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View Full Version : GitP Pathfinder Grab Bag Competition Competition XXV: Tactical Genius!



Tanuki Tales
2014-05-20, 07:39 PM
Tactical Genius!




"Deceive the heavens to cross the ocean." - Chapter 1: Winning Stratagems (Book of Qi, Volume 7)


~~~~~~~~~~


This contest begins with the posting of this thread and continues through until the 4th of July.

A poll will be opened shortly after the closing of the contest and everyone on the Playground will have the chance to vote until the 14th of July. You will be casting five votes, one for what you believe deserves first, second and third places, one for the entry you believe would most likely see play (either in a game you would DM/GM or in a game you yourself would play in) and one for the entry you believe was the most unique entry for the competition. [All three types of votes may be for the same entry.]

All winners will receive a trophy for their efforts, the templates which were graciously made by our own gr8artist.


Rules

1. You will be creating an original Archetype or Base Class or Monster or Prestige Class or Race or Template that is based around the 36 Stratagems (http://en.wikipedia.org/wiki/36_Strategems). Entries could draw upon any individual stratagem, multiple stratagems or even all 36.

2. Your entry must be entirely complete. Incomplete contest entries will be disqualified upon the closing deadline of the contest.

2a. Archetypes, Base and Prestige classes must have a name, completed class, and fluff for both combat and roleplaying purposes.
2b. Monsters must have a name, completed stat-block, physical description, and ecology if any. Templates may be submitted as entries but will be judged based upon the example creature (which must be a previously statted NPC creature from the PSRD). A pre-application and post-application version of the creature must be included for comparison (a link to the NPC on the PSRD will suffice for pre-application).
2c. Races must have a name, completed racial traits and fluff for both combat and roleplaying purposes.

3. Entries must be Pathfinder, using the formats provided below. Using the provided formats is not a strict requirement but it makes reading and judging easier and may impact your chances in the contest if you deviate from it. You may "gussy up" your entries as you see fit as long as they are still comprehensible.

4. Post all entries for the contest in this thread. Do not post any conversations regarding the entries here. Any and all discussions regarding this contest will take place on a separate thread: Here

5. Only one entry is allowed per participant.

6. Entries submitted must be original works that were created for this contest and this contest alone. Submitting plagiarized or previously posted work will result in said entry being automatically disqualified and may lead to inability to compete in this contest from then on.

6a. Entries submitted to this contest may not be posted in a separate thread or format until the contest has come to a close. Any entries that are discovered to have been posted elsewhere during the contest's duration (such as to garner further attention and critiques) will be automatically disqualified.

7. You may not reserve a post for an entry you plan to submit. You are more than allowed to tweak and edit your entry after it has been submitted (up until the deadline is reached) but the basic layout of your entry must be complete.

8. Please state whether or not you would like comments or critiques on your entry upon its submission. Otherwise other contestants and Playgrounders watching the contest will most likely give your submission a once over and point out any flaws or other comments they may have seen in the chat thread.

-*-*-*-

Tanuki Tales
2014-05-20, 07:41 PM
Archetype Name


Modified Class: Please note which class this is an Archetype for here.


A general description of what your Archetype is!


CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.


Archetype Name


Modified Class: Please note which class this is an Archetype for here.


A general description of what your Archetype is!


CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.

Tanuki Tales
2014-05-20, 07:42 PM
Artifact Name


Aura: <strength and type>; CL: <CL, ie 20th>; Slot: <slot occupied>; Weight: <in pounds>

Description
<physical description and appearance>
<technical properties and special abilities in a separate paragraph>

Destruction
<How do you make it not exist anymore>

History
<Where did this artifact come from>

Other Properties
<Social stigma and the effects of use not directly related to the item's mechanics>

Ramifications
<what, if anything, a character is subjected to as an effect of using this artifact>



Artifact Name

Aura: <strength and type>; CL: <CL, ie 20th>; Slot: <slot occupied>; Weight: <in pounds>

Description
<physical description and appearance>
<technical properties and special abilities in a separate paragraph>

Destruction
<How do you make it not exist anymore>

History
<Where did this artifact come from>

Other Properties
<Social stigma and the effects of use not directly related to the item's mechanics>

Ramifications
<what, if anything, a character is subjected to as an effect of using this artifact>

Tanuki Tales
2014-05-20, 07:44 PM
Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Tanuki Tales
2014-05-20, 07:45 PM
Name

Short Physical Description
Name Challenge Rating
XP X
<Alignment> <Size> <Type>
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp (dX+X);
Fort + X, Ref +X, Will +X

Offenses

Speed X ft.
Melee Weapon +X (dX+X)
Space X ft.; Reach X ft.
Special Attacks

Statistics

Str X, Dex X, Con X, Int X, Wis X, Cha X
Base Atk +X; CMB +X; CMD
Feats
Skills
Languages

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

A description of the creature, it's combat tactics and methods, the social structure of its life and/or society (if any) and any other pertinent information on how it functions and interacts with the world around it go here.


Name

Short Physical Description
Name Challenge Rating
XP X
<Alignment> <Size> <Type>
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp (dX+X);
Fort + X, Ref +X, Will +X

Offenses

Speed X ft.
Melee Weapon +X (dX+X)
Space X ft.; Reach X ft.
Special Attacks

Statistics

Str X, Dex X, Con X, Int X, Wis X, Cha X
Base Atk +X; CMB +X; CMD
Feats
Skills
Languages

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

A description of the creature, it's combat tactics and methods, the social structure of its life and/or society (if any) and any other pertinent information on how it functions and interacts with the world around it go here.

Tanuki Tales
2014-05-20, 07:47 PM
Prestige Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Requirements
To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
:
:
:
:

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):



Prestige Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Requirements
To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
:
:
:
:

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Tanuki Tales
2014-05-20, 07:48 PM
RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


X years

+XdY

+XdY

+XdY



Aging Effects



Middle Age

Old

Venerable

Maximum Age


X years

X years

X years

+XdY years



Random Height and Weight



Gender

Base Height

Height Modifier

Base Weight

Weight Modifier


Male

X'Y"

+XdY

X lb.

× (X) lb.


Female

X'Y"

+XdY

X lb.

× (X) lb.




[spoiler]RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


X years

+XdY

+XdY

+XdY



Aging Effects



Middle Age

Old

Venerable

Maximum Age


X years

X years

X years

+XdY years



Random Height and Weight



Gender

Base Height

Height Modifier

Base Weight

Weight Modifier


Male

X'Y"

+XdY

X lb.

× (X) lb.


Female

X'Y"

+XdY

X lb.

× (X) lb.

Tanuki Tales
2014-05-20, 07:49 PM
Template Name


Here is where you provide the flavor text describing the template.


Creating a Template Name

"Template Name" is an acquired/inherited template that can be added to [insert application restrictions here]. A template name uses the base creature's stats and abilities except as noted here.

CR: List the change (if any) to the base creature's challenge rating here.

AL: List the change (if any) to the base creature's alignment here.

Size and Type: List the change (if any) to the base creature's size, type and subtype(s) here.

Senses: List the change (if any) to the base creature's senses here.

Armor Class: List the change (if any) to the base creature's armor class here.

Hit Dice: List the change (if any) to the base creature's hit dice here. Specify if any statistics need to be recalculated as a result of any changes to type/subtype.

Defensive Abilities: List the change (if any) to the base creature's defensive abilities here.

Weaknesses: List the change (if any) to the base creature's weaknesses here.

Speed: List the change (if any) to the base creature's speed here.

Attacks: List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

Damage: List the change (if any) to the base creature's damage here.

Space and Reach: List the change (if any) to the base creature's space and reach here.

Special Attacks: List the change (if any) to the base creature's special attacks here.

Special Qualities: List the change (if any) to the base creature's special qualities here.

Ability Scores: List the change (if any) to the base creature's special qualities here.

Skills: List the change (if any) to the base creature's skills here.

Feats: List the change (if any) to the base creature's feats here.



Template Name


Here is where you provide the flavor text describing the template.


Creating a Template Name

"Template Name" is an acquired/inherited template that can be added to [insert application restrictions here]. A template name uses the base creature's stats and abilities except as noted here.

CR: List the change (if any) to the base creature's challenge rating here.

AL: List the change (if any) to the base creature's alignment here.

Size and Type: List the change (if any) to the base creature's size, type and subtype(s) here.

Senses: List the change (if any) to the base creature's senses here.

Armor Class: List the change (if any) to the base creature's armor class here.

Hit Dice: List the change (if any) to the base creature's hit dice here. Specify if any statistics need to be recalculated as a result of any changes to type/subtype.

Defensive Abilities: List the change (if any) to the base creature's defensive abilities here.

Weaknesses: List the change (if any) to the base creature's weaknesses here.

Speed: List the change (if any) to the base creature's speed here.

Attacks: List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

Damage: List the change (if any) to the base creature's damage here.

Space and Reach: List the change (if any) to the base creature's space and reach here.

Special Attacks: List the change (if any) to the base creature's special attacks here.

Special Qualities: List the change (if any) to the base creature's special qualities here.

Ability Scores: List the change (if any) to the base creature's special qualities here.

Skills: List the change (if any) to the base creature's skills here.

Feats: List the change (if any) to the base creature's feats here.

Phillammon
2014-05-21, 05:43 AM
Zhànshù Tiāncái, the Coronet of the Master Tactician

Aura: Strong Transmutation; CL: 20th; Slot: Head; Weight: 3 lbs.

Description
Zhànshù Tiāncái is a simple coronet at first glance- two simple bands of gold, connected together by a large number of golden spikes, and adorned with a small circle of gold, with a small platinum circle over the forehead, detailed with the Coronet's name in Draconic runes. Closer inspection will reveal that each spike is in fact an intricately engraved scabbard, sheath, or holster, most of which contain a minute weapon, cast from silver and inset with miniscule precious stones. Even without its phenomenal propeties, Zhànshù Tiāncái is easily worth in excess of 2000 gp on merit of its craftsmanship alone. Those who are moderately educated in magical items may misidentify it as a particularly ornate Crown of Swords, however, a successful Knowledge (History) check at DC 30 shows Zhànshù Tiāncái's true nature, as the Master Tactician's coronet.

By any means, however, Zhànshù Tiāncái is far from a mundane crown. When worn, Zhànshù Tiāncái floods the mind of its wearer with memories of a thousand charges led, a thousand battles won, a thousand victories wrested from the jaws of defeat. The force of the coronet imposing itself on a creature's mind is overwhelming, forcing them to make a DC 30 Will save or have their charisma and intelligence scores reduced to 1 as the spell Feeblemind. Creatures gain a +2 bonus to their Will save against this effect for every time they have previously passed it, due to acclimatizing to the effect, increasing by +1 for every day the Coronet is worn. This bonus decays by +1 for each week the Coronet is not worn. Assuming that they manage to survive putting it on unscathed, the creature is able to make use of the memories contained within. This has a number of effects. First, the wearer gains a +6 enhancement bonus to their Wisdom and Charisma scores as a Headband of Mental Prowess. Additionally, the wearer gains a +6 untyped bonus to Knowledge (History), Knowledge (Geography), and Knowledge (Nobility) checks, in addition to a +6 circumstance bonus to any checks pertaining to strategy, tactics, or commanding troops.

This, however, is not the only magical property of Zhànshù Tiāncái. Stored within the Coronet, reduced by powerful transmutations, are thirty-six weapons, each representing one of the Master Tactician's teachings. By speaking the name of one of the weapons stored within, as a standard action, that weapon may be called to the wearer's hand. Similarly, as a free action, by speaking its name again, a weapon currently held by the wearer can be returned to the Coronet. Multiple weapons can be outside of the crown at the same time, but the Wisdom, Charisma and skill bonuses granted by Zhànshù Tiāncái are reduced by +1 for every six weapons currently missing from it. While missing from the Coronet, the tiny replica of the weapon in question will also be missing from its place in the crown, leaving its tiny golden sheath, scabbard or holster empty. If the wearer of Zhànshù Tiāncái wishes to draw a new weapon from the Coronet without knowing its name, they may attempt a Use Magic Device check to activate it blindly. If successful, they draw a weapon at random from the Coronet, and learn its name in a language they are fluent in. While the weapons were all originally named in Tien and Draconic, they will respond to their names- or an adequate translation- being spoken in any language. Wearers who speak either Tien or Draconic gain a +2 situation bonus to the Use Magic Device check to activate Zhànshù Tiāncái blindly.

All of the weapons drawn from Zhànshù Tiāncái function as masterwork +3 weapons that penetrate damage resistance as if they were made of silver. Each one also has extraordinary properties relevant to the teaching that they embody.

Destruction
If all thirty-six weapons are simultaenously missing from Zhànshù Tiāncái, it can be destroyed simply by slaying its wearer using one of the weapons, with a blow that also destroys the platinum circle over the wearer's forehead. If this occurs, most of the weapons associated with Zhànshù Tiāncái immediately have their enhancement bonus reduced to +1 and lose their extraordinary properties. However, the weapons that have slain at least one wearer of Zhànshù Tiāncái, including the one used to destroy it, retain both their +3 enhancement bonus and their extraordinary properties. Gūfù (#10) and Zhǎnshǒu (#18) will always be among those that retain their power.

History
Legend tells of a Tian-Dan wise man named Míngzhì Huì. There are many stories of him, telling of how he felled demons with his bare hands, how he demolished armies with but a thought and a wave of his hand, how he slew king and commoner alike with his incredible martial prowess. There is little, if any, truth to these stories, however- he had no magical skill to speak of, and while an accomplished spearman, he was far from the legendary fighter or martial artist the tales would suggest. No, Míngzhì Huì was a general- some would claim the greatest general who has ever lived.

While his status as the greatest general is disputed, it is definitely a testament to his intelligence that he died of old age, not of enemy action. Our story truly begins, in fact, with him lying on his deathbed, surrounded by his three most trusted lieutenants: Lǚlì, the strongest woman, nay, person in the entire army; Móshù, master of the arcane arts; and Yín, covert operative extraordinaire. Each had studied under Míngzhì Huì for much of their adult life. Each knew his thirty-six teachings by heart, and knew how to apply each and every one. And with the imminent passing of their mentor, they were soon to take on command of the army.

It was Móshù who created it. A golden coronet, a gift to his mentor, for all that he had done for them. Thirty-six prongs, one for each teaching that the wise man swore by. A mere trinket, maybe... but heartfelt. The tactician adored it. And not long after, was buried still wearing it.

There was little time for mourning, however- Míngzhì Huì had passed at an... inopportune time, midway through one of the greatest wars that Xa Hoi had ever seen. It soon became evident that the three lieutenants, even with all their training, did not have the knowledge or skill required to command the army to victory. There had only ever been one man who could.

So they went to consult him.

They first thought it was just confidence- the fact that they had something tangible to remind them of their teacher, and his teachings- that gave them the ability to command so much better. But it quickly became clear that there was something else at work- a fragment of the old master himself, perhaps? Whatever it was, it was enough to bring victory. The war was soon won, with Móshù at the head, bearing the coronet of his teacher, with Lǚlì and Yín by his side, bearing Zhǎnshǒu and Gūfù, an Axe and a Knife conjured from the crown in their time of need.

From there on, however, the history of Zhànshù Tiāncái is a dark one, bathed in blood. Yín grew jealous of the mage, and came at him under cover of darkness. Gūfù, the Betrayer, struck true as she slew Móshù and took the Coronet for herself. With the general dead, confusion reigned, and Yín seized power with the help of a small group of her followers. Enraged by the events, Lǚlì took Zhǎnshǒu, the Decapitator, and challenged the usurper to single combat. In a single, fateful strike, the axewoman took Yín's life, with Zhǎnshǒu's dark power killing many of the assassin's followers as she did. Lǚlì took on both Zhànshù Tiāncái and the title of general, and held both for many years. However, her reign was cut short by one of her lieutenants- and his was cut short by one of his own- and so on, and so forth.

The last man to wear Zhànshù Tiāncái, and still die a peaceful death, was the great Míngzhì Huì himself.

Make no mistake. The Coronet of the Master Tactician is a blessing as long as you shall live. The trick is making sure that blessing lasts as long as possible.

Other Properties
As its history suggests, Zhànshù Tiāncái's wearer is at incredibly high risk of being assassinated or otherwise killed, often by someone to whom a weapon has been distributed. Even when the wearer is wise in who to distribute weapons to, it is likely that merely by being publicly seen to own Zhànshù Tiāncái they will attract attention from those who know of its history. Additionally, if either of Zhǎnshǒu or Gūfù is distributed, the two weapons have an unfortunate history of sowing the seeds of disloyalty in even the most devoted of wielders. But who knows? Maybe this time, the Betrayer and the Decapitator will be faithful lieutenants...

Ramifications
Acclimatizing with Míngzhì Huì's memories can have a profound effect on a person. Once a week, the wearer of Zhànshù Tiāncái must make a Will save with a DC equal to the acclimatization bonus they have to the Will save against the effects of donning the coronet. If the wearer is unsuccessful in this roll, their alignment moves one step towards Lawful Neutral. Additionally, they start to gain a dependency on the Coronet, taking a point of damage to Intelligence, Wisdom, and Charisma. This damage cannot be reversed by anything short of a Wish or Miracle, and cannot be reversed until the Coronet is removed, however, the Coronet grants that specific wearer a bonus to Intelligence, Wisdom and Charisma equal to the amount of damage sustained to those abilities. If the wearer has a base Intelligence, Wisdom or Charisma of 0 or lower due to this damage, they will die the next time the Crown is removed.


+3 Naginata (Two Handed Martial Melee 1d8 x4, S, Reach)

At any time during an action involving movement (including before it starts), Méng Miàn Yìtú's wielder may activate it. If they do so, the wielder immediately becomes invisible as the spell Invisibility, and ends the movement they were undertaking. Méng Miàn Yìtú simultaneously creates an ephemeral copy of the wielder, who completes the movement action as normal. This copy is an Illusion, and can thus be detected through effects such as True Sight or Arcane Sight, however, it is a tactile illusion, autonomously reacting to blows and strikes against it. If the copy attacks or is attacked by a creature, that creature is entitled to a saving throw with a DC equal to 10 plus the wielder's hit dice plus the wielder's charisma modifier to disbelieve the illusion. When the wielder breaks invisibility, the copy instantly dissipates. While the copy is in place, it may be used as a flanker by the wielders allies, or by the wielder, and the wielder may control the copy, making it move or take actions, with just a thought. Méng Miàn Yìtú can make its wielder invisible for a number of rounds per day equal to their hit dice plus their charisma score.
+3 Morningstar (One Handed Simple Melee 1d8 x2, BP)

When Ruò Gōu's wielder attacks with Ruò Gōu, they may choose to "echo" their damage before making an attack roll. If they do so, choose a secondary target who has indifferent or better attitude towards the target of the attack. Ruò Gōu's wielder takes a penalty to their attack roll of -2, plus -1 for every 5ft of separation between the initial target and the secondary target beyond the first 10ft. If the attack is successful, the secondary target takes damage from the attack as if they had been struck by it. Damage dealt in this way does not use the defences of the secondary target, but instead uses those of the initial target- for example, even if the secondary target is immune to precision damage and aware of the wielder, they can still have sneak attack damage echoed to them as long as the initial target would suffer a sneak attack and can take precision damage. Similarly, damage inflicted in this way uses the initial target's damage resistance, not the secondary target's.
+3 Shortsword (Light Martial Melee 1d6 19-20/x2, P)

By forgoing an iterative attack, fighting defensively, or taking a total defence action with Jièdāoshārén, its wielder gains a +2 Shield bonus to AC for one round. While the wielder has a shield bonus from this effect, they may deflect incoming attacks onto adjacent foes. When an attack is made against the wielder, whether it will hit or not, Jièdāoshārén's wielder may make an attack roll against an AC equal to the attack roll, after all modifiers, of the incoming attack. Jièdāoshārén's wielder takes a -2 penalty to this attack roll for every deflection they have attempted so far this round. If the "attack" hits, Jièdāoshārén's wielder selects a new target for the attack. The new target of the attack must be adjacent to Jièdāoshārén's wielder, and the attack uses the same attack roll used for the original attack.

+3 Warhammer (One Handed Martial Melee 1d8 x3, B)

Chúcún Xiūxí has two states, charged, and uncharged. While uncharged, the wielder gains no benefit from resting- they do not restore spell slots, rage, or any other daily effects, temporary ability damage is not repaired, and fatigue and exhaustion effects are not removed. Once eight hours of rest have been nullified in this way, Chúcún Xiūxí becomes charged. While Chúcún Xiūxí is charged, its wielder may use an immediate action to activate it. If they do so, the wielder immediately benefits as if they had just had 8 hours of restful sleep.
+3 Glaive (Two Handed Martial Melee 1d10 x3, S, Reach)

The critical threat range of attacks made with Fùhé Wèntí is increased by one for every condition that the target of the attack is suffering from. Eligible conditions are Bleeding, Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Disabled, Entangled, Exhausted, Fascinated, Fatigued, Flat-Footed, Frightened, Grappled, Helpless, Nauseated, Panicked, Paralyzed, Petrified, Pinned, Prone,
Shaken, Sickened, Sinking, Staggered, Stunned, and Unconscious. Additionally, if Fùhé Wèntí confirms a critical hit against a target who is suffering from at least one of the above conditions for a set amount of time, the duration of one effect of the wielder's choice is increased by one- if the original effect was measured in rounds, it lasts an extra round, in minutes, the duration is increased by one minute, and so on.
+3 Fighting Fan (One Handed Exotic Melee 1d4 x3, SP, Monk, Distracting)

Like a regular Fighting Fan, Kū Láng grants a +2 bonus to Bluff skill checks made to feint in combat while wielding it. Additionally, every time Kū Láng's wielder successfully feints in combat, it gains a +1 bonus to attack and damage rolls on all attacks made with Kū Láng in that round and the next round. If multiple feints are made in consecutive rounds, the bonus is carried over and stacks without maximum, however, if the wielder does not attempt to feint during a round, the bonus is lost. Finally, with Kū Láng, Feints may be attempted in place of an iterative attack, rather than requiring a standard action.
+3 Flail (One Handed Martial Melee 1d8 x2, B)

While holding Méishénme Yǐngzi in both hands, its wielder may command it to "split". If they do so, an illusory copy of Méishénme Yǐngzi is created, overlapping the real version. By pulling their hands apart, Méishénme Yǐngzi's wielder may dual-wield the two as if they were both real, +3 Flails, or they may latch them together and wield them as if they were a single +3 Dire Flail (Two Handed, Exotic, Double, otherwise the same as a Flail). When dual-wielding Méishénme Yǐngzi, reduce the penalties for two-weapon fighting by 4. Additionally, when striking a foe with the illusory flail (or the illusory end, if it is being used as a Dire Flail), the target of the attack may make a Will Save with a DC equal to the attack roll made for the attack. If successful, the target takes no damage from the attack, and learns that that flail is illusory, taking no further damage from that flail. If Méishénme Yǐngzi is being used as a Dire Flail, it is not possible to keep track of which end is illusory, and the target must make a Will Save every time they are struck by the illusion, even if they have passed before.
+3 Rapier (One Handed Martial Melee 1d6 18-20x2, P, Finesse)

Kuàisù Tōngdào's wielder may, as a move action, teleport a distance equal to half their movement allowance, rounded down. If the wielder makes an attack during the same round as making such a teleport, the target of the attack is treated as flat-footed.
+3 Gladius (Light Martial Melee 1d6 19-20x2, SP, Performance)

While Zhōng Máifú is being wielded, it generates an aura with a radius of 40 feet around itself. While concentrating, Zhōng Máifú's wielder may move the centre of this aura up to (50 + 10 x the wielder's hit dice) feet away. When damage is rolled against a target inside this aura that is not being inflicted by Zhōng Máifú or inflicted against its wielder, Zhōng Máifú grants its wielder one point of temporary hp for every die of damage that is rolled (d4 count as half a die for the purposes of this effect). Zhōng Máifú can grant its wielder a maximum number of temporary health points equal to their constitution bonus (minimum 1) times their hit dice. These health points decay at a rate of one per minute.
+3 Dagger (Light Simple Melee 1d4 18-20x2, PS)

Gūfù grants its wielder a +2 enhancement bonus to Diplomacy checks. Additionally, attacks made with Gūfù against targets with a Friendly or better disposition towards the wielder have a critical threat range of Yes 1-20. Critical hits achieved against targets with a Friendly or better disposition towards the wielder also multiply damage that ordinarily would not be multiplied by critical hits, such as the damage dealt by the Sneak Attack class feature.
+3 Scythe (Two Handed Martial Melee 2d4 x4, SP)

While Tōu Qiángdù is held, its wielder takes a temporary penalty to their Strength score of -4. However, whenever a creature is reduced to 0 or fewer hit points that took damage from Tōu Qiángdù this round and has a number of hit dice at least equal to the wielder's hit dice minus two, Tōu Qiángdù's wielder gains a temporary bonus of +1 to their Strength score, and a +1 bonus to Acrobatics checks made to jump. These bonuses stack indefinitely, and while the bonus is at least +1, Tōu Qiángdù's wielder is always treated as having a running start for the purposes of acrobatics checks, and may jump in excess of their maximum movement allowance. If Tōu Qiángdù has not inflicted damage on a valid target within the last minute, these bonuses decay at a rate of one point per minute.
+3 Seven-Branched Sword (Two Handed Exotic Melee 1d10 x3, S, Disarm, Monk)

Yáng Zéi is covered in barbs and hooks, which tend to snag against things. A clever wielder can use this to their advantage. Like a mundane seven-branched sword, Yáng Zéi can be used to trip foes, causing them to become flat-footed rather than prone, and gives a +2 bonus to CMB when attempting to disarm an opponent. Additionally, as a standard action, or as one attack of a full attack action, Yáng Zéi's wielder may attempt to make a steal or disarm combat maneuver. If successful, the stolen item is snagged on one of Yáng Zéi's hooks or spikes, and the magic is siphoned from it. Yáng Zéi makes a dispel check against the item as the spell Dispel Magic, using the wielders hitdice in place of caster level. If successful, the item is suppressed for as long as it is snagged on Yáng Zéi. Yáng Zéi gains an additional +1 enhancement bonus to attack and damage rolls if 5000gp of enchantments are currently suppressed, increasing to +2 at 20000gp, +3 at 45000gp, +4 at 80000gp, and finally +5 at 125000gp worth of enchantments. Yáng Zéi can have a maximum of 6 items snagged at a time.
+3 Spear (Two Handed Simple Melee 1d8 x3, P, brace)

As a standard action, Jīngxià Xiǎnshì may have its blunt end slammed into the ground, letting off a shockwave of force with a radius of five feet for each of the wielder's hit dice. This shockwave deals 1 point of Force damage and Staggers all creatures inside the burst for one round (Reflex save with a DC equal to 10 plus the wielder's hit dice plus the wielder's charisma modifier if positive negates the Staggering but not the damage). Additionally, the wielder can sense the echoes from the shockwave, telling him the precise locations of all creatures affected by the burst. This includes creatures that are currently ethereal, invisible (either through magical or natural invisibility), in darkness, or otherwise impossible for the wielder to see. Additionally, the wielder may, as a swift action, outline a single creature that the wielder knows the location of as the spell Faerie Fire at will.
+3 Starknife (One Handed Martial Melee 1d4 x3, P, 20ft range)

As a move action, one of the four Blades on Xúnhuán Tǐ can be removed, or replaced. If removed in this way, each individual Blade is treated as a +1 Dagger. If one of the Blades is removed from Xúnhuán Tǐ, it cannot be thrown. If all four Blades are removed, it cannot be used as a weapon, however, it can be worn in the wrist slot as a bracelet. While Xúnhuán Tǐ is worn, placing one of the Blades into the hand of a dead humanoid reanimates the body as the spell Animate Dead. Undead creatures created in this way are controlled by Xúnhuán Tǐ's current wearer, but do not contribute towards the hit dice limit on controlled undead. If one of the undead creatures created in this way relinquishes its grip on the Blade, it immediately dies. If Xúnhuán Tǐ is removed, all associated undead creatures immediately die.
+3 Spiked Steel Light Shield (One Handed Martial Melee 1d4 x2, P, +1 AC)

Lái Zhèlǐ exerts a number of strange effects on ranged attacks. If a ranged attack is made in earnest on Lái Zhèlǐ's wielder, it grants an additional +5 shield bonus to AC. Additionally, whether the attack hits or not, Lái Zhèlǐ compels the attacker to come closer, forcing the attacker to make a Will save with a DC of 14 plus the wielder's hit-dice or take a step five feet towards the wielder. This check must be made separately for every attack made against the wielder, and the distance travelled is taken from the attacker's movement allowance for the next round.
+3 Longbow (Martial Ranged 1d8 x3, P, 100ft range)

If a standard arrow is fired by Méiyǒu Yīn Táoyì upon a foe who is Panicking, is Frightened, has attempted a Withdraw action in the last round, has attempted to use a [Teleportation] subschool effect in the last round, or has attempted a Run action away from the wielder in the last round, Méiyǒu Yīn Táoyì enchants the arrow as it is loosed to prevent the target's escape, giving the arrow the benefits of the Anchoring, Phase Locking and Lesser Designating enchantments. The Designation and Phase Lock effects last for as long as the arrow is Anchored in the target. As a full round action, the target or one of their allies can attempt to pull out the arrow, using a DC 20 Strength check.
+3 Saw Blade (2d6 x2, S, special)

Shēncéng Yùwàng cannot be used as a weapon normally. However, when incorporated into a trap, Shēncéng Yùwàng exhibits special properties. Shēncéng Yùwàng continuously produces a convincing image above itself, shaping itself to something that the viewer desires. A DC 25 Will Save must be made by the viewer, or they are compelled to try and claim the illusory item, thus suffering the ill effects of the trap that Shēncéng Yùwàng is incorporated into. This effect is mind-affecting.
+3 Greataxe (Two Handed Martial Melee 1d12 x3, S)

Like a regular Greataxe, Zhǎnshǒu kills stuff well. Additionally, Zhǎnshǒu is treated as having the deadly discriptor, adding 4 to the DC of the Fortitude saving throw to avoid dying instantly to a Coup de Grace attack made with Zhǎnshǒu. If Zhǎnshǒu kills a foe, negative energy surges out in a 60ft radius, killing nearby creatures as an activated Symbol of Death, with a DC equal to 10 plus the wielder's hitdice plus the wielder's charisma modifier, if positive, and a maximum number of hitpoints slain equal to the killed foe's maximum hitpoints. This effect only targets creatures that were directly subordinate to the slain foe. Creatures slain by this effect create bursts of their own, slaying their subordinates up to their maximum hitpoints, and so on.
+3 Sharpened Combat Scabbard (One Handed Martial Melee 1d6 18-20x2, S)

As an immediate action, Fǒurèn Bàgōng's wielder may speak a command word and mime drawing a weapon from Fǒurèn Bàgōng. If they do so, the target foe must make a will save with a DC equal to 10 plus half the wielder's hitdice, rounded up, plus the wielder's charisma modifier. If unsuccessful, the weapon currently being held in the target's main hand is transferred into the wielder's off-hand. If successful, the target is immune to this effect for the next 24 hours. This effect can only be used if the wielder's off-hand is empty. If a weapon is successfully stolen with Fǒurèn Bàgōng, Fǒurèn Bàgōng becomes a mundane Masterwork Sharpened Combat Scabbard until the stolen weapon is resheathed in Fǒurèn Bàgōng, at which point the weapon is immediately transferred back to the foe's hands.
+3 Longsword (One Handed Martial Melee 1d8 19-20x2, S)

Once per day, Huíxuán Shuǐyù's wielder may command it to induce a spatial distortion. When they do so, all creatures in a 50 foot radius, except for the wielder, must make a Fortitude save with a DC of 10 plus the wielder's hit dice plus the wielder's constitution modifier or be sucked into the distortion. If at least two creatures were sucked into the distortion, all creatures that were sucked into the distortion are instantly transported to the location of another creature that had been sucked into the distortion. When this happens, all creatures in this radius who were in combat must immediately reroll initiative. Creatures who had been sucked into the distortion take a -20 penalty to this initiative roll, while they try to get their bearings again.
+3 Punching Dagger (Light Simple Melee 1d4 x3, P)

Once per day, as an immediate action, Miàn Duì Rénqún's wielder may 'shed their skin'. When they do so, all creatures who can currently see the wielder must attempt a Will save with a DC of 10 plus the wielder's hit dice plus the wielder's Charisma bonus, if positive. Any creatures failing this save lose awareness of the wielder, forgetting they were ever here, and cannot detect the wielder until the wielder attempts hostile action against them, or until the wielder is specifically pointed out by a creature who is able to perceive the wielder. No senses, magical or otherwise, will betray the presence of Miàn Duì Rénqún's wielder to a creature who fails their save. Creatures who cannot perceive the wielder are treated as flatfooted towards the wielder's attacks.
+3 Trident (One Handed Martial Melee 1d8 x2, P, 10ft range)

If a Coup de Grace attack is made with Zuìhòu Jiānyù, its wielder may choose to force the target of the attack to make a Will save instead of a Fortitude save, with the same DC. If the target fails this Will save, instead of dying, they are Imprisoned as the spell Imprisonment. If Zhànshù Tiāncái is worn by the target, the Coronet is not Imprisoned, and falls to the ground. If this causes the wearer to die, Zuìhòu Jiānyù is treated as having killed the wearer. Additionally, Zuìhòu Jiānyù's wielder may free creatures that have been imprisoned by this effect as the spell Freedom as an action that takes one minute of concentration, at the location that the creature was imprisoned. This cannot be used to free creatures who were imprisoned by any means other than Zuìhòu Jiānyù's effect.
+3 Scythe (Two Handed Martial Melee 2d4 x4, SP, Trip)

Attacks made with Dírén Jiējìn deal 1d4 points of bleed damage for every hit-die common between the wielder and the target of the attack, on a successful hit, in addition to regular damage. For example, if a character with 4 levels of Rogue and 1 level of Fighter. attacks a character with 3 levels of Rogue and 2 levels of Fighter, Dírén Jiējìn would deal 4d4 points of bleed damage, 3 for the shared rogue hit-dice and one for the shared fighter hit-die. All racial hit dice are treated as being common to each other for the purposes of this damage.
+3 Rapier (One Handed Martial Melee 1d6 18-20x2, P, Finesse)

On successfully dealing damage to an armed foe (including an unarmed foe with Improved Unarmed Strike) with Cǎiqǔ Zīyuán, the foe in question must make a Will save with a DC of 10 plus the wielder's hit-die plus the wielder's charisma bonus, minimum one, or take additional damage from the attack as if they had been struck with their own weapon as well as Cǎiqǔ Zīyuán. If the target is wielding multiple weapons, the wielder may choose which weapon to inflict damage as.
+3 Scimitar (One Handed Martial Melee 1d6 18-20x2, S)

Chùqú Xùnliàn cuts into the mind of its targets, taking from them not their health, but their expertise. On successfully dealing damage with Chùqú Xùnliàn, its wielder may choose to inflict damage to skill. If they do so, double the damage that would have been dealt by the attack, then divide it by the size of the target's largest hit-die, rounding up. The wielder may then choose a number of feats that the target has equal to this result. The target is denied the benefits of the chosen feats. Every round, the target is entitled to a Will save with a DC of 18 plus the wielder's hit-dice. For every 5 points they beat this save by, minimum one, they regain access to one feat that has been denied from them.
+3 Battleaxe (One Handed Martial Melee 1d8 x3, S)

If Hé Guī is used to kill a creature, Hé Guī's wielder gains a +2 circumstance bonus to the next Charisma based skill check they attempt against all creatures that see the killing who had an Indifferent or better disposition towards the now dead creature. This bonus applies to a maximum of one check per creature, however, it stacks with itself.
+3 Spiked Gauntlet (Light Simple Melee 1d4 x2, P)

When an attack made with Zuì Quán hits, its wielder may choose to intentionally miss the attack. This must take place after the hit has been confirmed, including attack rolls, concealment miss chance, blinking miss chance, and any other possible miss effects. If an attack is missed in this way, Zuì Quán generates a charge, up to a maximum of seven charges. As a free action, Zuì Quán's wielder may expend a charge from Zuì Quán to gain one of the following effects for one round:

+4 untyped bonus to attack rolls
+4 dodge bonus to armour class
+4 untyped bonus to reflex saves
+10 untyped bonus to acrobatics rolls made to pass through a square occupied by another creature or to move without provoking attacks of opportunity
Attacks made with Zuì Quán are treated as the wielder's choice of energy type, material, or damage type for the purposes of overcoming damage resistance or regeneration, but not for the purpose of vulnerabilities.

These effects stack with each other, as well as with themselves. Charges stored in Zuì Quán decay at a rate of one per minute.
+3 Dueling Sword (One Handed Exotic Melee 1d8 19-20x2, S)(Can be treated as Longsword)

Once per day, Lì Pūmiè's wielder may challenge a foe. While a foe is challenged, any move action or 5 foot step they take must end at least 5 feet closer to Lì Pūmiè's wielder than they started. However, Lì Pūmiè's wielder is subject to the same limitation, withe each of their moves bringing them closer to the challenged foe. While in this state, the wielder and the foe may attempt a Will save with a DC of 20 plus the wielder's hit dice plus the wielder's Wisdom modifier to avoid this effect, but even if they succeed, they may only move a maximum of half their movement allowance away from their foe. This save must be reattempted every round that either combatant attempts to move away.
+3 Heavy Pick (One Handed Martial Melee 1d6 x4, P)

As a standard action, Kěpà Miànmào's wielder may attempt to use it to carve the image of a humanoid into a suitable sized hard material, such as a stone wall, a tree, or any similar upright surface. When they do so, they attempt a disguise check, or any skill relevant to artwork- Craft (Sculpture) or Profession (Artist) may be substituted, with other skills permitted at the DMs description. Any creature seeing the carving must attempt a Perception check with a DC equal to the result of the skill check made at the time of carving. If they fail this check, they perceive the carving as a hostile humanoid of the kind depicted in the carving. Any bonuses to saving throws against illusion effects may be added to the perception check, and True Seeing thwarts the effect outright. The carvings additionally do not affect mindless creatures, the wielder, or any creatures that the wielder has designated as immune (designating a creature as immune takes one round, and requires the target to be willing and touched for the whole time).
+3 Shortspear (One Handed Simple Melee 1d6 x2, P, 20ft range increment)

Once per day, Nǐ Shì Kuàn's wielder can command it to activate. When they do so, the next attack made with Nǐ Shì Kuàng has a critical threat range of Yes 1-20. If this attack successfully critically strikes, after applying damage, the wielder and the target of the attack switch bodies as the spell Mind Switch. This effect lasts for as long as Nǐ Shì Kuàng is lodged in the "wielder"'s body. Removing Nǐ Shì Kuàng from someone's body requires a DC 15 Strength check, with the DC increasing by the hit-dice of the person it is lodged in if they are unwilling to release it.
+3 Brass Knuckles (Light Simple Melee 1d3 x2, B, Monk)

While Měinǚ is worn, its wielder may use it to project a minor glamour over themselves, shaping their features to make them more attractive to a specific target. Charisma based checks made against that target gain a +4 untyped bonus, increasing to +8 if the wielder is (or appears to be) of a desirable gender to the target, however, charisma based checks made against anyone other than that target take a -4 untyped penalty. Changing the target of Měinǚ's effect takes a full round action that provokes attacks of opportunity, and any creature seeing the transformation take the -4 penalty, even if they are the intended target. True Seeing thwarts both the bonus and the penalty, as does any other effect that penetrates illusions.

+3 Falchion (Two Handed Martial Melee 2d4 18-20x2, S)

On command, Zhèngmiàn throws a subtle illusion over its wielder's body, making parts of them feel subtly off. Creatures seeing Zhèngmiàn's wielder while they are obscured by this effect are entitled to a Will Save with a DC of 19. If successful, the creature disbelieves the wielder, believing them to be the effect of a Minor Image spell. True Seeing thwarts this effect, as does the wielder interacting with a creature that has disbelieved them in any way that indicates they are not an illusion.
+3 Hook Hand (Light Simple Melee 1d4 x2, P)

Like a regular Hook Hand, in order to gain benefit from Jiǎ Yǎn, its wielder must remove or otherwise lose a hand. While Jiǎ Yǎn is attached to a wielder, its wielder immediately becomes aware of any attempts to divine information made against themselves, from effects such as Scrying down to Arcane Sight or even True Seeing. Additionally, while aware of a divination effect, the wielder may attempt to thwart it, allowing them to make a Bluff check, opposed by the diviner's Sense Motive check. If the Bluff check is successful, the divination returns results as chosen by the wielder, rather than accurate results.
+3 War Razor (Light Martial Melee 1d4 19-20x2, S)

When Jiǎzhuāng Xūruò inflicts damage to a foe, its wielder may choose to inflict 1d4 points of damage to themself. Any damage dealt in this way is stored in a small ruby inset in the razor's handle. Jiǎzhuāng Xūruò can hold a maximum number of hit points equal to the amount of hit points its wielder is currently missing- if the wielder is healed in such a way that the number of hit points stored in Jiǎzhuāng Xūruò is above this cap, the points above the cap are lost. As an immediate action, Jiǎzhuāng Xūruò's wielder may tap into it, consuming all of the hit points currently stored within it and restoring them to the wielder. Additionally, while the amount of hit points stored in Jiǎzhuāng Xūruò is greater than the wielder's health total, the wielder appears non-threatening. Any foe who has not been attacked by Jiǎzhuāng Xūruò's wielder in the combat must pass a Will save with a DC of 10 plus the wielder's charisma modifier plus the wielder's hit dice in order to attack the wielder- if they fail, the attacker must choose a new, more threatening target for their attack. If no other valid threat exists, no saving throw is required.
+3 Meteor Hammer (Two Handed Exotic Melee 1d8 x2, B)

Dǎchéngyīpiàn looks much like a regular meteor hammer, however, it has two strange latches on each ball. As a move action, one of Zhànshù Tiāncái's other weapons may be latched onto one of the balls using the latches. Up to two weapons can be latched onto Dǎchéngyīpiàn in this way at a time. While a weapon is attached to one of Dǎchéngyīpiàn's balls, attacks made with that ball are made as if they had been made with that weapon, and Dǎchéngyīpiàn is treated as having the same extraordinary properties as the weapons attached to it. All attacks made with Dǎchéngyīpiàn (or attached weapons) take a -1 penalty for every one-handed weapon attached to it, a -2 penalty for every two-handed weapon attached to it, and a -4 penalty for every weapon that the wielder is not proficient with attached to it. These penalties stack with each other, as well as the -4 penalty to attack rolls for non-proficient use of the meteor hammer itself, if applicable.
+3 Kukri (Light Martial Melee 1d4 18-20x2, S)

Once per day, Kuàisù Táoshēng's wielder may speak a command word. When the wielder next relinquishes their grip on Kuàisù Táoshēng for any reason, both Kuàisù Táoshēng and the wielder are transported to a private demiplane, as the spell Plane Shift. This demiplane has normal gravity and time, is a finite shape, taking the form of four small but well furnished rooms, with alterable morphic trait, minor positive-dominant energy, and normal magic. If the wielder picks up Kuàisù Táoshēng again, they are both transported back to the plane they originated from, to the same location they vacated.

malonkey1
2014-05-22, 04:39 PM
Troubleshooter


Modified Class: Rogue

Sometimes things go, shall we say, pear-shaped? If you plan turns into a pear, or a banana, or any other soft fruit, the Troubleshooter's the one you want to bail you out. They are master improvisers, mixing sheer technical and tactical know-how with a touch of the arcane power.

CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.

caledscratcher
2014-05-22, 06:37 PM
Blaze Beneficiary

Put an image of your class here!

"Loot a burning house, and the goods are charred. Loot the houses of those putting out the fire, and everything goes great." -Enli, elven blaze beneficiary.

Pyromancers with roguish talent, blaze beneficiaries take advantage of the collateral damage caused by their mighty burning spells.

Role: Blaze beneficiaries wreck their foes and the environment with fire, then "acquire" goods while their attacks are being taken care of.

Alignment: Any non-good. It's not very reasonable to be a kind-hearted soul while burning people to a crisp and taking their stuff.

Hit Die: d8

Requirements
To qualify to become blaze beneficiary, a character must fulfill all of the following criteria.
Skills: Sleight of Hand 5 ranks, Bluff 3 ranks, Spellcraft 3 ranks.
Spellcasting: Able to cast 3rd-level arcane spells, including fireball.
Special: Sneak Attack +3d6.

Class Skills
The blaze beneficiary's class skills (and the key ability for each skill) are...

Skill Ranks per Level: 4 + Int modifier


Blaze Beneficiary


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Arcane Spellcasting


1st

+0

+0

+1

+1
Burning strike, bursting strike
+1 level


2nd

+1

+1

+1

+1
Benefit, sneak attack +1d6
--


3rd

+2

+1

+2

+2
Fierce Assault +1d8
+1 level


4th

+3

+1

+2

+2
Benefit
+1 level


5th

+3

+2

+3

+3
Sneak attack +2d6
--


6th

+4

+2

+3

+3
Benefit
+1 level


7th

+5

+2

+4

+4
Fierce Assault +2d8
+1 level


8th

+6

+3

+4

+4
Benefit, sneak attack +3d6
--


9th

+6

+3

+5

+5
Class Ability
+1 level


10th

+7

+3

+5

+5
Benefit
--



Class Features
All of the following are class features of the blaze beneficiary.

Weapon and Armor Proficiencies: The blaze beneficiary does not gain any additional proficiencies.

Bursting Strike (Ex): At 1st level, the blaze beneficiary has learned to harness her destructive prowess in a manner that benefits her stealth. When she makes a sneak attack, she may deal sneak attack damage to every creature adjacent to the target, excepting herself if applicable. At 3rd level, she can also exempt a number of creatures equal to her primary casting ability modifier. She may use this ability a number of times each day equal to her class level plus her primary casting modifier.

Burning Strike (Su): At 1st level, the blaze beneficiary can tap into her arcane prowess to burn through her foes with her unseen attacks. When she makes a sneak attack, she can convert any number of dice of her sneak attack's precision damage into fire damage. She may use this ability at-will.

Sneak Attack Progression (Ex): At 2nd level, the blaze beneficiary deals an additional +1d6 damage with her sneak attack. This increases by an additional +1d6 damage at 5th level and again at 8th level.

Benefits: At 2nd level and every 2 levels thereafter, the blaze beneficiary gains a benefit. Benefits typically enhance her sneak attack or her spellcasting, but might enhance and add other abilities. The full list of benefits can be found as follows:
Arid Flames (Su): A blaze beneficiary with this benefit deals an additional one die of fire damage with all spells that deal fire damage. This is increased to an additional three dice of fire damage for creatures with the Water or Aquatic subtypes. This also applies to her burning strike, but only to a maximum additional number of dice equal to the number of damage dice she converted to fire damage.
Blow it Open (Su): A blaze beneficiary with this benefit deals her full sneak attack damage to objects and constructs, including those caught in her bursting strike.
Cracked Skulls (Ex): A blaze beneficiary with this benefit can deal precision damage to undead.
Diablo Strike (Ex): A blaze beneficiary with this benefit deals an additional +1d6 sneak attack damage to all creatures. This increases to an additional +3d6 sneak attack damage to creatures with the Good subtype.
Eternal Flame (Su): When a blaze beneficiary with this benefit deals fire damage with her burning strike, the target takes 1d6 fire damage each round for a number of rounds equal to her primary spellcasting ability modifier.
Fierce Gamble (Ex): A blaze beneficiary with this benefit may roll an additional precision damage die on a natural 5 or 6 with her fierce assault ability. She must have the fierce assault class feature to take this benefit.
Gigant Flame (Su): A blaze beneficiary with this benefit increases the radius of all spells that affect an area and deal fire damage by an amount equal to 5 feet times half her class level.
Hell's Kiss (Ex): A blaze beneficiary with this benefit gains a +2 competence bonus to Diplomacy and Bluff checks against creatures that could be sexually attracted to her, and deals an additional +1 precision damage for each die of precision damage she deals to them.
Igloo Crusher (Su): A blaze beneficiary with this benefit deals an additional 1d6 fire damage whenever she deals fire damage to creatures with cold resistance.
Jeopardy of Goods (Ex): A blaze beneficiary with this benefit adds her class level as a competence bonus to skill checks made concerning the sale of stolen goods.


Fierce Assault: At 3rd level, the blaze beneficiary has developed a way to strike with such power that it surprises all around. Once per battle, she may deal an additional +1d8 precision damage to a single target that she hasn't dealt sneak attack damage to. If she rolls a natural 6 on the d8 for precision damage, she rolls an additional 1d8 precision damage. The additional dice may be applied a number of times up to a maximum of her primary casting modifier. At 7th level, she does an additional +2d8 precision damage and adds +1d8 precision damage for each 6 rolled on either die, up to a maximum number of times equal to twice her primary casting modifier. Benefits that modify her sneak attack damage also modify her fierce assault, but not the other way around.

Theft of Majesty: At 5th level, the blaze beneficiary gains a +5 competence bonus to all sleight of hand checks to steal things, and can make a sleight of hand check to steal an item as a free action by giving up two dice of sneak attack damage. The sleight of hand check must be against the target of her sneak attack.

gr8artist
2014-05-23, 08:57 PM
Master Strategist

If you know the enemy and know yourself, you need not fear the results of a hundred battles.
~ Sun Tzu

The master strategist is, above all, a leader. While he is capable of taking a direct role in conflict, his powers and abilities are most often put to better use when giving orders and demonstrating new techniques. By improving team communication, synergy, and utility, the master strategist greatly improves the usefulness of any soldiers or underlings in his command.

Role: Despite most often having a low charisma score, the master strategist makes an excellent leader. He supports his allies effortlessly, and often to such a degree that his own participation in a battle is not necessary. His power to share class abilities with his team-mates means that his influence is always felt on the battlefield, even if he himself is not present.

Alignment: With a strict adherence to the chain of command, most master strategists are Lawfully aligned. Chaotic strategists exist, but their accomplishments are often overshadowed by their more legalistic counterparts.

Hit Die: d8

Requirements
To qualify to become master strategist, a character must fulfill all of the following criteria.
Feats: Combat Expertise, and at least 1 teamwork feat
Special: Must have taken a leadership, advisory, or inspirational role in an epic victory
(an epic encounter has an enemy CR greater than or equal to APL +3)

Class Skills
The master strategist's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Stealth (Dex).

Skill Ranks per Level: (6 + Int modifier)


Master Strategist


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0


+0


+0


+1

Stratagems


2nd

+1


+1


+1


+1

Insight


3rd

+2


+1


+1


+2

Favored Stratagems


4th

+3


+1


+1


+2

Adaptable Tactics, Tactician


5th

+3


+2


+2


+3

Great Leadership


6th

+4


+2


+2


+3

Favored Stratagems, Solo Tactics


7th

+5


+2


+2


+4

Master Tactician


8th

+6


+2


+2


+4

Group Tactics


9th

+6


+3


+3


+5

Favored Stratagems


10th

+7


+3


+3


+5

Supreme Commander



Class Features
All of the following are class features of the master strategist.

Weapon and Armor Proficiencies: The master strategist is proficient with all simple and martial weapons, will all types of armor (heavy, medium, and light), and with shields (except tower shields).

Stratagems: The master strategist specializes in the knowledge and use of various stratagems, abilities which give himself and his allies a situational advantage in combat. The strategist himself can use any stratagem he knows without preparation, so long as the conditions are met, but he must spend time in explanation to share his ideas with other creatures.
TAB The master strategist knows a great number of stratagems, and he gains more as he gains experience. He begins with 4 stratagems known, and adds up to 2 more stratagems to his list at each level after first. Additionally, when learning new stratagems after first level, he may choose to instead learn the improved version of a stratagem he already knows, gaining the ability to use that stratagem's insight benefit, in addition to its regular benefits. Choosing to specialize in this way replaces a new stratagem that he would learn, and he may choose to make this exchange with any or all of his new stratagems when he gains a level.
TAB The master strategist is constantly experimenting with his stratagems, trying out new ideas to see which ones work and which are garbage. He may spend an hour in meditation and thought to temporarily add a number of stratagems up to his intelligence modifier to his list of stratagems known. These temporary stratagems expire after 1 day, and he cannot have more temporary stratagems known than his intelligence modifier at any given time. Like the stratagems he learns at each level after first, the master strategist can choose to temporarily gain the improved versions of stratagems he already knows, rather than adding new stratagems to his list.
TAB The master strategist may impart his stratagems to his allies for a short time, allowing them to gain the standard benefits when the appropriate conditions are met. Imparting his knowledge to a small group (up to 10 creatures) takes 1 full round action, while sharing his stratagem to a larger group takes 1 minute. The maximum number of allies he may share a stratagem with at one time is equal to his level + his intelligence modifier, and all affected allies retain the benefits of his stratagem for 10 minutes. Allies must be able to see and hear the master strategist throughout his entire explanation to gain the benefits of his stratagem, and he may not share more than 1 stratagem per minute in this way.
TAB The master strategist chooses his stratagems from the following list, and may choose stratagems from any category at any level. All stratagems are considered extraordinary abilities. Category A: Winning Stratagems


Mask your objectives: This stratagem focuses on keeping your opponent confused about your intentions and direction.

Benefit: You get a +5 bonus on stealth checks when moving into an area that has cover or concealment.
Insight Benefit: When you leave a source of cover or concealment, you may spend a use of insight to remain hidden until the end of your movement, though you take a -5 penalty on your stealth check when doing so.

Attack valued targets: This stratagem focuses on attacking high-priority weaknesses in your enemy's supplies and armaments.

Benefit: You ignore half of the hardness of any inanimate plants, objects, or structures that you attack, and you do not reduce energy damage by half before comparing it to hardness.
Insight Benefit: You may spend a use of insight when attacking an inanimate object or structure. If you do, and the attack's damage exceeds the subject's normal hardness, then that object is completely destroyed.

Employ another's strength: This stratagem is all about getting someone else to do your dirty work.

Benefit: You get a +5 insight bonus on diplomacy, intimidation, and other skill checks when attempting to persuade a creature to attack one of your enemies or to perform some activity that could lead to that enemy's downfall.
Insight Benefit: You may spend a use of insight when giving using the aid another action for the benefit of another creature's attack rolls. If you do, the recipient of your action gains a competence bonus equal to 1 + your intelligence modifier on attack and damage rolls against the designated foe for 1 round.

Fatigue the enemy: This stratagem focuses on forcing the enemy to toil while you wait for an opportunity.

Benefit: While using the total defense action or combat expertise feat, you gain a +1 bonus to AC if your opponent is carrying a medium load or wearing medium armor. This bonus increases to +2 if the opponent is wearing heavy armor or carrying a heavy load.
Insight Benefit: You may spend a use of insight after an opponent attacks you to make them fatigued for 1 round unless they succeed a fortitude save (DC equal to your AC –10). The attacking creature is instead exhausted for 1 round if he was already fatigued.

Attack a weakened foe: This stratagem focuses on offensive actions employed against troubled enemies.

Benefit: Opponents who are subject to a successful combat maneuver check from any of your allies provoke an attack of opportunity from you. This ability grants you no attack of opportunity from your own combat maneuvers.
Insight Benefit: You may spend a use of insight as an immediate action to make an attack of opportunity against an opponent suffering from any of the following conditions: blinded, confused, dazed, dazzled, disabled, dying, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, nauseated, paralyzed, pinned, sickened, staggered, stunned, or any fear effect. You may only use this action during the suffering enemy's turn.

Deceive before you attack: This stratagem employs distraction and false maneuvers to lure opponents into weakness.

Benefit: You can feint in place of a melee attack, as with the sunder, trip, and disarm combat maneuvers. In addition, when you successfully feint against an enemy, that opponent is denied his dexterity bonus to AC against all your attacks until the end of that turn, in addition to being denied his dexterity bonus against your next attack.
Insight Benefit: You may spend a use of insight to make a feint attempt as an immediate action. You gain a +5 insight bonus on this attempt.

Category B: Enemy Dealing Stratagems


Conceal and create: This stratagem employs fabrication and deception, both in the field and in the marketplace.

Benefit: You gain a +5 bonus on appraise, bluff, and craft checks when attempting to make or exchange an item which appears more valuable than it actually is, or to convince another of the item's value.
Insight Benefit: You may spend a use of insight as a full round action to create the semblance of an item from materials at hand. You must make an appropriate craft check, opposed by the appraise check of anyone who handles the item. Any subjects whose check exceeds your own can identify the item as its true, worthless nature. The item created is never higher quality than masterwork, though you may make it appear masterwork if you take a –5 penalty on the check, or magical if you take a –15 penalty.

Divide and conquer: This stratagem, one of the most famous of all, uses multiple forces to assail foes.

Benefit: The bonus to attack rolls you gain from flanking an opponent increases to +5. Allies with whom you are flanking an enemy also receive this benefit.
Insight Benefit: You may spend a use of insight as an immediate action when an adjacent ally moves away from you to move up to half your speed. This movement provokes attacks of opportunity as normal, and you must end your movement in a square that is not adjacent to the ally who made the initial movement. If an opponent threatens both you and the ally that moved, he takes a –5 penalty on all attacks of opportunity against either of you in this round. Your base speed on your next turn is reduced by half, regardless of the distance you move with this ability.

Let combat run its course: There's no need to jump into a battle the moment you arrive, and no stratagem sums up the idea of temperance quite as well as this one.

Benefit: When you choose to delay your turn for any amount of time, your first attack of opportunity each turn does not count against the number of attacks of opportunity you are allowed to make in a round.
Insight Benefit: You may spend a use of insight when you hold an action. If you do, you get an insight bonus on that action equal to 2 times the number of creatures that act between the end of your turn and the completion of that action.

Hide behind a smile: This stratagem employs charm and deception to lure opponents into lowering their guard.

Benefit: When you use diplomacy to increase a creature's attitude toward you, you gain a +5 bonus on the check. Creatures whose attitudes are friendly or better are always flat footed against your first attack against them.
Insight Benefit: You may spend a use of insight when you attack a creature whose attitude toward you is friendly or better. If you do, your attack deals additional precision damage equal to 1d6 + your intelligence modifier.

Justify the means: This stratagem focuses on end goals, at the cost of short term losses, and strikes opponents when they are most confident.

Benefit: When an opposing creature's attack renders your ally unconscious, dead, or dying, you may spend an immediate action to make an attack of opportunity against that opponent. This attack is in addition to any normal attacks of opportunity you have in a round.
Insight Benefit: You may spend a use of insight when you declare an attack with a piercing or slashing weapon. If you do, you add your intelligence modifier to the attack roll, rather than your strength or dexterity, and you do not add your strength modifier to the damage roll. That attack causes the defending creature to bleed for an amount of damage equal to your intelligence modifier each round until it receives magical healing or succeeds a DC 15 heal check.

Confiscate your spoils: Let nothing slip through your grasp; this stratagem is all about leaving every encounter with something to show for your efforts.

Benefit: You gain a +2 bonus on steal and disarm combat maneuver checks, and may use either combat maneuver in place of a melee attack. You provoke attacks of opportunity as normal when doing so.
Insight Benefit: After hitting an opponent with a melee attack, you may spend a use of insight to attempt a steal combat maneuver as an immediate action.

Category C: Attacking Stratagems


Provoke a bad attack: By seeming to lower your defenses, you can prompt your opponent into a foolish move. This stratagem exemplifies and thrives on that idea.

Benefit: When fighting defensively or using the combat expertise feat, you may choose to forgo your AC bonus. If you do, any attacks against you during that time provoke attacks of opportunity from you, after the attacks are resolved.
Insight Benefit: If an opponent attempts an attack of opportunity against you, you may spend a use of insight to negate both your action and the attack of opportunity it provoked. Your action is still spent, as is the attack of opportunity, though there is no loss of resources by either of you. If you had provoked from an attempted movement, you are still in the last square you'd been in before provoking the attack (or your starting square if moving from it had provoked). If you had provoked by retrieving an item, then you have no item in hand. If you provoked by casting a spell, then no spell slot is wasted.

Incorporate enemy losses: When an opponent loses something, this stratagem suggests stepping in and claiming it for your own.

Benefit: When an adjacent opponent becomes disarmed or otherwise drops something, if you have an empty hand, you may spend an attack of opportunity to grab that item as it's falling. You provoke no attack of opportunity by doing so.
Insight Benefit: You may spend a use of insight as an immediate action to gain the benefits of the snatch arrows feat and its prerequisite feats for 1 round. Furthermore, during this round, you may grab any thrown or falling item that passes within your reach, not just weapons and ammunition aimed at you. Items you grab in this way may be used by you, as though they were items from your own inventory.

Bait a defended foe: This stratagem is about coaxing opponents out of their defenses and opening them to an attack.

Benefit: Opponents that approach you to make attacks provoke attacks of opportunity as a result of their movement, regardless of the distance they travel or the particular action they used (such as a 5-foot step).
Insight Benefit: You may spend a use of insight when taking a step away from an opponent. If you do, you may attempt a feint check against that opponent to convince him that your defenses are lowered and that you will not be able to attack him as a result of his movements. The other benefits of the feint check, such as making the opponent flat footed, do not occur.

Grant them false hope: Opponents are more likely to lower their guard when they sense victory or defeat is at hand.

Benefit: After taking damage from an attack, you may assume a stance that makes you appear staggered, as though at 0 hit points. You must make a feint or bluff check, opposed by other creatures' sense motive checks, to convince them of your wounded state. Opponents which attempt to attack you after falling for your ruse provoke attacks of opportunity from you, prior to their attack resolving.
Insight Benefit: You may spend a use of insight when an opponent attempts a 5 foot step or withdraw action to step away from you. If you do, you gain the benefits of the step up and strike feat (as well as its prerequisite feats) for 1 round.

Profit in every exchange: In battle there is loss on all sides, though this stratagem is about making your opponent lose more while also mitigating your own losses.

Benefit: Opponents who are fighting defensively, using the total defense action, or using the combat expertise feat gain only half the normal AC bonus against your attacks.
Insight Benefit: You may spend a use of insight when an opponent threatens a critical hit against you. If you do, you gain a +5 bonus to AC against the confirmation roll and you gain the benefits of the improved critical feat against that opponent for one round.

Cut off the head: Plain and simple, take out a commander to lower the morale and effectiveness of his troops.

Benefit: When an opposing champion or leader falls as a result of battle, you gain a +5 bonus on intimidate checks until the end of the combat. A champion is defined as the creature with the most hit dice, while a leader is defined as the creature with the most command over enemy troops, typically the creature with the highest charisma or intelligence.
Insight Benefit: When an opposing champion or leader takes damage, you may spend a use of insight to make an intimidation check against all enemy creatures who witnessed the attack that dealt the damage. Any allies who also witnessed the attack may spend an immediate action to aid your intimidation check as though using the aid another action.

Category D: Chaos Stratagems


Attack enemy offense: An enemy with no weapons is hardly an enemy at all, and this stratagem is all about rendering your opponents' attacks ineffective.

Benefit: You gain a +2 bonus on sunder and disarm attempts, and any attacks of opportunity you provoke from those actions is resolved after your attempt, rather than before.
Insight Benefit: You may spend a use of insight when making a sunder attempt against an enemy's weapon. If you do, the attack counts as both a sunder and disarm attempt, though the effects of the sunder are resolved first. If the item is broken or destroyed, the opponent takes a –2 penalty to their CMD against your disarm attempt.

Confuse and surprise: Opponents who are confused or unsure of your intentions are practically defenseless against your attacks.

Benefit: When you successfully feint against an opponent, he becomes staggered for 1 round. He may attempt a will save (DC equal to your feint result –10) at the beginning of his turn to end this condition.
Insight Benefit: You may spend a use of insight when attacking a confused, dazed, staggered, or stunned opponent to resolve that attack as though the opponent were flat-footed against you.

Leave no trace: Keep your identity and escape routes hidden, and opponents will waste time and energy trying to find you.

Benefit: You get a +2 bonus on disguise and bluff checks to appear as someone other than yourself. Furthermore, you can don a disguise in 1 minute, and creatures who succeed on a perception check to notice your disguise remain uncertain until they succeed at a second appropriate check.
Insight Benefit: You may spend a use of insight to leave no trail as you walk, as though you had the trackless step ability of a druid. This benefit lasts for 10 minutes, and functions in any type of terrain.

No retreat: With proper planning, you can move into a position that denies your opponent freedom or reinforcements.

Benefit: When an opposing creature moves through a square adjacent to you, you may choose to spend an immediate action to step into that square, without provoking attacks of opportunity from any creatures. Your base speed is then reduced by 10 feet for one round.
Insight Benefit: When you move into a square that flanks an opponent, you may spend a use of insight to make an immediate attack against that opponent. You get a +5 flanking bonus on this attack, and your attack deals an additional 1d4 points of precision damage, as though you possessed a weaker version of sneak attack.

Focus the nearest threat: When presented with multiple opponents, this stratagem would suggest extending an olive branch to the further one, and your sword into the nearer one.

Benefit: While you are in combat, you gain a +2 bonus on diplomacy, intimidation, and bluff checks against opponents whom you do not threaten. Additionally, if you successfully convince a non-allied creature to attack a creature adjacent to you, then the defending creature is considered flanked against that attack, regardless of their position.
Insight Benefit: You may spend a use of insight in combat to attempt a diplomacy or bluff check as though combat were not happening. This does not allow you additional time to speak, but affects the opinions and responses of the creature you are interacting with. This does not function against the only opposing creature you are engaged with.

Take what you need: A weapon borrowed is just as sharp as a weapon owned, and convincing someone to give you something can save you a lot of time and money.

Benefit: You gain a +2 bonus on diplomacy, bluff, and intimidation checks to convince a creature to give you a tool or weapon if you try to convince that creature that the item must be used immediately, or at least as soon as possible. Furthermore, creatures never consider loaning you a weapon or tool to be more problematic than "lengthy or complicated aid" for the purpose of your diplomacy check.
Insight Benefit: When you acquire a weapon owned by your opponent (through diplomacy or disarmament), you may spend a use of insight to attempt a feint check against that opponent as an immediate action, tricking the opponent into thinking you're giving it back. You get a +5 bonus on bluff and feint checks to convince an opponent you're giving them something they own.


Category E: Proximate Stratagems


Change the rules: Also known as "keep your enemy off balance," this stratagem focuses on keeping your opponents' basic knowledge and training as far from the battle as possible.

Benefit: Opponents gain no benefit from teamwork feats while threatened by you and at least one of your allies.
Insight Benefit: You may spend a use of insight as a swift action on your turn to enter a highly aggressive and opportunistic stance. Until the beginning of your next turn, you may take any attacks of opportunity that opponents would provoke, regardless of feats or abilities they possess that cause them to normally not provoke from those actions.

Mask your speech: One of the most basic, though non-intuitive, stratagems, this one teaches the use of subtlety and deceit as tools of war.

Benefit: You gain a +2 bonus on bluff and diplomacy checks related to speech, though this bonus increases to +5 when attempting to convey a secret message to an ally.
Insight Benefit: You may spend a use of insight as an immediate action after a failed diplomacy, intimidation, or bluff check. If you do, you may attempt a bluff check with a –5 penalty to mask your intentions. If you succeed, then any consequences or reactions that happen as a result of your original skill check are ignored, as if the check had never been attempted.

Seem a weakened foe: By appearing helpless, intoxicated, or otherwise impaired, you can catch your opponents off-guard.

Benefit: You are intuitively aware of any attempted mind-affecting effects employed against you, regardless of success or failure. You are also aware of the source of such effects, if you have observed the source within the last 10 minutes. Lastly, you get a +2 bonus on any skill checks related to behaving as though affected by failed mind-affecting effects.
Insight Benefit: You may spend a use of insight as a free action when rolling initiative. If you do, then you are not flat footed during the first or surprise rounds. Additionally, as long as you are not flat footed, you are allowed to make attacks of opportunity before your first turn in combat.

Employ favorable terrain: By familiarizing yourself with the environment around you, you can make the most of your surroundings when impeding your enemies.

Benefit: Choose one terrain type from the ranger's list of favored terrains. You get a +2 bonus on all combat maneuvers while within that type of terrain. With 8 hours of exploration and examination, you may change your choice to a new terrain type.
Insight Benefit: You may spend a use of insight as a swift action while within your favored terrain or a terrain you've chosen with this stratagem to make all squares you threaten be treated as difficult terrain for 1 round. This benefit is lost if you move from the square in which you used this ability, and has no effect on the movement of yourself or any of your allies.

Obscure true value: By making worthless objects seem more valuable, you can mislead your opponents and redirect their attention.

Benefit: By spending 1 minute polishing or modifying an item, you can make it appear to be the next category more valuable. Mundane items appear masterwork. Masterwork items appear slightly magical (CL 5th). Magical items appear to be twice as valuable (and strong) as they actually are. Such items do not fool magical detection unless you are capable of casting spells.
Insight Benefit: You may spend a use of insight as a move action to appear to be performing some preparatory action, such as drawing a weapon, retrieving an item, or casting a spell. You provoke attacks of opportunity with this action, and opponents which attack you as a result of this action must succeed a reflex save or be rendered flat footed for 1 round. The DC for this save is equal to 10 + whatever bonuses you add to a feint check.

Overcome from within: Appear to be an enemy commander or soldier, and you can create havoc and chaos from within their ranks.

Benefit: You get a +2 bonus on disguise and bluff checks to appear as a member of an enemy faction, and a +5 bonus on linguistics checks to forge official documents.
Insight Benefit: You may spend a use of insight as a standard action to issue a single command, as per the spell (http://www.d20pfsrd.com/magic/all-spells/c/command). The DC of this effect is equal to 10 + 1/4 your HD + your charisma modifier. If you impersonate a leader or officer of higher rank than the creature you attempt to affect, then they take a –2 penalty on their save.


Category F: Desperate Stratagems


Foster jealousy and greed: If you cannot beat your enemies outright, create situations in which their army will crumble or turn in on itself.

Benefit: Through constant goading and commands, you replace the 25% chance for self-afflicted injury that confused opponents possess with a 25% chance to harm their nearest former ally. This benefit only affects enemies within 30 feet of you, and is considered a verbal, mind affecting effect. Furthermore, you add confusion and fascination to the list of conditions you can inflict with a dirty trick combat maneuver.
Insight Benefit: You may spend a use of insight as a swift action to extend the duration of all confusion, fascination, and fear conditions affecting enemies within 30 feet by 1 additional round. This is considered a verbal, mind affecting effect.

Lie through your teeth: Deceive your foe into thinking you are stronger than you are, to ensure his cooperation and your own safety.

Benefit: You get a +2 bonus on bluff and intimidation checks, which increases to +5 when attempting to persuade your opponents that you have additional reinforcements or unseen strength.
Insight Benefit: You can spend a use of insight as part of a bluff or intimidation check when deceiving an enemy. If you do so, and your check is effective, then that creature spends his next turn (as a full-round action) attempting to convince his allies of your deception. He uses your bluff or intimidation result when doing so.

Release false secrets: Another deception stratagem, this one focuses on enticing opponents into mistakes by convincing their spies and informants of misinformation.

Benefit: You get a +2 bonus on bluff and diplomacy checks to convince another of your actions, intentions, or preparations. This increases to +5 if you are using a bluff check and not addressing that creature directly, but rather directing the information at another. That creature is then compelled to share this information with at least one ally, preferably a commander or officer if available. A successful will save (DC equal to your bluff or diplomacy check –10) negates this effect. This is a mind affecting compulsion effect.
Insight Benefit: When making a skill check to pass a secret message to an ally, you may spend a use of insight to encode multiple secrets within a single message. Make a linguistics check with a +5 bonus. You may then set the DC to decipher each secret at any value up to the result of your check, and may set the DC for each "secret" independently. Opponents take a –5 penalty to identify a bluff in messages they themselves decode as a result of this ability. You may choose whether or not your allies intuitively know the truth of your secret messages (meaning you may send a message that will convince your allies as well as your enemies, if you choose, or you may send a message that allies will know is false, while enemies may believe is true) or the message such secrets are contained within.

Suffer loss to lower guard: By appearing as a victim, you can hide your true nature as an opponent from your enemies.

Benefit: You get a +1 bonus on bluff and diplomacy checks for every 4 health you are currently missing. If you initiate combat so as to gain a surprise round, opponents take a –1 penalty on their initiative checks for every 4 health you are currently missing and every condition currently affecting you.
Insight Benefit: You may spend a use of insight when attempting to convince a possible opponent that you are in need of help or pose no threat to him. If you do so, then you may designate a single creature as a greater threat than yourself, and gain a +5 bonus on your charisma skill checks against the possible opponent and his allies until he is convinced that the "greater threat" is in fact nonexistent or less dangerous than yourself.

Employ multiple strategies: A staple for master strategists everywhere, this stratagem is all about making the most of every opportunity.

Benefit: When you have at least two modifiers to your attack roll (as noted in the "Combat Modifiers (http://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Modifiers)" tables) then you get a +1 bonus to attack rolls for every positive modifier after the first (For example, a flanking attacker on higher ground would get +4, rather than the normal +3. He would get +7, rather than +5, if he were also invisible). Likewise, AC penalties you suffer as a result of multiple modifiers are reduced by 1 for every negative modifier after the first.
Insight Benefit: When you spend a use of insight for any reason, you gain a temporary use of insight which expires at the beginning of your next turn. This effect cannot happen more than once per round.

Retreat as last resort: When all else fails, it is better to escape than to die, so that you may learn from your mistakes.

Benefit: When using the withdraw action, you provoke no attacks of opportunity from any squares within a distance of half your base speed from your original location (so an unencumbered human does not provoke from the first 15 feet [3 squares] while a human wearing heavy armor does not provoke from the first 10 feet [2 squares]).
Insight Benefit: You regain 1 use of insight after any combat from which you retreated. Additionally, if you attack a creature, group, or army from which you retreated in the last week, you may spend a use of insight when you roll initiative to give yourself and your allies a +2 insight bonus on all attack rolls, AC, saves, and skill checks for a number of rounds equal to your intelligence modifier.




Insight (Ex): Beginning at 2nd level, the master strategist benefits not only from a keen mind, but from the cunning and preparedness to make the most of a situation. This manifests as "insight," an ability he possesses to make the most out of a situation. He may use his insight a number of times per day equal to his wisdom modifier (minimum 1). He gains an additional daily use at 3rd level, and again at 6th and 9th levels, to a total number of uses per day equal to 3 + his wisdom bonus (minimum 4 total). However, he regains all daily uses of insight after any battle in which neither himself nor his allies retreated. He always awakens from a full night's rest with his maximum number of insight uses available.
The master strategist can use his insight in any of the following ways.

He may use his insight as a free action while attempting to aid another. If he is successful, then the benefits his ally receives from all aid another actions are doubled for 1 round.
He may use his insight as a swift action, gaining an insight bonus on the next attack roll or skill check he makes within 1 round. This bonus is equal to his wisdom or intelligence modifier (minimum 1), whichever is greater.
He may use his insight as a full-round action to give himself and all allies within 30 feet an insight bonus on initiative checks for 10 minutes. This bonus is equal to his wisdom or intelligence modifier (minimum 1), whichever is greater.
Each of his stratagems has an insight benefit, which he can learn by selecting the stratagem a second time. He may use his insight for these benefits, as the stratagems describe.


Favored Stratagems: At 3rd level, and again at every 3 levels thereafter, the master strategist chooses one category of stratagems to favor. When imparting the benefits of these stratagems to his allies, he may choose to do so for a much longer time than normal, at the expense of more time in training. Allies retain the benefits of his stratagems for 8 hours, or until after their next combat, whichever occurs sooner. Imparting this extended benefit to a small group takes 1 minute, while imparting such benefits to a larger group takes 1 hour.

Adaptable Tactics (Ex): At 4th level, the master strategist is treated as if he possessed the same teamwork feats as his allies for the purpose of determining whether his ally receives a bonus from their teamwork feats. He does not receive any bonuses from these feats unless he actually possesses the feats themselves. The strategist's positioning and actions must still meet the prerequisites listed in the teamwork feat for the ally to receive the listed bonus.

Tactician (Ex): At 4th level, a master strategist receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Additionally, as a standard action, the strategist can grant 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 plus 1 round for every two levels the master strategist possesses. Allies do not need to meet the prerequisites of these bonus feats. The master strategist can use this ability a number of times per day equal to his intelligence modifier.

Great Leadership: At 5th level, the master strategist gains leadership as a bonus feat, even if he does not meet the prerequisites for it. Furthermore, he uses his highest mental ability modifier, rather than his charisma, to calculate his leadership score. Lastly, he suffers no leadership penalty for followers or cohorts which die as members of an army (at least 100 creatures total) on the field of battle.

Solo Tactics (Ex): At 6th level, all of the master strategist's allies are treated as if they possessed the same teamwork feats as the strategist for the purpose of determining whether the strategist receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the master strategist to receive the listed bonus.

Master Tactician (Ex): At 7th level, the master strategist can impart a more thorough understanding of teamwork tactics. He may spend 1 minute in explanation prior to using his tactician ability to increase the duration to 1 hour, or he may spend 1 hour in explanation to increase the duration to 1 day. Furthermore, his tactician ability now affects all allies within 60 feet.

Group Tactics (Ex): At 8th level, the master strategist may oversee 1 hour's worth of training and effort between his allies. All allies which participate in this training gain the master strategist's solo tactics and adaptable tactics abilities for the rest of the day. The master strategist may oversee the training of up to 25 creatures in this way per hour's work, and may do so for a number of hours per day equal to his intelligence modifier (maximum 8).

Supreme Commander (Ex): At 10th level, the master strategist becomes the ultimate embodiment of teamwork, tactics, and coordination. He doubles the number of creatures to which he can share his stratagems or whose training he can oversee with his group tactics ability, and the range on his tactician ability increases to 90 feet. Furthermore, he may spend a use of insight as a 10-minute exercise to gain any teamwork or improved combat maneuver feat of his choosing for 1 day. He may use this exercise a number of times each day equal to his intelligence modifier, and he must meet the prerequisites for the feat as normal. He also gains a permanent +5 bonus to his leadership score.

gr8artist
2014-05-23, 10:44 PM
The following template is designed to allow creatures early entry into the master strategist prestige class. If allowed by the DM, this should allow a player to take master strategist as his character's first 10 class levels.

Bred for Command

When a culture is pushed to the border of extinction, they will often employ drastic measures to ensure their survival. The selective breeding and training of child-soldiers and child-commanders is one method which is often employed by cultures with rudimentary knowledge of genealogy and psychology.
The parents of such a creature are often selected by the military or by nobles who wish to promote certain qualities within future generations, and the children are carefully nurtured and trained from an early age to be brilliant strategists and leaders, at the expense of physical well-being.
Children raised in this life are often forced into mock combat and strategy drills, designed to test their innovation and insight, rather than brute force. The greatest test such a child will face often involves overwhelming odds in unfavorable situations; a challenge designed to test his resolve as much as his leadership qualities. Victory in such an epic confrontation is universally regarded as an indicator that the child is ready to begin live combat training with actual soldiers.

Creating a creature Bred for Command

"Bred for Command" is an inherited template that can be added to any living creature whose parents or creator were of above average intelligence for their species. A creature bred for command uses the base creature's stats and abilities except as noted here.

CR: No change

AL: The creature's alignment shifts one step toward Lawful, to represent the intense study and training he has undergone.

Hit Dice: Years spent in cramped spaces and old books have taken a toll on the creature's health, making him less resilient than normal. The creature gets half, rather than the maximum amount, of his first hit-die as HP. Furthermore, he always rounds down on any hit die less than 10, gaining 3 HP per level from d6 hit dice, and 4 HP per level from d8 hit dice before adding in his constitution modifier and other bonuses.

Defensive Abilities: The creature is well trained in mind, but poorly developed in body. He gets a +1 bonus on saves against mind-affecting effects, but takes a –2 penalty on fortitude and reflex saves.

Attacks: A creature bred for command doubles the attack penalty for using weapons with which he is not proficient. However, he is proficient with all simple weapons.

Special Qualities: If the creature bred for command ever takes the leadership feat, it gets a +2 bonus to its leadership score.

Ability Scores: The creature bred for command receives a +1 bonus to one mental ability score determined by his parents, creator, or teacher, and takes a –2 penalty to strength.

Skills: The creature bred for command always treats diplomacy, intimidate, and sense motive as class skills, as well as knowledge (history) and one other knowledge of its choice. However, it takes a –3 penalty to acrobatics, climb, perform, survival, and swim checks.

Feats: The creature bred for command gains combat expertise and 1 teamwork feat of its choice as bonus feats.
As every commander needs something to command, the following template is designed in tandem with Bred for Command, though it has no impact or relation to the Master Strategist PrC. A creature cannot take both the Bred for Command and Bred for War templates.

Bred for War

While some resort to greater strategy and learning to fight overwhelming odds, others take a more practical, hands-on approach to dealing with adversaries. Such advocates often look for promising new recruits to fill their ranks, and occasionally even go so far as to find the toughest, strongest children and raise them from an early age to be ruthless, determined soldiers.

Creating a creature Bred for War

"Bred for War" is an inherited template that can be added to any living creature with above average strength, dexterity, or constitution. A creature bred for war uses the base creature's stats and abilities except as noted here.

CR: No change

AL: Ingrained from an early age with the idea of following orders, a creature bred for war often has Lawful tendencies.

Armor Class: A creature bred for war gets his choice of either a +1 dodge bonus to AC or a +1 natural armor bonus.

Hit Dice: In addition to getting max HP at first level, a creature bred for war always rounds up his later hit dice, gaining 4 HP from a d6, 5 HP from a d8, 6 HP from a d10, and 7 HP from a d12, before adding in his constitution modifier or other factors.

Defensive Abilities: While tough of build and trained to avoid harm, a creature bred for war is often thick-headed and used to following orders. He gets a +1 bonus on fortitude and reflex saves, but takes a –2 penalty to his saves against mind affecting effects other than fear.

Attacks: A creature bred for war is trained in the use of a wide variety of weapons, and to improvise when necessary. He halves the attack roll penalty for using a weapon with which he is not proficient.

Ability Scores: A creature bred for war gains a +1 bonus to one physical ability score of his choice, but suffers a –2 penalty to one mental ability score of his choice as well.

Skills: A creature bred for war always treats acrobatics, escape artist, intimidate, and ride as class skills. However, he takes a –3 penalty on bluff, diplomacy, and sense motive checks due to poor social interaction and individuality.

Feats: A creature bred for war gains weapon focus and 1 teamwork feat of his choice as bonus feats.
The following feats are designed for use by Master Strategists.

Extra Insight (General)

You can use your insight more often than others.

Prerequisites: Insight class feature.

Benefit: You gain 1 additional use of insight each day. This applies to the amount of insight you possess after a full rest, the amount you regain after a battle, and the maximum amount you are allowed to possess.

Special: You can gain Extra Insight multiple times. Its effects stack. Extra Stratagem (General)

You know more stratagems than others with your same level of expertise.

Prerequisites: Stratagems class feature; at least 8 stratagems known.

Benefit: You learn an additional stratagem, chosen alongside the stratagems you normally gain for this level. Like the stratagems gained after first level, you may choose to instead gain the improved version of a stratagem you already know, rather than learning a new stratagem entirely.

Special: You can gain Extra Stratagem multiple times. Its effects stack.

ShiningStarling
2014-06-04, 12:22 PM
Guileful Striker

"Dishonest? Why would I ever do such a thing? You can trust me I swear. Look here, I have a letter of recommendation from th-"
--Phineas Quinn, a Guileful Striker, shortly before the death of his target

Deceive the heavens to cross the ocean
Mask your real goals, by using the ruse of a fake goal, until the real goal is achieved. Tactically, this is known as an 'open feint': in front of everyone, you point west, when your goal is actually in the east.

Besiege Wèi to rescue Zhào
When the enemy is too strong to be attacked directly, then attack something he holds dear. Know that he cannot be superior in all things. Somewhere there is a gap in the armour, a weakness that can be attacked instead. The idea here is to avoid a head on battle with a strong enemy, and instead strike at his weakness elsewhere. This will force the strong enemy to retreat in order to support his weakness. Battling against the now tired and low-morale enemy will give a much higher chance of success.

Make a sound in the east, then strike in the west
In any battle the element of surprise can provide an overwhelming advantage. Even when face to face with an enemy, surprise can still be employed by attacking where he least expects it. To do this you must create an expectation in the enemy's mind through the use of a feint. The idea here is to get the enemy to focus his forces in a location, and then attack elsewhere which would be weakly defended.

Openly repair the gallery roads, but sneak through the passage of Chencang
Deceive the enemy with an obvious approach that will take a very long time, while surprising him by taking a shortcut and sneak up to him. As the enemy concentrates on the decoy, he will miss you sneaking up to him. This tactic is an extension of the "Make a sound in the east, then strike in the west" tactic. But instead of simply spreading misinformation to draw the enemy's attention, physical baits are used to increase the enemy's certainty on the misinformation. These baits must be easily seen by the enemy, to ensure that they draw the enemy's attention. At the same time, the baits must act as if they are meant to do what they were falsely doing, to avoid drawing the enemy's suspicion.

Chain stratagems
In important matters, one should use several stratagems applied simultaneously after another as in a chain of stratagems. Keep different plans operating in an overall scheme; however, in this manner if any one strategy fails, then the chain breaks and the whole scheme fails.

The Guileful Striker is master of deception in combat. They are knowing of their enemies and a great boon to their allies. Misdirection and advanced knowledge is their essence. Cunning fighters and setters of the field of engagement, they are subtle, yet brutally effective.

Role: The Guileful Striker is a hard hitter in many ways, but they are also exceptionally skilled at performing combat maneuvers, and as such they can quickly debilitate an unwary foe. They serve as a combination of a rogue and a melee battlefield control fighter, the rogue for hard hits under specific circumstances, and the battlefield control in their manipulation of the enemy through maneuvers.

Alignment: The Guileful Striker is primarily a student of deception, as such they tend away from good alignments and towards chaos. While lawful and good examples of them may be found, they are almost never Lawful Good, as they are too deceptive to maintain such a moral standpoint.

Hit Die: d8

Requirements
To qualify to become Guileful Striker, a character must fulfill all of the following criteria.
:Improved Feint
:Weapon Finesse
:Knowledge (any 2 of: Arcana, Dungeoneering, Nature, Planes, or Religion) 6 ranks

Class Skills
The Guileful Striker 's class skills (and the key ability for each skill) are...
Acrobatics(Dex), Bluff(Cha), Craft(Int), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex), Intimidate(Cha), Knowledge(any)(Int), Linguistics(Int), Perception(Wis), Profession(Wis), Sense Motive(Wis), Sleight of Hand(Dex), Stealth(Dex)

Skill Ranks per Level: (6 + Int modifier)


Guileful Striker


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1


+0


+1


+0

Strategic Awareness


2nd

+2


+1


+1


+1

Calculated Strikes (Int to damage)


3rd

+3


+1


+2


+1

Improved Maneuvers


4th

+4


+1


+2


+1

Calculated Strikes (+1d6), Smart Movement (basic)


5th

+5


+2


+3


+2

Watchful


6th

+6


+2


+3


+2

Calculated Strikes (+2d6)


7th

+7


+2


+4


+2

Greater Maneuvers


8th

+8


+3


+4


+3

Calculated Strikes (+3d6), Smart Movement (advanced)


9th

+9


+3


+5


+3

Accounted For


10th

+10


+3


+5


+3

Calculated Strikes (+4d6), Flawless Feint



Class Features
All of the following are class features of the Guileful Striker.

Weapon and Armor Proficiencies: The Guileful Striker is proficient in Light armor and with all simple and martial weapons.

Strategic Awareness (Ex): Guileful Strikers are well versed in knowledge that might help them defeat their foes. Knowledge checks made to identify traits of a monster are made with a bonus equal to their Guileful Striker level, and any such Knowledge check may be made untrained.
Additionally, the Guileful Striker may use their Intelligence modifier in place of their Charisma modifier when making a Bluff check as part of a feint.

Calculated Strikes (Ex): The Guileful Striker is very cunning in combat, and takes advantage of every opening. Starting at 2nd level, whenever making an attack of opportunity, whenever their opponent is denied their Dexterity bonus to Armor Class, or whenever the Guileful Striker is flanking them, the Guileful Striker may add their Intelligence modifier to their damage rolls. This damage can affect creatures that are normally immune to precision damage if an appropriate Knowledge check is made with a DC equal to the opponent's Armor Class + any Damage reduction they have that can not be overcome by your weapon. The Guileful Striker gains their bonus from Strategic Awareness when making this check.
Additionally, at 4th level and every even level thereafter, the Guileful Striker gains bonus dice to damage, similar to sneak attack, but with the same conditionals on its use as described in the previous paragraph.

Improved Maneuvers (Ex): A Guileful Striker is masterful in deception to be sure, but how they apply it is just as critical. Beginning at 3rd level, if a Guileful Striker has successfully feinted against an opponent, they may perform any combat maneuver against that opponent, and that opponent loses their Dexterity modifier to their CMD for the Guileful Striker’s next maneuver. In addition, against such a foe, the Guileful Striker is treated as having the improved iteration of the feat for the chosen combat maneuver.

Smart Movement (Ex): Positioning on the battlefield is crucial to successful tactics. At 4th level, the Guileful Striker may add their Intelligence modifier to Acrobatics rolls made to avoid attacks of opportunity.
At 8th level, their know-how of getting around improves. They gain 5ft of movement as an insight bonus for every point of intelligence modifier they possess.

Watchful (Ex): At 5th level, the Guileful Striker takes further account of how his enemies act, and they gain an insight bonus on Sense Motive and Perception equal to half their Guileful Striker level (rounded down).

Greater Maneuvers(Ex): At 7th level, the Guileful Striker furthers their technique of misleading combat maneuvers. Against an opponent which they have successfully feinted, they gain their Intelligence modifier as a bonus to their CMB to perform the chosen maneuver. In addition, the Guileful Striker is treated as having the greater iteration of the feat for the chosen maneuver against such a foe.

Accounted For(Ex): At 9th level, the Guileful Striker has learned to prepare nearly instantly for many circumstances. 3 times per encounter, as an immediate action, they may add their Intelligence bonus to any attack roll, saving throw, or to their Armor Class. They may do so after the result is announced should they choose to do so.

Flawless Feint (Ex): At 10th level, the Guileful Striker becomes utterly confident in their martial deceptions. They now make feints as a free action. They may feint against more than one foe in a round. The benefit of Greater Feint, if taken, applies to all whom you successfully feint.
If a Guileful Striker fails a feint attempt against a target, they may spend a move action to retry feinting against that foe, albeit at a -2 penalty. If the try and retry are unsuccessful against an opponent, then that opponent may not be feinted by you that round.

dragonjek
2014-06-24, 10:45 PM
The Taxiarch


http://www.deviantart.com/art/Shared-Minds-Magic-The-Gathering-343717643
Used with permission from jason-felix (http://jason-felix.deviantart.com/).

“Since when were you under the impression that you had free will?”
-Lamark Sanactus

The subconscious. The most active part of the mind is not the conscious mind, observing and thinking about the world. No, it is the layer below that, the layer which processes and records and makes connections to things the conscious mind isn’t even aware of. To manipulate it is to bypass the stubborn resistance too often found in the waking mind. A Taxiarch is one who has shaped his psychic abilities towards affecting this untapped well of power.

Although the method of training Taxiarchs was originally discovered by the military of a certain nation, the centuries since have spread the teachings across the continent. They can now be found anywhere, but their training even now reflects its origins in the militaristic bent of those who adopt the roll of Taxiarch.


Role: A Taxiarch makes for an excellent leader or party spokesman by reason of their understanding of other sapient beings. Once it comes down to combat, it may at first appear that the Taxiarch’s mind is elsewhere as he leaves the heavy lifting to the rest of the party—but once one looks past that, the extensive and elaborate working of the Taxiarch is revealed. Reaching out to brush against the subconsciousnesses of many beings at once, the Taxiarch works to coordinate his allies, disrupt his enemies, and shape the battlefield to his advantage.

Alignment: The patience, sense of subtlety, and the extensive training they must undergo means that most Taxiarchs are lawful. There are no moral leanings in the Taxiarch’s training, but the nature of their power over the mind is such that some succumb to the temptation of dominance. However, there remain enough good souls amongst their ranks to keep their reputation clean.

Hit Die: d8

Starting Gold: As fighter.

Class Skills
The Taxiarch’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha)

Skill Ranks per Level: (6 + Int modifier)


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Power Points/day


1st

+0

+2

+0

+2
Bonus Feat, Disrupt and Disable, Statagem, Subconscious Directive (+1/-1)

2


2nd

+1

+3

+0

+3
Quiet Suggestions, Second Guess

4


3rd

+2

+3

+1

+3
One Unit, Stratagem

8


4th

+3

+4

+1

+4
Bonus Feat, Sensory Network, Subconscious Directive (+2/-1)

12


5th

+3

+4

+1

+4
Benefits of Collaboration, Stratagem, Warfare is Deception

16


6th

+4

+4

+2

+4
Companions of Battle, Empathy, Study of Tactics

24


7th

+5

+5

+2

+5
Stratagem, Subconscious Directive (+2/-2)

32


8th

+6/+1

+6

+2

+6
Adapt or Die, Bonus Feat, Subliminal Yoke

40


9th

+6/+1

+6

+3

+6
Comrades, Distracting Surprise, Stratagem

48


10th

+7/+2

+7

+3

+7
Action Seed, Battlefield Camaraderie, Subconscious Directive (+3/-2)

56


11th

+8/+3

+7

+3

+7
Fool the Wise, Blind the Sighted, Stratagem, Study of Strategy

72


12th

+9/+4

+8

+4

+8
Bonus Feat, Order Behind the Chaos, Telepathic Communications Network

88


13th

+9/+4

+8

+4

+8
Stratagem, Subconscious Directive (+3/-3)

104


14th

+10/+5

+9

+4

+9
Seize the Advantage

120


15th

+11/+6/+1

+9

+5

+9
Adapt and Thrive, Stratagem, Ties Tested and True

136


16th

+12/+7/+2

+10

+5

+10
Bonus Feat, Study of War, Subconscious Directive (+4/-3)

160


17th

+12/+7/+2

+11

+5

+11
Instigator of Falsehoods, Stratagem

192


18th

+13/+8/+3

+11

+6

+11
Ever-Shifting Objective, Commander of Consciousness

208


19th

+14/+9/+4

+12

+6

+12
Stratagem, Subconscious Directive (+4/-4)

132


20th

+15/+10/+5

+12

+6

+12
Artist of War, Bonus Feat, Prince of Lies

256



Class Features
All of the following are class features of the Taxiarch.

Weapon and Armor Proficiencies: The Taxiarch is proficient with simple and martial weapons, and with light armor and shields (but not tower shields).

Power Points/Day: A number of the Taxiarch’s class abilities require the use of power points, and the class gains a number of power points dependant on his level. The Taxiarch cannot manifest psionics; however, he does have a manifester level equal to his caster level. Should the Taxiarch ever take a prestige class that increases manifester level, he increases his effecting Taxiarch level, acting as though he took a level of Taxiarch for determining the bonuses/penalties of Subconscious Directive and for level-dependant strategems, in place of learning more powers. He learns no new abilities or stratagems. He gains bonus powers for having a high Intelligence, Wisdom, or Charisma (primary manifesting score is chosen at character creation and cannot be changed)

Bonus Feat: The Taxiarch gains a teamwork feat. He must meet all prerequisites for this feat, save for the following exception: if the feat requires a specific caster level, the Taxiarch may substitute his manifester level for caster levels. However, unless he is capable of casting spells, the Taxiarch is unable to use the feat himself, making the feat only useful in bolstering an allied spellcaster with the same teamwork feat. He gains an additional bonus feat at levels 4, 8, 12, 16, and 20

Disrupt and Disable (Ex): Warfare is a battle between minds, and this concept can be applied as easily to basic combat. The Taxiarch uses his manifester level in place of his base attack bonus and his primary manifesting ability score in place of his Strength score when using the feint combat maneuver.

Stratagem (Ex, Su, Sp, Ps): The Taxiarch gains a stratagem from the list of Taxiarch stratagems, listed below. Many of these require that the Taxiarch either maintain or expend his psionic focus, and some have prerequisites that must be met before selecting it. Any stratagem with a continuous effect or that requires psionic focus can be activated or deactivated as an immediate action. Any stratagems referring to level are speaking about class level. Unless stated otherwise, stratagems may only be taken once.

Subconscious Directive (Su): The conscious mind considers the information presented to it and resists intrusion with a powerful will; the unconscious, though, controls so much more of the body and directs the conscious mind in ways it never notices. The Taxiarch may speak directly to the subconscious of others and guide their actions. Within a 30 foot aura, the Taxiarch can do one of the following: provide a bonus to AC or attack; provide a penalty to AC or attack. The Taxiarch chooses who to target with this ability, allowing them to misdirect their enemies or adjust their allies to more advantageous positioning. Activating the ability, or changing effects, is a standard action. He does not gain the benefits of this ability himself, but is still considered to be under its effect in regards to other class abilities.

At level 4 he is gains the option of providing the depicted bonus or penalty to all skill checks or to damage: with damage, the bonus/penalty is doubled. At level 8 he can provide the bonus/penalty to concentration checks or one saving throw, the saving throw determined when reaching 8th level. At level 12 he can provide the bonus/penalty to Combat Maneuver Defense or to a second saving throw, the saving throw determined when reaching 12th level. At 16th level he now provides the bonus/penalty to all saving throws and to his Combat Maneuver Bonus. At level 20, he can apply the bonus/penalty to ability checks, critical hit confirmation rolls, and initiative rolls. This is a mind-affecting ability.

Quiet Suggestions (Su): The subconscious is a confusing swirl of thoughts, images, and impressions; a Taxiarch can find patterns in the flow of thoughts and insert commands of his own into the thought-stream of another. By expending his psionic focus he can select one enemy within 30 feet: although the DM initially determines what actions (move, standard, full-round) the NPC will perform, the Taxiarch is the one to decide what the character does with one of that character’s actions. However, as this is only an indirect form of control, the subject will never make an obviously stupid or disadvantageous act, nor cease fighting unless it would already have a good reason to do so. This is a mind-affecting effect, and a subject may make a Will save (DC 10 + ½ class level + primary manifesting ability score bonus), becoming dazed for one round on a successful save. At levels 4 and 6 he can affect one more individual with this ability.

Second Guess (Su): Perhaps the best way to find success in war or in battle is to set one’s opponent off-balance or catch them by surprise. Should he not already possess it, the Taxiarch gains Improved Feint as a bonus feat, even if he does not meet the prerequisites. Should he already possess Improved Feint, he instead gains another feat with Combat Expertise as a prerequisite: however, for this feat he must meet all requirements. So long as he is psionically focused, the Taxiarch gains a +2 bonus to CMB to feint and a +2 to CMD against the same.

One Unit (Su): Teamwork is critical to the success in any group, but the Taxiarch can emphasize its importance. The Taxiarch and anyone currently receiving a bonus from the Taxiarch’s Subconscious Directive ability doubles the bonus provided by aid another, so long it as it is used to assist the Taxiarch or another person receiving the bonus from Subconscious Directive. For one round after using aid another, both the user and the assisted increase their AC by 1.

Sensory Network (Su): As a side effect of constantly brushing against the subconsciousnesses of those around them, the Taxiarch is exposed to snippets of his surroundings that the Taxiarch has, over time, learned to interpret as sensory data. So long as the Taxiarch is psionically focused and a thinking being not immune to mind-affecting effects is within 30 feet, the Taxiarch gains a +2 bonus to initiative and Perception. At level 14 he can provide this benefit to all allies within 30 feet.

Benefits of Collaboration (Su): Wars are not won by individual men, but by groups brought together by common need. Any allies receiving a bonus from his Subconscious Directive and uses aid another and one another gain a +1 bonus to CMD for one around, affecting both the aider and the aided.

Warfare is Deception (Ex): Through both their own skills at deception and by subtle prodding at the mind, a Taxiarch is able to blind the enemy to what actions he and his allies are actually performing, or simply push his mind off balance. The Taxiarch may make a feint attempt at any individual within thirty feet as a standard action.

Study of Tactics (Su): The Taxiarch is always learning how to manage the battlefield. He is now able to maintain two different Subconscious Directives at the same time. When the Taxiarch attacks someone behind cover and expends his psionic focus, that cover is considered to only be light cover, and already light cover is ignored.

Empathy (Su): The Taxiarch has learned to decipher more of the subconscious’s mysteries. The Taxiarch can, as a standard action, determine the emotional state of any being susceptible to mind-affecting effects within 30 feet.

Companions of Battle (Su): The bond between the Taxiarch and those he works with are strong, and the Taxiarch can use this closer bond to assist his companions more thoroughly (and keep himself from being stuck in combat alone). The Taxiarch can, each day when refilling power points, select one of his teamwork feats. All allies within 30 feet of him are treated as having this feat.

Subliminal Yoke (Su): The Taxiarch gains greater mastery over manipulating the minds of others. This is treated like Quiet Suggestions, except as follows: the Taxiarch can only select one target, can choose all actions the target will take next round, and the target takes a -1 penalty to any attack it directs at the Taxiarch for the rest of the day. The Taxiarch can affect one additional target at level 10, and a third target at level 14.

Adapt or Die (Su): If a general is not able to react quickly against the unexpected then he is doomed to defeat. The Taxiarch gains a +1 bonus on attacks of opportunity and attacks against targets denied their Dexterity bonus to AC. The Taxiarch may expend three power points to temporarily gain a teamwork feat possessed by an ally within 30 feet. This feat lasts for one minute even if the ally later moves more out of range, and he can only possess one “adaptive feat” at a time.

Comrades (Su): Working together as a cohesive team is critical to success in any endeavor. Battle, only more so. While within 30 feet of the Taxiarch, he and anyone benefiting from his Subconscious Directive are capable of using aid another on anyone else, regardless of the distance between them. Aid another only costs a single move action for anyone doing so.

Distracting Surprise (Ex): He is skilled at acting in ways that people are mentally incapable of anticipating. The Taxiarch may feint as a move action. Note that one can use a standard action as a second move action.

Action Seed (Su/Ps): The Taxiarch’s mastery of the subconscious has reached the point where their meddling in the mind can have lasting effects. He can, 1/day, plant a kernel of thought in the mind of another by expending his psionic focus, to be activated immediately or at a later date. One subject within 30 feet must make a Will save. Failure means that he planted the seed, and they do not gain another save against it until subject to Break Enchantment or Remove Curse—however, the target is not aware of the seed unless he at any point rolls a 25 or higher on an Autohypnosis roll. This seed is a combined single-target Subliminal Yoke and Compelling Voice power, which the Taxiarch can augment with power points as though manifesting the power. When He activates the seed he gives the command, which the subject will try to accomplish—if it cannot accomplish the command, it will fall under the Taxiarch’s Subliminal Yoke for one round, which the Taxiarch may direct as though he were present. Actions taken to fulfill the suggestion are considered reasonable actions in terms of what he may force the subject to do. The action seed can be activated as a move action so long as he is within one mile of the target.

Battlefield Camaraderie (Su): Supported by the Taxiarch’s will, the teamwork of the party becomes something beyond mere assistance of an ally. Whenever the Taxiarch or someone benefiting from his Subliminal Directive and uses aid another on another like target, all involved gain a +1 circumstance bonus to saving throws for one round.

Study of Strategy (Su): Although strategy is more important in conflicts an order of magnitude larger than the size of an adventuring party’s typical battle, the methods of it are still applicable on the smaller scale. The Taxiarch is capable of holding three different Subconscious Directives at one time. While he holds psionic focus he doubles any circumstance bonuses to attack, AC, damage, skills, or saves from the terrain. He and any allies travelling with him only need to make saving throws every other hour.

Fool the Wise, Blind the Sighted (Ex/Su): The Taxiarch’s skill at trickery is great, and their understanding of the fundamental workings behind the human mind equally so. When feinting, the Taxiarch may feint against one other target within range, rolling one feint attempt against both their CMD’s. This is an extraordinary ability. If faced with a target immune to mind-affecting effects, the Taxiarch can still his knowledge of the basic rules driving action to feint against the target, who is also allowed a Will saving throw against the effect. Targeting the fundamental pseudo-mental composition of a target like this is a supernatural ability.

Telepathic Communications Network (Su): The Taxiarch may serve as a node allowing his allies to engage in secret conversation. While within thirty feet of the Taxiarch, all allies are capable of engaging in telepathic communication with one another. Another Taxiarch is capable of overhearing the conversation so long as a 30 foot space around them intersects with the other Taxiarch’s area, but cannot “speak” in it.

Order Behind the Chaos (Su): It is easy to see complex events and believe them to be chaotic, but there is always an underlying pattern and reason present. The Taxiarch is capable of changing his Subconscious Directives as a swift action. While his allies have a better understanding of his thought processes, if any enemies are within range and were affected both before and after by the switching ability, they are all dazed for one round. A given individual can only be dazed by this three times in one combat, as it quickly acclimatizes to the Taxiarch’s ways.

Seize the Advantage (Su/Ex): The Taxiarch’s allies learn by necessity to be better at taken down those who have lowered their guard before it can be raised again. All allies, but not the Taxiarch, within 30 feet of the Taxiarch gain a +2 bonus to attack and damage against flanked targets or denied their Dexterity bonus to AC. This is a supernatural ability. The Taxiarch’s own experience allows it to take advantage of any opening in moments. He gains the Combat Reflexes feat, or another combat feat he qualifies for should he already possess it. He receives a +2 bonus to confirm critical hits when attacking a target that is flanked, denied their Dexterity bonus to AC, on worse terrain than him, or has been hit with a critical hit in the previous round.

Adapt and Thrive (Su): As Adapt or Die, but the Taxiarch can now possess two adoptive feats.

Ties Tested and True (Su): The bonds between companions are forged by the heat of battle, and those ties are what pulls a unit through combat alive. When any allies benefiting from his Subconscious Directive are within 30 feet and use aid another on another such ally, both involved gain a +2 bonus to attack and CMB for one round. Once per day he may expend his Subconscious Directive, disabling it for 1d3 rounds, to bestow upon a single target double the bonus or penalty until the Taxiarch can use Subconscious Directive again.

Study of War (Su): His knowledge of all aspects of combat has been honed by more battle experience than most men would find in their entirely lifetime. The Taxiarch are capable of maintaining 4 different Subconscious Directives at once. His speed is not impeded by moving through difficult terrain.

Instigator of Falsehoods (Ex): Deception has become second nature, and the Taxiarch can now feint in combat as a swift action.

Commander of Consciousness (Su): With proper care and surpassing knowledge of the subconscious, one can temporarily override a victim’s sense of self entirely. By spending ten power points and expending his psionic focus, the Taxiarch can for a single round control every action a target makes regardless of the consequences to the victim or how he would normally behave. The subject is allowed a Will save against this mind-affecting effect, and the Taxiarch can only use this ability once every ten minutes.

Ever-Shifting Objective (Su): Staying still is to be outmaneuvered—easily guessed goals and easily performed tactics are easily defended against. The Taxiarch can change his Subconscious Directives as a swift action. Any enemies subject to its penalties both before and after this change must make a Will save or be stunned for one round. A successful save dazes them for one round. A target can only be dazed three times in a single combat before he acclimatizes to the Taxiarch’s ways.

Artist of War (Su): Were they able to see it, your control of the beautiful would awe all with its intricacy and beauty. You are capable of holding two psionic focuses at once, although you much achieve each individually. The secondary benefits provided when your allies use aid another are doubled and last for two rounds. You can manage a full 5 different Subconscious Directives at once.

Prince of Lies (Ex): Your mastery of trickery and illusion is at the peak that such talents can reach. When using feint you may make a single feint attempt against all targets within 30 feet.

dragonjek
2014-06-24, 10:47 PM
Stratagems

Accidents Happen: The greatest flaw a person can have is trust, even as it can be the greatest strength. Expending psionic focus as a swift action and 2 power points lets the Taxiarch subtly affect his enemy: selecting one target within thirty feet, he can force this person’s next attack to be redirected at one of his allies, resolving the attack as normal, although this can be negated with a saving throw made at -2 penalty. Spending 4 power points and an immediate action lets him quickly act to prevent a critical fumble or spell effect that would cause one of the Taxiarch’s allies to hit another ally: the one attacking may elect to suffer ½ the damage the attack would have dealt in subdual damage in exchange for stopping their attack (or redirecting it to empty space) before it hits.

Backstab: Trust is hard to gain, but easy to lose. But when trust is only a means to an end, that isn’t a problem. Practicality is the only moral authority in war. If an individual isn’t expecting the Taxiarch to attack them (if this isn’t situationally possible, such an effect can be obtained via use of enchantment or telepathy spells/powers), that individual will be considered flat-footed and denied his Dexterity bonus to AC, overriding abilities that would normally prevent those effects, should he decide to attack and expend his psionic focus. If the target actually trusts the Taxiarch (also achievable via supernatural means), he gains the sneak attack ability for a number of rounds equal to the Traxiarch’s primary manifesting ability bonus. This does +1d6 precision damage. At levels 5, 10, 15, and 20 this increases by a further +1d6. Spending 4 power points can increase this by an additional +1d6, although this can only be augmented once.

Beguiling Tongue: Bringing an enemy to your side is a good way to avoid conflict… or to make the following backstab easier. The Taxiarch receives a +2 bonus to Diplomacy, Intimidate, and Bluff while psionically focused. At 5th level he may, once per day, use Charm Person as a spell-like ability. At level 7 he may use it twice per day. At level 9 he may use it twice per day, and may use Charm Monster once per day. At level 11 he may use Charm Person three times per day and Charm Monster once per day. At level 13 he may use Charm Person three times per day and Charm Monster twice per day. At level 15 he may use Charm Person three times per day, Charm Monster twice per day, and Dominate Person once per day. At level 17 he may use Charm Person four times per day, Charm Monster three times per day, and Dominate Person once per day. At level 19 he may use Charm Person four times per day, Charm Monster three times per day, Dominate Person twice per day, and Dominate Monster once per day. These are done with a caster level equal to the Taxiarch’s manifester level.

Brother Against Brother: Setting allies to fight one another is a difficult feat, one that requires careful manipulations. With a move action the Taxiarch can select one target within 30 feet with the following mind-affecting effect: the subject perceives its allies to be hostile, and will attack them. It doesn’t consider the party to be allies, though, and will act accordingly. This effect lasts for a number of rounds equal to the Taxiarch’s primary manifesting ability bonus. The Taxiarch need not remain close after this ability takes effect, but it costs three power points per turn to use. Outside of combat, the Taxiarch can use this to gain a +5 modifier to Bluff, Diplomacy, Sense Motive, and Intimidate checks to convince someone to act against their allies, costing 6 power points. The Taxiarch must possess the Fuel Suspicion stratagem and be at least 9th level to select this stratagem.

Civil War: Turning an enemy into dogs at one another’s throats is amongst the most subtle and difficult works available to a Taxiarch. With a move action and 15 power points the Taxiarch can select up to his primary ability score bonus in targets: these targets now consider their allies to be enemies, although they do not consider the party to be friendly and will act accordingly. They work as a group until they are the only people present, at which point they turn on each other. This ability lasts for a number of rounds equal to the Taxiarch’s primary ability bonus. This is a mind-affecting effect that must have all targets within 30 feet, although after it takes affect it does not require that closeness. Outside of combat, this can be used to gain a +10 bonus to Bluff, Diplomacy, Sense Motive, and Intimidate checks to convince someone to act against their allies, although this version costs 17 power points.

Direct Assault: Sometimes a straightforward attack is the smartest decision, and for this class that consists of mangling one’s subconscious.. The Taxiarch may expend power points to deal 1d4 damage per point spent. At level 10 this increases to 1d6 damage per point, or keep the damage at 1d4 per point and force the enemy to make a Will save or be stunned for one round. This is mental damage and not subject to damage reduction or energy resistances, but any spell/power resistance the target has applies as though this were a psionic power. This takes the form of a ranged touch attack with a range of thirty feet, and is a mind-affecting effect.

Divide and Conquer: Splitting an enemy apart prevents them from communicating or benefiting from teamwork: psychic power can make this division more severe. So long as at least one of the Taxiarch’s allies within thirty feet is directly between two enemies, those two enemies suffer the following consequences: if they possess teamwork feats, they cannot benefit from them; they cannot cast spells to buff or heal the other; any two characters attacking them are considered to be flanking, regardless of position. The Taxiarch must maintain psionic focus for this to come into effect. Requires a minimum level of 5. This is a mind-affecting effect targeting the enemies.

Dogpile: The fastest way to defeat a target is for everyone to gang up on it. The easiest way to create openings is to make everyone concentrate on another target. The Taxiarch can expend psionic focus to declare one ally within 30 feet to be the target of all enemy’s attention within 30 feet of her. They will attack her in priority to other characters. All such enemies are denied their Dexterity bonus to AC, while the ally gains a dodge bonus to AC equal to ½ the Taxiarch’s level. This is a mind-affecting effect activated as a move action.

Draw Them Out: As a move action the Taxiarch can put pressure on the minds of others to pull them out of their shells. The following round, a number of targets within 30 feet equal to the Taxiarch’s primary manifesting ability are incapable of fighting defensively, taking a full defense action, or casting/manifesting defensively. With the expenditure of 5 power points, this can be used as an immediate action. At level 14, spending 4 power points can render them unable to fight defensively, take a full defense action, or cast/manifest defensively for three rounds.

Fuel Suspicion: Turning one’s enemies upon each other is an effective way to avoid loses in battle, and although usually not something that occurs over the course of a single combat it is a deed the Taxiarch is readily suited for. By manipulating the target’s id, he can partially turn him against his allies: no allies within ten feet of him can use the aid another action, and his square is considered to be hostile to the enemy in regards to flanking. This is a move action that costs 3 power points and lasts until the end of the battle. The target must be within thirty feet of the Taxiarch for this to work, but need not remain close after it has taken effect. This is a mind-affecting effect.

Got Your Back: Being surrounded is a surefire way to lose a battle. So long as the Taxiarch maintains psionic focus and there is at least one ally within thirty feet, none of those within 30 feet can be flanked due to a subtle bond between minds. This can be overcome in the same manner as Uncanny Dodge. At 14th level, any ally seen with a line of sight by another ally cannot be denied their Dexterity modifier.

Grow Strong Where One is Weak: The Taxiarch gains a bonus feat that they qualify for. This Stratagem may be taken more than once.

Incite Terror: Prodding the id and forcing up old fears, the Taxiarch can make himself seem a terrifying monster in the eyes of his enemies. This is a mind-affecting effect that those who fail the save treat as a phantasmal illusion: those who succeed don’t even see it. He resembles a horrific monster taken straight from the nightmares of his enemies and personalized to each one. One enemy within thirty feet who fails his Will save is shaken for two rounds. At 4th level, all enemies within thirty feet who fail their save are shaken for two rounds. At 8th level, all enemies within thirty feet who fail their save are frightened for two rounds. At 12th level, all enemies within thirty feet who fail their save are frightened for two rounds, while those who succeed are shaken for two rounds. At 16th level, all enemies within thirty feet who fail their save are terrified for two rounds, while those who succeed are shaken for two rounds. At 20th level, the Taxiarch can expend 18 power points to use Weird as a spell-like ability with a caster level equal to his manifester level, with a range of thirty feet. The Taxiarch must expend his psionic focus to use this stratagem.

Instant Reaction: One must always be ready to take an opening, should it exist, regardless of how small it is or how minor the benefit may be. The Traxiarch can spend 3 power points a round as a swift action to improve the senses of himself and all allies within 30 feet. A new sensitivity to movement gives them all the benefits of Combat Reflexes during this stratagem’s duration. They also gain an attack of opportunity at any time an enemy misses an attack. For an additional 4 points per round, every attack provokes an attack of opportunity. A Traxiarch must have either Surround and Conquer or Divide and Conquer and be at least 9th level to take this stratagem. This is a mind-affecting effect.

Let the Rat Try to Flee: When cornered, an enemy will fight ferociously until their last breath. But provided a route to escape, in their eagerness to survive they will go precisely where the Taxiarch wants them to. When an enemy tries to flee, all allies that have not used a five foot step that round increase their reach by five feet for that round (on which they expend their five foot step). Further, no enemy within 30 feet is capable of using the ferocity and similar last-stand abilities, or from benefiting from the Die Hard feat. This requires the Taxiarch maintain psionic focus, but he can expend it to instead let allies treat their reach as ten feet longer for the rest of the round.

Let Them Defeat Themselves: An enemy that exhausts itself before you need to act is one readily handled. By expending a move action and a power point, the Taxiarch can force all enemies within 30 feet that take a move action until the next round make a Fortitude save or be fatigued. At level 14 he can spend two power points to make them instead be exhausted on a failed save.

Opossum’s Ploy: Playing dead can provide a nasty surprise when one awakes from their seeming repose, but it can be just as important to surviving an encounter with an enemy too powerful to fight. When he is below at least ½ his maximum hit points, the Taxiarch can, when hit by an attack, expend his psionic focus to appear, by all means of observation, to be dead. The Taxiarch is aware and can see via his psionics while in this comatose state, and should he possess Telepathic Communication Network he can converse with his allies via telepathy. He can also restore his psionic focus. After two rounds pass he may choose to rise to his feet as a swift action and all enemies within 30 feet are denied their Dexterity bonus to AC and cannot make attacks of opportunity for one round. Any attack he makes on the turn he reenters the fray is made with a +2 circumstance bonus to attack and damage. For 10 power points, he can let an ally do the same, with the same conditions as the Taxiarch’s use of it. Requires the Taxiarch to know any two other stratagems to select.

Piercing Observation: By spending a round taking no other action than a full-defense action, the Taxiarch can gaze upon the battle and make calculated observations as a result. The Taxiarch gains one of the following benefits for the rest of the battle: he treats damage reduction as though it were 2 lower; he treats energy resistance as though 5 lower; all allies in thirty feet treat spell resistance as though it were 5 lower; he treats natural armor as though it were 2 lower; he treats reach further than 5 feet as though it were 5 feet shorter; he treats enemies larger than him as though they were one size smaller for CMD and CMB. At level 10 he can spend 3 power points per round to double these bonuses. At level 16 he can spend 5 power points to gain a second benefit, and pay 7 power points per round to double both of them. Must be 7th level before having experienced enough to take this stratagem.

Pull Out the Rug: Convincing someone that he is on their side is an easy way to open up a chance for betrayal. The Taxiarch provides at least one enemy with the bonuses of Subconscious Directive for at least 1 round. When you switch to giving them the penalties, they take double penalty for two rounds for every one round they benefited from the bonuses. This costs 1 power point. The Taxiarch can double the duration for another 7 power points.

Reinforce Position: Securing one’s location increases the chance of success for future action. If an ally within 30 feet spends an entire turn without moving or attacking (taking a full defense action is allowed), he receives a +1 dodge bonus to AC for that round, and on the next round he gains temporary hit points equal to the Taxiarch’s primary ability score modifier. They last until the end of the battle. To benefit from this, the Taxiarch must be maintaining his psionic focus (although once gained, the temporary hit points no longer require the Taxiarch’s involvement).

Sacrifice the Pawns: Employing an outside agent to fight for his sake ensures that the Taxiarch and his companions will remain unharmed. Any familiar, animal companion, eidolon, special mount, normal mount, tamed animal, ally not of the party, or summoned creature that are engaged in combat gain a +4 bonus to attack, with a +2 insight bonus to saves and AC. However, they take 1 more point of damage from every die of damage inflicted upon them. The Taxiarch must maintain psionic focus for this to come into effect. At level fifteen, all such beings gain 10 temporary hit points upon first entering the battle. This is a mind-affecting effect.

Someone Else’s Problem: When in danger, appearing to be unimportant can be a blessing. As a mind-affecting ability with a range of 30 feet and paying a cost of 2 power points per round, the Taxiarch may reduce his importance in the eyes of others. Unless they make a Will save (DC 10 + ½ class levels + primary manifesting ability modifier) or Perception check (DC10 + class levels + primary manifesting ability modifier) (Taxiarch’s choice between which), he doesn’t appear to be worth bothering or thinking about, so long as he doesn’t run, perform a notable act, or attack anyone. At level 9, the Taxiarch can spend 5 power points per round to be treated as invisible as per the spell Invisibility as a mind-affecting effect

Sophisticated Scrutiny[i]: The Taxiarch has finally learned the highest level of understanding of the workings of the conscious mind through the filter of the subconscious. The Taxiarch learns the psionic power [i]Read Thoughts. He must possess Telepathic Communications Network to select this stratagem.

Strike the Heart: If someone is too heavily defended, the way to defeat them is found in those they care about. Spend two power points and select a target within 30 feet. When the Taxiarch kill any of his companions or underlings, this individual suffers subdual damage equal to (the dead companion’s hit dice)d4 – (number of dead companion’s hit dice), minimum 1 damage. This is a mind-affecting ability, and imposes a psionic empathy on the individual to force even the cruelest of beings to feel some small affection for those allied with them (however, beings with the (Evil) subtype reduce the hit dice of damage by 2, to a minimum of 1). The die increased to d6 at level 11, and at level 16 Evil subtype enemies have their reduction of hit dice reduced to only 1.

Surround and Conquer: Few beings are able to defend themselves on all sides, and psionic power. When any allies within 30 feet manage to flank an enemy, they gain a +1d4 to damage against it. This is increased to 2d4 at level 6, 3d4 at level 13, and 4d4 at level 19. The Taxiarch must maintain psionic focus for them to benefit. Requires a minimum level of 5, and is a mind-affecting effect targeting the Taxiarch’s allies.

Take Every Advantage: With skill, a small mistake can be forced to grow into a big one. So long as the Traxiarch holds psionic focus, all allies within 30 feet receive a +2 bonus to attack and damage rolls with attacks of opportunity. By spending one power point a round, the weapons critical hit range and multiplier also increase by one for attacks of opportunity. This does not benefit the Traxiarch and is a mind-affecting effect.

Take Them Alive: Dead isn’t always the best adjective for an enemy. So long as the Taxiarch maintains psionic focus, he may choose to make all attacks that round within 30 feet deal subdual damage only. An ability normally letting once chose between lethal or subdual damage bypasses this, but the Taxiarch can expend a power point to suppress that as well. At level 9, the Taxiarch and allies deal a +2 bonus with subdual damage.

Wear Them Down: Patience is a stronger weapon than the sword. By expending a move action and a power point, the Taxiarch can force all enemies within 30 feet that make an attack (including magical attacks) until the next round make a Fortitude save or be fatigued. At level 14 he can spend two power points to make them instead be exhausted on a failed save.





Taxiarch Feats


Band of Brothers
Together, there is nothing you and your team cannot defeat.
Prerequisites: Subconscious Directive class feature, One Unit class feature, Comrade class feature.
Benefits: When anyone benefiting from your Subconscious Directive uses the aid another action on an ally, both characters may make an additional standard action in the following round.

Dance with the Mind
You can manipulate the mind to force your enemies to dance to your whims.
Prerequisites: Warfare is Deception class feature, Empathy class feature
Benefits: Select two of the following combat maneuvers: dirty trick, disarm, grab, reposition, steal, trip. You may use these maneuvers as though they were the feinting maneuver for the following class features: Second Guess, Warfare is Deception, Distracting Surprise, Fool the Wise, Blind the Sighted. However, with these maneuvers you are treated as being two levels lower in terms of qualifying for the above class features.
Normal: The above class features can only be used with feinting.
Special: This feat may be taken multiple times. Each time you select another two maneuvers.

Daydreamer’s Phantasies
The phantasms brought forth by your mind hold an intensity at times greater than what reality can provide.
Prerequisites: Empathy class feature, Phantasmal Imaging, Manifester Level 12
Benefits: You can manifest the spell Major Image as though it were a psionic power. It has a power point cost equal to a power of equivalent level and is a phantasm telepathy effect that affects only one target. By expending four additional power points, you can force the subject to roll twice on its Will save and use the worst result.

Emergency Aid
You allow your companions to help one another in times of crisis
Prerequisite: Subconscious Directive class feature, One Unit class feature
Benefits: Those benefiting from your Subconscious Directive may use aid another as an immediate action.

Experience Doesn’t Leave
Just because you no longer follow the path of the Taxiarch doesn’t mean you don’t take it with you: the mind for tactics and strategy are not something that can be left behind.
Prerequisite: Taxiarch level 1
Benefits: You are considered to have 4 effective Taxiarch levels in regards to power points, manifester level, and the bonuses to both Subconscious Directive and stratagems gained from leveling up. You do not learn new stratagems or gain any other abilities that would accompany leveling up. Your effective Taxiarch level cannot be higher than you character level, so any extra effective Taxiarch levels are held in waiting until you qualify for them.
Special: This feat may be taken more than once, each time adding 4 more effective Taxiarch levels.

Extended Mind
You have stretched your mind to its limits so often it reaches farther than it ever did before.
Prerequisite: Taxiarch level 5
Benefits: The range of all Taxiarch class abilities increases by 10 feet.
Normal: The range of all Taxiarch class abilities is 30 feet.
Special: This feat may be taken more than once, adding 10 feet every time.

Flexible Yet Strong
Although strength and firmness are vital, it is equally important one learn to bend and adapt lest one be snapped in half.
Prerequisite: Adapt or Die class feature
Benefits: You can maintain one more adaptive feat than normal.
Normal: You only have one adaptive feat, until you get your second with Adapt and Thrive.

Gaps in Offense
You can sense gaps in the opponents offense when engaging in a purely defensive position.
Prerequisites: Subliminal Yoke class ability
Benefits: When making a full defense action you may move up to one-half of your move speed as a swift action.
Normal: You cannot move while making a full defense action.

Give You Cover
You and your companions protect each other in times of need.
Prerequisites: Subconscious Directive class feature, One Unit class feature
Benefits: Anyone benefiting from your Subconscious Directive and using the aid another action makes both aider and the aided not provoke attacks of opportunity for one round.

Induce Insanity
You can cripple someone by digging into their thoughts.
Prerequisites: Action Seed, Telepathic Communications Network, Manifester Level 17
Benefits: You learn the Psychosis power.

Loyalty Beyond Death
True companions will stand back to back until the end.
Prerequisites: Subconscious Directive class feature, One Unit class feature, Die Hard
Benefits: So long as at least two characters benefiting from your Subconscious Directive are still alive, everyone receives the benefits from the Die Hard feat. If they already possess Die Hard, they (and you by default) the point of death is twice as low as normal.

Mangle Mind
You can damage the fundamental processes of someone’s subconscious.
Prerequisites: Action Seed, Manifester Level 10
Benefits: You learn Confusion as a psionic power of the telepathy discipline. It has a power point cost equal to a power of equivalent level. By expending five additional power points you can treat your manifester level as being 3 higher for sole purpose of increasing spell duration.

Manipulate Protocols
Although oft mindless, those being immune to mind magic still have basic patterns that determine their behavior. A Taxiarch can influence these patterns nearly as well as they do the mind.
Prerequisites: Subliminal Yoke class feature
Benefits: Your mind-affecting abilities can affect Constructs, Oozes, Plants, and Undead. However, the DC of your mind-affecting effects is reduced by 2 and your effective Taxiarch level reduced by one for determining how class abilities affect them.
Normal: Constructs, Oozes, Plants, and Undead are immune to mind-affecting effects.

Master of Three Dozen Stratagems
You seek to master all forms of warfare, and are making strong progress in that direction.
Prerequisite: At least 1 Taxiarch stratagem
Benefits: You gain an additional stratagem, but treat your effective Taxiarch level as though one level lower for qualifying for a stratagem and all level-dependant effects of the stratagem.

People Person
Your delicate brush against the consciousness of others has given you profound insight into the function of sentient beings.
Prerequisites: Subconscious Directive class feature
Benefits: You gain a +2 insight bonus to Sense Motive. As a full-round action and expending your psionic focus, you can discover one aspect (DM’s choice) of the alignment of an individual within range of your Subconscious Directive.

Phantasmal Imaging:
You can use your grip on the subconscious to insert images into the subjects thoughts, born from the subconscious and hard to deny.
Prerequisites: Empathy class feature, Manifester Level 7
Benefits: You learn the False Sensory Input power. It is also considered a phantasm-type illusion in all regards. You can expend an additional three power points to force the subject to roll its Will save twice and take the lower result.

Ready and Willing
You and your allies work together like heroes of fantasy.
Prerequisites: Subconscious Directive class feature, One Unit class feature
Benefits: Anyone benefiting from your Subconscious Directive and uses the aid another action increases its benefit by ½.
Special: You can take this feat twice. The second time overrides the previous benefit, making the feat instead double the bonus from aid another.

True Soldiers Never Die
With the support of your companions you can cheat death… for a time.
Prerequisites: Telepathic Communications class feature, Comrade class feature.
Benefits: When you are reduced to enough negative hit points to die and have at least one ally within the range of your aura, your mind can escape your body at the last moment to live on, supported by the consciousnesses of your comrades. Select one ally in range—you can make purely mental abilities from that position, and can manifest your aura (although its area is halved). You can switch allies as a move action. Unless you repair your body or find a new empty body to inhabit, your mind fades away within three days.

Vantage of Command
A general with many men must take care to avoid focusing on matters of lesser significance so as to see the bigger picture.
Prerequisites: Adapt and Thrive class feature, Study of War class feature, Telepathic Communications Network class feature.
Benefits: You can extend your consciousness to your comrades over great distances by leaping from mind to mind. So long as there is an ally within the range of your aura, you may, as a standard action, project your consciousness up to an aura’s-length away from that ally onto another: this can continue ad infinitem until you reach the location desired. You receive input from the senses of the ally your mind currently focuses on, reflexively dimming the connection to pain when he is attacked. You can take purely mental actions while in your “host” and you also project your aura as though you were physically present. While your consciousness is gone, you cannot take any actions with your actual body and your body does not project an aura. Should you die while using this feat, your mind follows it into death in 3 rounds.

Well-Oiled Machine
Your teamwork is precise and efficient.
Prerequisites: Subconscious Directive class feature, One Unit class feature, Companions of Battle class feature
Benefits: When anyone benefiting from your Subconscious Directive uses the aid another action on an ally, both characters may make an additional move action in the following round.

World of Delusion
You can wreck someone’s world with the phantasms you thrust into their mind.
Prerequisites: Empathy class feature, Phantasmal Imaging, Daydreamer’s Phantasies, Manifester Level 16
Benefits: You learn both of the spells Programmed Image and Permanent Image as psionic powers. They have a power point cost equal to a power of equivalent level, and are telepathy phantasms that only affect a single target. By spending six additional power points, you can force the subject to roll twice on its Will save and take the worst result.

dragonjek
2014-06-24, 10:56 PM
Please delete doublepost.

Tanuki Tales
2014-07-12, 03:10 PM
This thread is hereby closed; no new entries may be posted and no further additions or changes may be made to already posted entries. Please visit the thread here (http://www.giantitp.com/forums/showthread.php?361541-Pathfinder-Grab-Bag-Competition-XXV-Voting-thread) to cast votes on the entries entered in this contest.