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.
"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.