CryWolfCorrupt
2013-12-28, 05:00 PM
STRATEGIST
“I love it when a plan comes together.” –Hannibal, A-Team Strategist
http://ravereader.files.wordpress.com/2010/06/ateam_liam-neeson.jpg?w=570&h=343
Strategists are masters of preparation. Their plans turn the tides of battles, giving their party a method to overcome the odds of battle. Without a well-laid plan, battles can turn in any direction and turn against even the most skilled teams. Strategists provide their teams with these plans to victory.
Abilities: A Strategist relies heavily on Intelligence for his skills and abilities. Dexterity makes attacks and (at later levels) avoiding attacks easier.
Role: The Strategist is mostly a buffing class, but they can deal decent damage with melee attacks. Their high Intelligence score also makes them valuable as a skill monkey.
Becoming a Strategist: Strategists utilize Intelligence, so anyone with a keen understanding of combat and how to influence it can become one. Strategists are typically great generals who excelled at winning battles with as few mistakes or casualties as possible. They learned quickly how to manipulate the tides of battle with brilliant battle plans and shows of tactical genius.
Organization: Strategists are typically part of serious guilds or militaries.
Alignment: Strategists can use their guile in any number of fashions, whether to uphold the law through rigorous tactics or to enforce the powers of chaos.
Races: Elves make terrific Strategists due to their incredibly high Intelligence and scaling. Humans also tend to make good Strategists as their militaries are typically in need of great minds. Strategists get bonus feats, but an extra can’t hurt.
Religion: Strategists worship logic. They need no deity, but some choose to add prayer to their repertoire.
Class Synergy: Strategists are buffers, similar to Bards and casters who focus on abjuration. They synergize well in parties with a major spellcaster and a melee fighter class who can benefit from the true variety of plans the Strategist has to offer.
Adaptation: Strategists fit into any campaign, and they can work well in any setting. If there is no availability for a military background for a character, Strategists can be anyone who studies combat or focuses on battle techniques.
Hit Die: d8
Starting Gold: As Rogue.
Class Skills: The Strategist's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Forgery (Int), Gather Information (Cha), Knowledge (Local) (Int), Knowledge (History) (Int), Listen (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex)
Skill Points at First Level: 6 + Int (x4)
Skill Points at Each Additional Level: 6 + Int
{table=head]
Level|
BAB|
Fort|
Ref|
Will|
Special
1st|
+0|
+0|
+2|
+0|Craft (Plans), Sneak Attack +1d6, Study
2nd|
+1|
+0|
+3|
+0|Tactics
3rd|
+2|
+1|
+3|
+1|Prior Planning
4th|
+3|
+1|
+4|
+1|Study +2, Plans +1
5th|
+3|
+1|
+4|
+1|Bonus Feat, Sneak Attack +2d6
6th|
+4|
+2|
+5|
+2|Witty Repartee
7th|
+5|
+2|
+5|
+2|Necessary Precautions
8th|
+6/+1|
+2|
+6|
+2|Study +3, Plans +1
9th|
+6/+1|
+3|
+6|
+3|Tactical Prediction
10th|
+7/+2|
+3|
+7|
+3|Bonus Feat, Sneak Attack +3d6
11th|
+8/+3|
+3|
+7|
+3|Imposing Intellect
12th|
+9/+4|
+4|
+8|
+4|Study +4, Plans +1
13th|
+9/+4|
+4|
+8|
+4|Strategic Opportunity
14th|
+10/+5|
+4|
+9|
+4|Anticipation
15th|
+11/+6/+1|
+5|
+9|
+5|Bonus Feat, Sneak Attack +4d6
16th|
+12/+7/+2|
+5|
+10|
+5|Study +5, Plans +1
17th|
+12/+7/+2|
+5|
+10|
+5|Outsmarted
18th|
+13/+8/+3|
+6|
+11|
+6|Strategic Opportunity (2 attacks)
19th|
+14/+9/+4|
+6|
+11|
+6|Saw It Coming
20th|
+15/+10/+5|
+6|
+12|
+6|Study +6, Plans +1, Bonus Feat, Sneak Attack +5d6
[/table]
Class Features
Weapon and Armor Proficiencies: Strategists have proficiency with all simple weapons, the rapier, great sword, and thrown weapons. They are proficient with light armor, medium armor and shields.
Study: Strategists may use a Full-Round Action before or during combat to study an enemy on the battlefield. A Strategist may Study up to two enemies that he can see at level 1, and may study an additional enemy every other level, becoming uncapped at level 20. At level 1, Study confers a +1 insight bonus to attack, damage, and saves against that enemy during the fight. This bonus increases by one at 4th, 8th, 12th, 16th, and 20th levels (maximum +6).
Tactics: Starting at 2nd level, after a Strategist has used Study, he may take a Standard Action to explain to one ally within 10’ of him or a Full-Round Action to explain to all allies within 25’ exactly what he has learned. This confers his bonus to them, and this bonus stacks with all other magical and mundane bonuses (with the exception of Knowledge Devotion; take the higher bonus).
Craft (Plans): Strategists gain a new skill, Craft (Plans) at level one. These plans are used before or during battle to turn the tides or influence your allies. Plans can be one of 8 different concepts, and have different effects when used prior to and in the midst of battle. Crafting a plan costs 5gp to make, and a Strategist may only hold up to two of the same plan on their person or have a single plan active at any time.
Using a plan during combat is a Swift Action that does not provoke attacks of opportunity. If a Strategist implements their Plan before combat for the extra benefits, he must have either one full minute to prepare or use a Full-Round Action in the first round before any enemies have had a turn to act. They may also do so as their Standard Action in a surprise round. The bonus effects listed in each plan increase at a rate of +1 every 4 levels. The first bonus offered is if the plan is used prior to combat as a Prepared Plan or in the Surprise round before any enemies have had a turn; the second bonus is if the plan is used during combat.
Plan (Guard): Grants a +2 AC to all allies as long as each of them stay within 15’ of the ‘Guarded’ ally. If one ally moves more than 15’ from the ‘Guarded’ ally, the plan fails. // Grants a +1 AC to allies who stay within 15’ of the ‘Guarded’ ally.
Plan (Avoid): Grants a +2 AC to all allies as long as they each stay more than 15’ from the ‘Avoided’ enemy. If an ally allows the ‘Avoided’ enemy to attack them, the plan fails. // Grants a +1 AC to allies who stay more than 15’ from the ‘Avoided’ enemy.
Plan (Distract): The Strategist may designate one enemy as 'Distracted' by ranged attacks, which render them flanked for one round whenever a ranged attack succesfully hits them. Once the ‘Distracted’ enemy dies, the Strategist may choose another. If the ‘Distracted’ enemy lands a successful melee attack against the Strategist or they move more than 20’ away from them, the plan fails. // For one round, allies may treat one enemy as flanked, regardless of position, for purposes of the +2 attack bonus and Sneak Attack from melee or ranged attacks.
Plan (Capitalize): Grants a +2 bonus to one ally’s Special Attack attempts, as long as they attempt one on each turn. If the ally does not make a Special Attack attempt on one of their turns, the plan fails. // Grants a +1 bonus to one ally’s next three Special Attack attempts.
Plan (Prioritize): Grants a +2 bonus to attack and damage rolls to all allies against one enemy. After the ‘Prioritized’ enemy dies, the Strategist may choose another. If any ally attacks an enemy besides the ‘Prioritized’ enemy, the plan fails. // Grants a +1 bonus to attack and damage against one enemy. After the ‘Prioritized’ enemy dies, the Strategist may choose one more enemy to ‘Prioritize’ before the plan is destroyed.
Plan (Hold): Grants the party a +1 bonus to AC and saves, and 2 Spell Resistance for each ally (maximum +5 AC/saves and 10 SR, respectively), as long as they do not move in the encounter. Once an ally moves, the party loses that ally’s bonus to their AC. If more than half the party moves, the plan fails. // Grants each ally a +1 bonus to AC and saves as long as they do not move, but the bonus is not contingent on allies’ movement.
Plan (Reposition): Grants allies an additional 10’ of movement each turn, and increases their free-action step to 10’ instead of 5’. If an ally is struck by an attack of opportunity, then the plan fails. // Immediately grants all allies one free action step of 10’ that does not provoke attacks of opportunity.
Plan (Coordination): Grants a +2 bonus to all skill checks made in combat. If an ally fails a skill check even with this bonus, then the plan fails. // Grants a +2 bonus to all skill checks made during the party’s next turn.
If a plan fails, the crafted plan is destroyed and the party or party members no longer gain the benefits of that plan. Crafted plans are also destroyed if they are used to their maximum benefit; i.e. a mid-combat Plan (Prioritize) is destroyed after both prioritized enemies are slain and a before-combat Plan (Guard) is destroyed at the end of the battle, as long as no allies moved more than 15' from the target. A Strategist cannot use a plan more than once and once a plan is destroyed the Strategist must craft another before being able to use it again.
Sneak Attack: If a Strategist can catch an opponent when he is unable to defend himself effectively from their attack, they can strike a vital spot for extra damage. Basically, the Strategist's attack deals extra damage any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks their target. This extra damage is 1d6 at 1st level, and it increases by 1d6 at levels 5, 10, 15, and 20. Should the Strategist score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. A Strategist cannot strike with deadly accuracy from beyond that range.
A Strategist can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Strategist must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Strategist cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Prior Planning: When a Strategist has time to prepare for a fight, he gains massive comprehensive bonuses in that fight. Starting at 3rd level, for each minute that a Strategist has time to prepare for a fight, he gains a +1 competency bonus to his Initiative and saves to a maximum of +10. He can also use his Study ability as a Standard Action instead of a Full-Round Action if he has greater than two minutes to prepare, a Swift Action if he has greater than ten minutes to prepare, and a Free Action if he has an hour or longer. For each step below Full-Round Action when using Study, subtract one from the total number of enemies the Strategist can study with that action. A Strategist can only prepare for a fight using this ability if he has access to the battlefield information; he cannot prepare for a fight he does not know is coming or without knowing who, where, or what the enemy is. A Strategist with longer than five minutes to prepare may also implement any Prepared Plans at that time.
Bonus Feats: At 5th level and every 5 levels following, a Strategist may choose one of the Fighter's bonus feats as a bonus feat, but they must meet the pre-requisities.
Witty Repartee: Strategists understand what makes their foes tick. Anytime a Strategist succeeds on Studying an enemy that is within 20' of them, or as a Standard Action within the same range, they may use Witty Repartee to distract and taunt an enemy. The Strategist makes an opposed Bluff check against the enemy’s Sense Motive. The Strategist may replace their Charisma modifier with their Intelligence modifier for this check. If the enemy can understand the language, the Strategist gets a +2 bonus on their check. This ability cannot be used if the enemy cannot hear them. A successful check will cause the enemy to focus on the Strategist for 1d4 turns, making it impossible for that enemy to to move away from the Strategist in any form (movement, teleportation, planar travel).
Necessary Precautions: A Strategist is always aware of the situations surrounding them, and cannot be surprised by combat. In addition, when the Strategist uses Plan (Guard) with himself as the target, the AC bonus granted to allies is increased by 2 and the range increases to 30’. If the Strategist uses Plan (Guard) in combat with himself as the target, all allies may immediately take a 10’ step towards the Strategist without provoking attacks of opportunity anytime the Strategist takes damage.
Tactical Prediction: Strategists may use Tactical Prediction as a Swift Action, a Move Action, or a Standard Action to observe one target three times or three targets, or may use a Full-Round Action to observe three targets. A Strategist may also replace an attack of opportunity with this ability. They must be within 50’ of their target to observe them effectively. They may make a prediction of what an enemy will do on its following turn. They roll an untyped D20, with the following results:
19-20: Guessed movement, target, action, and result correctly (+4 bonus)
17-18: Guessed movement, target, and action correctly (+3 bonus)
14-16: Guessed movement and target correctly (+2 bonus)
10-13: Guessed movement correctly (+1 bonus)
1-9: Guessed nothing correctly (+0)
Each time a Strategist makes a successful Tactical Prediction, they may add +1 to their future Tactical Prediction rolls against that enemy alone (after 3 successful rolls, add +3, maximum +5). Strategists gain a bonus to attack rolls against enemies they have successfully observed, as noted by the bonus listed above. The bonuses do not stack, but a better bonus will replace the old bonus.
Anticipation: Strategists take pride in their knowledge of combat in all its forms. They spend most of their time, both on and off the battlefield, studying tactics, maneuvers, and other combat styles. This gives them a tremendous edge in battle. Starting at 14th level, the Strategist gains the ability to gain stacks of Anticipation. Stacks are independent to each enemy, and a Strategist can gain stacks against up to two enemies at one time and can have up to five stacks against each. Every third level, a Strategist may gain Anticipation stacks against an additional enemy. Anytime a Strategist uses their ability Tactical Prediction successfully (roll a 15-20), they gain a stack of Anticipation against that foe. Strategists may use Anticipation in one of two ways:
Anytime an opponent makes a Special Attack (Trip, Bull Rush, Charge, Disarm, Feint, Grapple, Overrun, or Sunder) against the Strategist, the Strategist replaces their Armor Class against the touch attack with a Tumble check. They can turn stacks of Anticipation into a +1 untyped bonus per stack. If their Tumble check succeeds against the opponent’s Special Attack, the Strategist negates the effect and damage of the Special Attack. Opponents who are defeated in this way may take move up to 10’ as a free action.
Anytime an opponent casts a spell, the Strategist may make a Spellcraft check with a DC of 10 + the spell level + caster level. If their Spellcraft check is successful, they identify the spell, and gain a point of Anticipation (assuming they do not have 5 stacks prior). If the spell is not an unavoidable area of effect spell (radius larger than the Strategist’s move speed) and requires an attack roll, they may make a second Spellcraft check, with a DC of the caster’s roll total. They can turn stacks of Anticipation into a +1 untyped bonus per stack. If their second Spellcraft check is successful, they dodge the spell and take no effects. If the spell is not targetted or is mind-affecting, the second Spellcraft DC is replaced by the DC of that spell's save DC. If the Strategist is not capable of escaping the radius of an area-of-effect spell with his move speed, he cannot avoid damage from the spell. If his move speed can escape the radius, he must immediately use a move action to avoid it; for each spell he avoids using this, he must go that many turns without taking a move action. The Strategist cannot attempt the second Spellcraft check if they fail the first.
Strategic Opportunity: Strategists have learned how to make the most of every opportunity, and they know when those opportunities are about to present themselves. Strategists no longer provoke attacks of opportunity. At level 18, they also gain the ability to take 2 attacks at highest BAB anytime an opponent provokes an attack of opportunity. 3 times a day, the Strategist may confer his understandings to one ally at a time, through the use of his Tactics ability. That ally alone also gains the Strategic Opportunity ability for 2d4 rounds. If the Strategist uses Tactics to bestow his gift to a different ally, the previous ally loses the ability.
Imposing Intellect: An enemy successfully taunted by Witty Repartee may not make Immediate or Swift actions while threatened by the Strategist. If the enemy is the target of Plan (Prioritize), the enemy becomes shaken for as long as you threaten them. This effect stacks with other fear effects.
Outsmarted: Strategists have the advantage even when they don’t know the enemy is coming. Any enemies who can see the Strategist when they act in a surprise round must make a Will save with a DC of 10 + 1/2 Strategist level + your Int modifier or they lose their action in the surprise round.
Saw it Coming: A Strategist’s greatest tool is the ability to foresee an opponent’s attacks. When a Strategist has five stacks of Anticipation against any enemy, he immediately gains five stacks of Anticipation against all enemies within 100’. He may now use Anticipation against normal attacks as well as Special Attacks, replacing his AC with a Tumble check. When he uses Anticipation to successfully negate an enemy’s attack, he regains all stacks of Anticipation agaisnt that enemy and may, as a free action, use Witty Repartee to taunt the opponent. If this is the first time the enemy’s attack has been negated, they become shaken until the beginning of their next turn. If this is the second time the enemy’s attack has been negated, they become frightened until the beginning of their next turn. If this is the third time or more that the enemy’s attack has been negated, the enemy becomes panicked until the beginning of the Strategist's next turn. The Strategist may utilize Imposing Intellect against the enemy to negate Swift and Immediate actions while threatened for 1d4 turns if shaken, 1d6 turns if frightened, or 1d8 turns if panicked. Any enemy who witnesses the Strategist’s feat must succeed on a Will save with a DC of the Bluff check’s result or succumb to the effects as well.
“I love it when a plan comes together.” –Hannibal, A-Team Strategist
http://ravereader.files.wordpress.com/2010/06/ateam_liam-neeson.jpg?w=570&h=343
Strategists are masters of preparation. Their plans turn the tides of battles, giving their party a method to overcome the odds of battle. Without a well-laid plan, battles can turn in any direction and turn against even the most skilled teams. Strategists provide their teams with these plans to victory.
Abilities: A Strategist relies heavily on Intelligence for his skills and abilities. Dexterity makes attacks and (at later levels) avoiding attacks easier.
Role: The Strategist is mostly a buffing class, but they can deal decent damage with melee attacks. Their high Intelligence score also makes them valuable as a skill monkey.
Becoming a Strategist: Strategists utilize Intelligence, so anyone with a keen understanding of combat and how to influence it can become one. Strategists are typically great generals who excelled at winning battles with as few mistakes or casualties as possible. They learned quickly how to manipulate the tides of battle with brilliant battle plans and shows of tactical genius.
Organization: Strategists are typically part of serious guilds or militaries.
Alignment: Strategists can use their guile in any number of fashions, whether to uphold the law through rigorous tactics or to enforce the powers of chaos.
Races: Elves make terrific Strategists due to their incredibly high Intelligence and scaling. Humans also tend to make good Strategists as their militaries are typically in need of great minds. Strategists get bonus feats, but an extra can’t hurt.
Religion: Strategists worship logic. They need no deity, but some choose to add prayer to their repertoire.
Class Synergy: Strategists are buffers, similar to Bards and casters who focus on abjuration. They synergize well in parties with a major spellcaster and a melee fighter class who can benefit from the true variety of plans the Strategist has to offer.
Adaptation: Strategists fit into any campaign, and they can work well in any setting. If there is no availability for a military background for a character, Strategists can be anyone who studies combat or focuses on battle techniques.
Hit Die: d8
Starting Gold: As Rogue.
Class Skills: The Strategist's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Forgery (Int), Gather Information (Cha), Knowledge (Local) (Int), Knowledge (History) (Int), Listen (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex)
Skill Points at First Level: 6 + Int (x4)
Skill Points at Each Additional Level: 6 + Int
{table=head]
Level|
BAB|
Fort|
Ref|
Will|
Special
1st|
+0|
+0|
+2|
+0|Craft (Plans), Sneak Attack +1d6, Study
2nd|
+1|
+0|
+3|
+0|Tactics
3rd|
+2|
+1|
+3|
+1|Prior Planning
4th|
+3|
+1|
+4|
+1|Study +2, Plans +1
5th|
+3|
+1|
+4|
+1|Bonus Feat, Sneak Attack +2d6
6th|
+4|
+2|
+5|
+2|Witty Repartee
7th|
+5|
+2|
+5|
+2|Necessary Precautions
8th|
+6/+1|
+2|
+6|
+2|Study +3, Plans +1
9th|
+6/+1|
+3|
+6|
+3|Tactical Prediction
10th|
+7/+2|
+3|
+7|
+3|Bonus Feat, Sneak Attack +3d6
11th|
+8/+3|
+3|
+7|
+3|Imposing Intellect
12th|
+9/+4|
+4|
+8|
+4|Study +4, Plans +1
13th|
+9/+4|
+4|
+8|
+4|Strategic Opportunity
14th|
+10/+5|
+4|
+9|
+4|Anticipation
15th|
+11/+6/+1|
+5|
+9|
+5|Bonus Feat, Sneak Attack +4d6
16th|
+12/+7/+2|
+5|
+10|
+5|Study +5, Plans +1
17th|
+12/+7/+2|
+5|
+10|
+5|Outsmarted
18th|
+13/+8/+3|
+6|
+11|
+6|Strategic Opportunity (2 attacks)
19th|
+14/+9/+4|
+6|
+11|
+6|Saw It Coming
20th|
+15/+10/+5|
+6|
+12|
+6|Study +6, Plans +1, Bonus Feat, Sneak Attack +5d6
[/table]
Class Features
Weapon and Armor Proficiencies: Strategists have proficiency with all simple weapons, the rapier, great sword, and thrown weapons. They are proficient with light armor, medium armor and shields.
Study: Strategists may use a Full-Round Action before or during combat to study an enemy on the battlefield. A Strategist may Study up to two enemies that he can see at level 1, and may study an additional enemy every other level, becoming uncapped at level 20. At level 1, Study confers a +1 insight bonus to attack, damage, and saves against that enemy during the fight. This bonus increases by one at 4th, 8th, 12th, 16th, and 20th levels (maximum +6).
Tactics: Starting at 2nd level, after a Strategist has used Study, he may take a Standard Action to explain to one ally within 10’ of him or a Full-Round Action to explain to all allies within 25’ exactly what he has learned. This confers his bonus to them, and this bonus stacks with all other magical and mundane bonuses (with the exception of Knowledge Devotion; take the higher bonus).
Craft (Plans): Strategists gain a new skill, Craft (Plans) at level one. These plans are used before or during battle to turn the tides or influence your allies. Plans can be one of 8 different concepts, and have different effects when used prior to and in the midst of battle. Crafting a plan costs 5gp to make, and a Strategist may only hold up to two of the same plan on their person or have a single plan active at any time.
Using a plan during combat is a Swift Action that does not provoke attacks of opportunity. If a Strategist implements their Plan before combat for the extra benefits, he must have either one full minute to prepare or use a Full-Round Action in the first round before any enemies have had a turn to act. They may also do so as their Standard Action in a surprise round. The bonus effects listed in each plan increase at a rate of +1 every 4 levels. The first bonus offered is if the plan is used prior to combat as a Prepared Plan or in the Surprise round before any enemies have had a turn; the second bonus is if the plan is used during combat.
Plan (Guard): Grants a +2 AC to all allies as long as each of them stay within 15’ of the ‘Guarded’ ally. If one ally moves more than 15’ from the ‘Guarded’ ally, the plan fails. // Grants a +1 AC to allies who stay within 15’ of the ‘Guarded’ ally.
Plan (Avoid): Grants a +2 AC to all allies as long as they each stay more than 15’ from the ‘Avoided’ enemy. If an ally allows the ‘Avoided’ enemy to attack them, the plan fails. // Grants a +1 AC to allies who stay more than 15’ from the ‘Avoided’ enemy.
Plan (Distract): The Strategist may designate one enemy as 'Distracted' by ranged attacks, which render them flanked for one round whenever a ranged attack succesfully hits them. Once the ‘Distracted’ enemy dies, the Strategist may choose another. If the ‘Distracted’ enemy lands a successful melee attack against the Strategist or they move more than 20’ away from them, the plan fails. // For one round, allies may treat one enemy as flanked, regardless of position, for purposes of the +2 attack bonus and Sneak Attack from melee or ranged attacks.
Plan (Capitalize): Grants a +2 bonus to one ally’s Special Attack attempts, as long as they attempt one on each turn. If the ally does not make a Special Attack attempt on one of their turns, the plan fails. // Grants a +1 bonus to one ally’s next three Special Attack attempts.
Plan (Prioritize): Grants a +2 bonus to attack and damage rolls to all allies against one enemy. After the ‘Prioritized’ enemy dies, the Strategist may choose another. If any ally attacks an enemy besides the ‘Prioritized’ enemy, the plan fails. // Grants a +1 bonus to attack and damage against one enemy. After the ‘Prioritized’ enemy dies, the Strategist may choose one more enemy to ‘Prioritize’ before the plan is destroyed.
Plan (Hold): Grants the party a +1 bonus to AC and saves, and 2 Spell Resistance for each ally (maximum +5 AC/saves and 10 SR, respectively), as long as they do not move in the encounter. Once an ally moves, the party loses that ally’s bonus to their AC. If more than half the party moves, the plan fails. // Grants each ally a +1 bonus to AC and saves as long as they do not move, but the bonus is not contingent on allies’ movement.
Plan (Reposition): Grants allies an additional 10’ of movement each turn, and increases their free-action step to 10’ instead of 5’. If an ally is struck by an attack of opportunity, then the plan fails. // Immediately grants all allies one free action step of 10’ that does not provoke attacks of opportunity.
Plan (Coordination): Grants a +2 bonus to all skill checks made in combat. If an ally fails a skill check even with this bonus, then the plan fails. // Grants a +2 bonus to all skill checks made during the party’s next turn.
If a plan fails, the crafted plan is destroyed and the party or party members no longer gain the benefits of that plan. Crafted plans are also destroyed if they are used to their maximum benefit; i.e. a mid-combat Plan (Prioritize) is destroyed after both prioritized enemies are slain and a before-combat Plan (Guard) is destroyed at the end of the battle, as long as no allies moved more than 15' from the target. A Strategist cannot use a plan more than once and once a plan is destroyed the Strategist must craft another before being able to use it again.
Sneak Attack: If a Strategist can catch an opponent when he is unable to defend himself effectively from their attack, they can strike a vital spot for extra damage. Basically, the Strategist's attack deals extra damage any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks their target. This extra damage is 1d6 at 1st level, and it increases by 1d6 at levels 5, 10, 15, and 20. Should the Strategist score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. A Strategist cannot strike with deadly accuracy from beyond that range.
A Strategist can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Strategist must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Strategist cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Prior Planning: When a Strategist has time to prepare for a fight, he gains massive comprehensive bonuses in that fight. Starting at 3rd level, for each minute that a Strategist has time to prepare for a fight, he gains a +1 competency bonus to his Initiative and saves to a maximum of +10. He can also use his Study ability as a Standard Action instead of a Full-Round Action if he has greater than two minutes to prepare, a Swift Action if he has greater than ten minutes to prepare, and a Free Action if he has an hour or longer. For each step below Full-Round Action when using Study, subtract one from the total number of enemies the Strategist can study with that action. A Strategist can only prepare for a fight using this ability if he has access to the battlefield information; he cannot prepare for a fight he does not know is coming or without knowing who, where, or what the enemy is. A Strategist with longer than five minutes to prepare may also implement any Prepared Plans at that time.
Bonus Feats: At 5th level and every 5 levels following, a Strategist may choose one of the Fighter's bonus feats as a bonus feat, but they must meet the pre-requisities.
Witty Repartee: Strategists understand what makes their foes tick. Anytime a Strategist succeeds on Studying an enemy that is within 20' of them, or as a Standard Action within the same range, they may use Witty Repartee to distract and taunt an enemy. The Strategist makes an opposed Bluff check against the enemy’s Sense Motive. The Strategist may replace their Charisma modifier with their Intelligence modifier for this check. If the enemy can understand the language, the Strategist gets a +2 bonus on their check. This ability cannot be used if the enemy cannot hear them. A successful check will cause the enemy to focus on the Strategist for 1d4 turns, making it impossible for that enemy to to move away from the Strategist in any form (movement, teleportation, planar travel).
Necessary Precautions: A Strategist is always aware of the situations surrounding them, and cannot be surprised by combat. In addition, when the Strategist uses Plan (Guard) with himself as the target, the AC bonus granted to allies is increased by 2 and the range increases to 30’. If the Strategist uses Plan (Guard) in combat with himself as the target, all allies may immediately take a 10’ step towards the Strategist without provoking attacks of opportunity anytime the Strategist takes damage.
Tactical Prediction: Strategists may use Tactical Prediction as a Swift Action, a Move Action, or a Standard Action to observe one target three times or three targets, or may use a Full-Round Action to observe three targets. A Strategist may also replace an attack of opportunity with this ability. They must be within 50’ of their target to observe them effectively. They may make a prediction of what an enemy will do on its following turn. They roll an untyped D20, with the following results:
19-20: Guessed movement, target, action, and result correctly (+4 bonus)
17-18: Guessed movement, target, and action correctly (+3 bonus)
14-16: Guessed movement and target correctly (+2 bonus)
10-13: Guessed movement correctly (+1 bonus)
1-9: Guessed nothing correctly (+0)
Each time a Strategist makes a successful Tactical Prediction, they may add +1 to their future Tactical Prediction rolls against that enemy alone (after 3 successful rolls, add +3, maximum +5). Strategists gain a bonus to attack rolls against enemies they have successfully observed, as noted by the bonus listed above. The bonuses do not stack, but a better bonus will replace the old bonus.
Anticipation: Strategists take pride in their knowledge of combat in all its forms. They spend most of their time, both on and off the battlefield, studying tactics, maneuvers, and other combat styles. This gives them a tremendous edge in battle. Starting at 14th level, the Strategist gains the ability to gain stacks of Anticipation. Stacks are independent to each enemy, and a Strategist can gain stacks against up to two enemies at one time and can have up to five stacks against each. Every third level, a Strategist may gain Anticipation stacks against an additional enemy. Anytime a Strategist uses their ability Tactical Prediction successfully (roll a 15-20), they gain a stack of Anticipation against that foe. Strategists may use Anticipation in one of two ways:
Anytime an opponent makes a Special Attack (Trip, Bull Rush, Charge, Disarm, Feint, Grapple, Overrun, or Sunder) against the Strategist, the Strategist replaces their Armor Class against the touch attack with a Tumble check. They can turn stacks of Anticipation into a +1 untyped bonus per stack. If their Tumble check succeeds against the opponent’s Special Attack, the Strategist negates the effect and damage of the Special Attack. Opponents who are defeated in this way may take move up to 10’ as a free action.
Anytime an opponent casts a spell, the Strategist may make a Spellcraft check with a DC of 10 + the spell level + caster level. If their Spellcraft check is successful, they identify the spell, and gain a point of Anticipation (assuming they do not have 5 stacks prior). If the spell is not an unavoidable area of effect spell (radius larger than the Strategist’s move speed) and requires an attack roll, they may make a second Spellcraft check, with a DC of the caster’s roll total. They can turn stacks of Anticipation into a +1 untyped bonus per stack. If their second Spellcraft check is successful, they dodge the spell and take no effects. If the spell is not targetted or is mind-affecting, the second Spellcraft DC is replaced by the DC of that spell's save DC. If the Strategist is not capable of escaping the radius of an area-of-effect spell with his move speed, he cannot avoid damage from the spell. If his move speed can escape the radius, he must immediately use a move action to avoid it; for each spell he avoids using this, he must go that many turns without taking a move action. The Strategist cannot attempt the second Spellcraft check if they fail the first.
Strategic Opportunity: Strategists have learned how to make the most of every opportunity, and they know when those opportunities are about to present themselves. Strategists no longer provoke attacks of opportunity. At level 18, they also gain the ability to take 2 attacks at highest BAB anytime an opponent provokes an attack of opportunity. 3 times a day, the Strategist may confer his understandings to one ally at a time, through the use of his Tactics ability. That ally alone also gains the Strategic Opportunity ability for 2d4 rounds. If the Strategist uses Tactics to bestow his gift to a different ally, the previous ally loses the ability.
Imposing Intellect: An enemy successfully taunted by Witty Repartee may not make Immediate or Swift actions while threatened by the Strategist. If the enemy is the target of Plan (Prioritize), the enemy becomes shaken for as long as you threaten them. This effect stacks with other fear effects.
Outsmarted: Strategists have the advantage even when they don’t know the enemy is coming. Any enemies who can see the Strategist when they act in a surprise round must make a Will save with a DC of 10 + 1/2 Strategist level + your Int modifier or they lose their action in the surprise round.
Saw it Coming: A Strategist’s greatest tool is the ability to foresee an opponent’s attacks. When a Strategist has five stacks of Anticipation against any enemy, he immediately gains five stacks of Anticipation against all enemies within 100’. He may now use Anticipation against normal attacks as well as Special Attacks, replacing his AC with a Tumble check. When he uses Anticipation to successfully negate an enemy’s attack, he regains all stacks of Anticipation agaisnt that enemy and may, as a free action, use Witty Repartee to taunt the opponent. If this is the first time the enemy’s attack has been negated, they become shaken until the beginning of their next turn. If this is the second time the enemy’s attack has been negated, they become frightened until the beginning of their next turn. If this is the third time or more that the enemy’s attack has been negated, the enemy becomes panicked until the beginning of the Strategist's next turn. The Strategist may utilize Imposing Intellect against the enemy to negate Swift and Immediate actions while threatened for 1d4 turns if shaken, 1d6 turns if frightened, or 1d8 turns if panicked. Any enemy who witnesses the Strategist’s feat must succeed on a Will save with a DC of the Bluff check’s result or succumb to the effects as well.