke] :smallcool:

Ok, spell lists are giving me migraines. Is there an easy, convenient way to compile a spell list quickly? Because going through and picking spells piecemeal is seriously tempering my will here.

Griffith!
2013-07-28, 08:56 PM
Rolled back the spells per day. I decided it was the right thing to do.

EDIT: tactician spell list: I'll do it later. I have what I'm calling list fatigue