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View Full Version : Pathfinder The Strategist (WIP) (TOB Inspired Homebrew)



N. Jolly
2014-12-06, 11:36 AM
Sup all, just finishing off the triad of TOB classes that I made, with the Templar (http://www.giantitp.com/forums/showthread.php?387036-The-Templar-(WIP)-(TOB-Inspired-Homebrew)) and Strider (http://www.giantitp.com/forums/showthread.php?356181-The-Strider-(WIP)-(TOB-inspired-class)), feel free to check them out, they don't run exactly like TOB classes (no stances, and moves called 'assaults'), as well as no prepared maneuvers, allowing freeform changes based on the situation Check them out and let me know what you think.


The Strategist
“The winner of a battle is decided before the sword is even drawn from the sheathe. It’s decided when you know who you’re face, and what they’re capable of, when you can predict their every move without a second thought. A true warrior doesn’t step foot onto the battlefield without knowing that they’re going to win, nor do they require anything but their own skill to make it happen.” Morgan Vale, High Strategist of the Red Court.

The power to protect others, to live and die by the sword, or to conquer kingdoms lies within the Strategist, emboldened to carry out whatever quest they have set before them. Those who take on this calling are among the most pure of their ilk, although to what degree their purity pertains is often a mystery to others around them. One person’s Strategist is another’s villain, as is often the case with these stalwart warriors.

Some Strategist live only for battle, each carving their own swath of destruction across the battlefield. There are those who flit around their opponents, leaving only a crimson streak of blood in their wake; others covering their physical forms in steel and standing tall against all threats. There are those who would assail their foes from a distance, leaving them filled with holes; while others are courageous figures on the battlefield, leading their allies into combat with a rush of adrenaline.

Rare is the time when a Strategist is without a plan, each working best as a unit to support their fellows, always having a trick up their sleeve. Ingenuity in combat is their strongest suit, able to pull victory from the jaws of defeat with just a flick of their blade. Able to plan ahead, most Strategist prefer to know their engagements ahead of time to best maximize the use of their abilities and those of their allies, leading them to be more of a studious sort.

Often finding camaraderie with others who share the mantle of steel, most Strategist also enjoy the company of Wizards and Magi, finding their insight into tactics and combat rather insightful. They often clash with Fighters, each having a very different style of how they interpret combat and such, but there is a deep respect between the two for how either of these two warriors have mastered their craft.

Most Strategist enjoy learning as much as they can, and tend to follow deities based on either the rigors of combat, or the acquisition of knowledge. With a fierce love of tactics, they can delve into the subject at length, learning of foreign styles and such until the late hours of the night. Less emotional as a rule, the clinical nature of Strategist can turn off some more emotional allies, needing to detach themselves from situations to find the best course of action.

Role: Most Strategist tend to be right at home in the thick of melee, matching blows with terrible monsters and other stalwart warriors. The role of an individual Strategist may vary greatly depending on which Style they have chosen to master the art of combat, allowing individual Strategist to encompass many different roles on the field of battle. What all Strategist share however is a love of intelligent combat, an intricate dance of blades and blood.

Abilities: Those in the center of melee greatly prefer Strength, needing to land their blows to ensure their tactics succeed, while others prefer Dexterity to ensure they are just as adept at a distance, the better to survey the field of battle. All Strategist require Constitution, their chosen profession almost certainly placing them into danger, needing the strength of body to face off against any obstacles they may encounter.

Alignment: Any. The sharpness of mind and will to succeed is found in those of all creeds, although generally only those who revere law have the patience to maintain the dedication required to succeed. Good Strategist work to secure their lands and help defend against evil, while neutral and evil Strategist are often found working in more mercenary positions, selling their skills to the highest bidder.

Hit Die: d10

Starting Wealth: 4d6 × 10 gp (average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The Strategist’s class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Intimidate (Cha), Knowledge (all), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), and Sense Motive (Wis)

Skill points per level: 4 + Int mod

Table: The Strategist


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Techs Known
Style Points


1st
+1
+2
+0
+2
Strategist’s Calling, Cunning Technique, Beginner Tier
3
3


2nd
+2
+3
+0
+3
Advanced Training, Tactical Analysis
4
4


3rd
+3
+3
+1
+3
Style Dabbling
4
4


4th
+4
+3
+1
+3
Erudite Study
5
4


5th
+5
+4
+1
+4
Intermediate Tier
6
5


6th
+6/+1
+5
+2
+5
Advanced Training
6
5


7th
+7/+2
+5
+2
+5
Style Dabbling
7
5


8th
+8/+3
+6
+2
+6
Erudite Study
8
6


9th
+9/+4
+6
+3
+6
Instant Analysis
8
6


10th
+10/+5
+7
+3
+7
Expert Tactics, Advanced Training
9
6


11th
+11/+6/+1
+7
+3
+7
Critical Advantage
10
7


12th
+12/+7/+2
+8
+4
+8
Style Dabbler, Erudite Study
10
7


13th
+13/+8/+3
+8
+4
+8
Precise Analysis
11
7


14th
+14/+9/+4
+9
+4
+9
Advanced Training
11
8


15th
+15/+10/+5
+9
+5
+9
Master Tier
12
8


16th
+16/+11/+6/+1
+10
+5
+10
Erudite Study
13
8


17th
+17/+12/+7/+2
+10
+5
+10
Style Dabbler
13
9


18th
+18/+13/+8/+3
+11
+6
+11
Advanced Training
14
9


19th
+19/+14/+9/+4
+11
+6
+11
Executioner's Advantage
15
9


20th
+20/+15/+10/+5
+12
+6
+12
True Genius
15
10



Class Features

Weapon and Armor proficiencies
Strategist are proficient with all simple and martial weapons, Strategist are also proficient with light and medium armor as well as shields (excluding tower shields).

Techniques (EX)
Unlike other martial characters, the Strategist brings a whole new flair to combat, their fighting style uniquely tailored to whatever battle they’re in, able to change tactics at a moment’s notice. the Strategist may select a number of techniques listed on the table above, being able to select techniques from the Peerless Sniper, Iron Defender, Scarlet Bravo, Clarion Commander, or Titan Fist styles.

At 4th level, and every two levels afterwards, the Strategist may exchange one technique for another, as long as they are able to qualify for it. They may exchange a technique of any level they wish, but may only take a new technique that they would qualify for at the time of the exchange. They may use the exchanged technique to qualify for the new technique (Ex: as Strategist could exchange Scarlet Style for Advanced Scarlet Style, even if Scarlet Style was their only known Scarlet Bravo technique). The Strategist may only exchange one technique at any given time.

Strategist may treat every two non Strategist levels as a technician level for the purposes of their effective technician level, which tier of techniques for which they would qualify, and saves for their techniques (Ex: A 3rd level Strategist / 6th level Fighter would be able to select Intermediate Tier Techniques, have their techniques treated as though they were being used by a 6th level Strategist for effects, and calculate saves as though they were a 6th level Strategist.)

If the Strategist would receive style points from another class, those style points are not added to those given by the Cunning Machination class feature, and are expended or burned separately. The saves for a Strategist’s techniques are 10 + ½ the Strategist's effective technician level + their Intelligence modifier (minimum 1).

The most basic of the Strategist’s tools, all Strategist begin knowing three techniques chosen from the Beginner Tier list, gaining more as they increase in level.

Strategist’s Calling (EX)
No two Strategist are the same, each finding their own style of fighting which truly expresses their command over the constantly shifting face of combat. As the Strategist takes their first level, they must select one style to specialize in. The Strategist may access the mastery ability of the techniques of that style as well as gaining the following benefits:

Peerless Sniper
Key Ability: Intelligence

At 1st level, a Peerless Sniper gains proficiency with all one and two handed firearms and no longer provokes for making ranged attacks. At 2nd level, they may reduce the reload speed of any ranged weapon they wield to a free action; this ability does not work with siege weapons. At 3rd level and every three levels after, a Peerless Sniper increases the range of all ranged weapons they wield by 10 feet, as well as reducing the penalty for sniping by 5.

Iron Defender
Key Ability: Constitution

At 1st level, an Iron Defender gains proficiency with heavy armor and tower shields. At 3rd level, and every three levels after, they receive an additional +3 hit points. At 6th level, an Iron Defender’s speed is no longer modified by armor or encumbrance.

Scarlet Bravo
Key Ability: Dexterity

At 1st level, a Scarlet Bravo gains proficiency with one exotic weapon or improved unarmed strike. At 3rd level and every two levels after, they receive a +1 to CMB checks as well as their CMD. At 6th level, and every six levels after, a Scarlet Bravo is considered one size larger for the purposes of initiating combat maneuvers.

Clarion Commander
Key Ability: Charisma

At 1st level, a Clarion Commander gives a +1 morale bonus to all attack rolls and saves made against mind affecting effects to all allies within 10 feet of them. At 4th level, and every four levels after, the radius of this ability increases by 5 feet. At 5th level, and every five levels after, this bonus increases by 1.

Titan Fist
Key Ability: Strength

At 1st level and every level after, the Titan Fist gains Improved Unarmed Strike as a bonus feat. They also receive the unarmed damage progression of a monk of their level. They may use this damage while wielding a gauntlet, spike gauntlet, brass knuckles or a cestus in addition to their unarmed strikes. At 5th level, a Titan Fist may add their Strength ability to their Constitution to determine when they would die, at 10th level they are not treated as disabled or dying while they are at or below 0 hit points, and at 15th level they become immune to non lethal damage

Cunning Machinations (EX)
Choosing to battle with brain rather than brawn, the Strategist is a master of the battlefield, able to use their advanced intelligence to lead to victory. At 1st level the Strategist gains 3 Style points at the beginning of the day. At 2nd level, and every three levels after, they gain an additional style point.

The Strategist relies on their style points to use their many various techniques. The Strategist must expend 1 Style point to use any technique they know. Whenever a point is expended, it may be recovered by resting for 5 minutes.

The Strategist may also decide to ‘burn’ a style point, including an expended style Point, as a free action to receive a bonus on their attack and damage rolls equal to their Intelligence modifier (minimum +1) until the beginning of their next round. A Style point that is burned is unavailable for the rest of the day, require the Strategist to rest for 8 hours to regain it.

Advanced Training (EX)
The Strategist’s talents are often beyond what others would expect. At 2nd level, and every four levels after, the Strategist receives a bonus combat feat.

Also at 2nd level, and every four levels after, the Strategist is allowed to ignore 1 prerequisite feat (such as mobility or combat expertise) for a combat feat, up to a total of 5 at 18th level. They must still meet all other prerequisites for these feats, such as BAB, race, skill, or other requirements. Some feats will provide little to no advantage if their prerequisites are skipped (Ex: if the Strategist were to take Furious Focus without taking Power Attack, this feat would provide no benefit, as there is no Power Attack to modify).

Tactical Analysis (EX)
the Strategist is knowledgeable of all foes, using that information to triumph in battle. At 2nd level, as a move action the Strategist may make a knowledge check against one creature that they can see, the DC of this check being equal to 10 + ½ the target’s hit dice + the target’s CR. The type of knowledge check required is based on the creature’s type:


Arcana constructs, dragons, magical beasts
Dungeoneering aberrations, oozes
Local humanoids
Nature animals, fey, monstrous humanoids, plants, vermin
Planes outsiders
Religion undead


If this check is successful, all of the Strategist’s allies gain a cumulative +1 bonus their CMD and CMB checks against the target for every 5 points that the Strategist exceeded the DC for a number of rounds equal to the Strategist’s Intelligence modifier (minimum 1). The Strategist may also treat this as a normal knowledge to learn a monster’s lore.

Style Dabbler (EX)
Most Strategist are not satisfied with their own limited scope of combat. At 3rd level, the Strategist learns how to pull from more than just their own style, drawing from their experiences to expand their capabilities. They may select one technique, gaining access to the technique’s mastery ability. At 7th level, and every five levels after, the Strategist may pick a new tactic of any level (beginner, intermediate, expert, master) of which they can access.

Erudite Study (EX)
Always hungry for knowledge, a Strategist rarely lets a day pass without learning something new. At 4th level and every four levels after, the Strategist may select one Knowledge skill which they can use to identify an enemy, receiving a bonus equal to ½ their level to skills checks made with this knowledge skill.

Intermediate Tier (EX)
At 5th level, the Strategist may select their techniques from the Intermediate Tier list.

Instant Analysis (EX)
At 9th level, whenever the Strategist’s initiative check is higher than another creature’s, they may reduce that creature’s initiative score by a number equal to their Intelligence modifier (minimum -1).

In addition, the Strategist may make an analysis roll against one target who acts after them as a free action.

Expert Tier (EX)
At 10th level, the Strategist may select their techniques from the Expert Tier list.

Critical Advantage (EX)
Always looking to gain the upper hand, a Strategist is never without a plan. At 11th level, whenever the Strategist threatens a critical hit, they receive a bonus on the confirmation roll equal to their Intelligence modifier (minimum +1)

In addition, if the Strategist confirms a critical hit, they may recover one expended style point. This ability may only be activated once per round.

Precise Analysis (EX)
At 13th level, the Strategist may make an analysis roll against a target as a swift action. In addition, they may choose to focus on the creature’s special abilities, instead reducing the DCs of all extraordinary, supernatural, and spell-like abilities the target possesses by 1 for every 5 points that they exceeded the DC for a number of rounds equal to the Strategist’s Intelligence modifier (minimum 1).

Master Tier (EX)
At 15th level, the Strategist may select their techniques from the Master Tier list.

Executioner’s Advantage (EX)
At 19th level, whenever the Strategist reduces a target to 0 or fewer hit points, they may recover one expended style point. This ability may only be activated once per round, and may not be used in a round in which Critical Advantage was used to recover an expended style point.

True Genius (EX)
Truly at the apex of their craft, a Strategist has learned how to bestow their gifts upon all those who would fight by their side. At 20th level, the Strategist may expend three style points to give all allies within 30 feet of them a number of style points equal to their Intelligence modifier (minimum 1). These style points may be used to initiate any technique from the Strategist’s call up to Expert Tier, their allies being treated as though they were a Strategist of their own level.


Technician Basics

The user of a technique is known as a technician. All saves for techniques are determined by the class using them. The saves for each technique are 10 + ½ the technician’s effective technician level + their Intelligence modifier (for Strategist), Wisdom modifier (for Striders), or Charisma modifier (for Templars). All techniques are extraordinary (EX) abilities unless stated otherwise.

Technicians may treat every two non levels as technician level for the purposes of their effective technician level, which tier of techniques for which they would qualify, and saves for their techniques

Example: A 3rd level Strider / 6th level Fighter would have an effective technician level of 6, be able to select Intermediate Tier Techniques, have their techniques treated as though they were being used by a 6th level Strider for the purposes of their effects, and require saves for their techniques as though they were a 6th level Strider.)

In the same way, if a character takes levels in several different technician classes, each one is treated as a non technician in regards to the other class.

Example: A 4th level Strider / 6th level Strategist would be able to select Intermediate Tier Techniques for both Strategist and Strider techniques. The technician would have their Strider techniques treated as though they were being used by a 7th level Strider for effects and their Strategist techniques would treated as though they were being used by an 8th level Strategist. The technician’s Strider techniques would require saves as though they were a 6th level Strider, and the technician’s Strategist techniques would require saves as though they were an 8th level Strategist.

N. Jolly
2014-12-06, 11:37 AM
Technique Primer

All techniques have their own unique abilities, and some require certain circumstances to perform, or cannot be done with certain forms of attacks. Techniques may have the following tags:

(Melee/Ranged) A technique with this tag may only be done as either a melee or ranged attack, or will only benefit such kinds of attacks in case of an augment.

(SU) A technique with this tag is a supernatural ability.

(Mind Affecting) A technique with this tag is a mind affecting effect.

(Curse) A technique with this tag is a curse effect.

(Negative Energy) A technique with this tag is a negative energy effect.

All techniques come in one of four different types, each one requiring different actions to activate:

Assault: Assaults may be done as either an attack as a standard action, as the first attack in a full round attack, an attack of opportunity, or at the end of a charge, but may not be used in combination with a Tactic. The listed ability of an assault only activates with a successful attack roll, and must deal at least 1 damage to activate. If an assault is used as a ranged attack, it must be used in the weapon’s first range increment.

Tactic: Tactics require either a move, standard, or full round action as stated in their description, having a large variety of effects.

Augment: Augments are done as a swift action, affecting either the technician or their allies for one round unless otherwise stated in the technique’s description. A creature may only benefit from one augment from each tier (beginner, intermediate, expert, master) at a time unless an augment allows you to ignore this rule.

Counter: Counters are done as immediate actions in response to actions done by others, often requiring an opposed attack roll.

Mastery: All techniques will have an additional effect, which may only be used if the technician's chosen calling matches the style of the technique (Ex: Only a technician which selects the Titan Fist calling may ignore all damage reduction and hardness at 5th level with the Stone Shattering Fist technique), or if it has been selected with the technician’s Style Dabbler class feature

Technique List

Beginner Techniques

Peerless Sniper

Sharp Shooter Adept
Strategist, Strider 1
Assault (Ranged)

Whenever the technician makes a successful ranged attack roll against a target, the technician may attempt a disarm or sunder combat maneuver from a distance of up to 60 feet against the target.

Mastery: At 4th level, a Peerless Sniper may replace their strength modifier with their dexterity modifier for the purposes of calculating their CMB.

Startling Shot
Strategist, Strider 1
Assault (Ranged, Mind Affecting)

Whenever the technician makes a successful ranged attack roll against a target, the target is flat footed until the end of their next round.

Mastery: At 3rd level, a Peerless Sniper may increase the duration of this condition to a number of rounds equal to the technician’s Intelligence modifier (minimum 1).

Reactive Aiming
Strategist, Strider 1
Augment

For a number of rounds equal to the technician’s level, the technician is able to make attacks of opportunity with their ranged weapon for one round, threatening squares within 5 feet of themselves.

Mastery: At 4th level, a Peerless Sniper threatens all squares within 10 feet of themselves.

Lucky Ricochet
Strategist, Strider 1
Assault (Ranged)

The technician may ricochet it to another target within 15 feet of the original, making a second attack roll with a -5 penalty

Mastery: At 4th level a Peerless Archer may increase the range of the second attack by an additional 15 feet, as well as removing the penalty to the second attack roll.

Genius Offensive
Strategist, Strider 1
Augment

For a number of rounds equal to the technician’s level, the technician may use their Intelligence modifier instead if their Dexterity mod for attacks with a ranged weapon. At 3rd level, the technician may receive a damage bonus equal to ½ their Intelligence modifier (minimum +1); this additional damage may not be applied if the technician is also applying another ability modifier to damage (such as with a composite longbow or a Gunslinger’s Gun Training class feature).

Mastery: At 5th level a Peerless Sniper instead receives a damage bonus equal to the technician’s Intelligence modifier (minimum +1).

Iron Defender

Buffering Shield
Strategist, Templar 1
Tactic (Melee)

As a standard action, the technician may make an attack with both a weapon and a shield. At 3rd level, if the technician successfully makes an attack with a shield, they may make a free bull rush attempt without provoking an attack of opportunity.

Mastery: At 5th level if an Iron Defender’s CMB check exceeds their opponent’s CMD, they may push their target back an additional 5 feet.

Siblings in Steel
Strategist, Templar 1
Counter

When the technician is next to an ally who would take damage, they may intercede, taking ½ of the damage of the attack themselves.

Mastery: At 3rd level an Iron Defender may take all of the damage from an oncoming blow.

Distracting Offense
Strategist, Templar 1
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the target takes a penalty to all attack rolls that don’t include the technician technician as a target equal to ½ the technician’s Constitution modifier (minimum -1) for one round. At 3rd level, this penalty increases to the technician’s Constitution modifier.

Mastery: At 5th level the duration of this penalty increases to one round per technician level.

Maze of Steel
Strategist, Templar 1
Augment

For one round per technician level, the technician may treat all squares that they threaten as difficult terrain. At 3rd level, a caster may no longer cast defensively in any squares the technician threatens.

Mastery: At 5th level entering any square an Iron Defender threatens provokes an attack of opportunity.

Numbing Armor
Strategist, Templar 1
Counter

When the technician receives damage from an attack, they may delay the onset of the hp loss for one round, instead receiving it at the beginning of their next round.

Mastery: At 3rd level, an Iron Defender may delay this damage a number of rounds equal to the technician’s Constitution modifier (minimum 1), and may treat it as nonlethal damage.

Scarlet Bravo

Swift Blade Deflection
Strategist, Strider 1
Counter

When the technician is the target of a melee attack, they may make an opposed attack roll. If the technician’s result is higher than the target's attack roll, the opposing attack is deflected. At 3rd level, this may be used against a ranged attack.

Mastery: At 5th level a Scarlet Bravo may use this Technique against spells, spell-like abilities, or supernatural abilities which require an attack roll.

Scarlet Style Strike
Strategist, Strider 1
Tactic (Melee)

As a full round action, the technician may move up to their speed, making one attack at any point during their movement. If the attack is successful, they do not provoke attacks of opportunity for moving from their target. At 3rd level, they receive a competence bonus on this attack roll equal to the technician’s Dexterity modifier (minimum +1).

Mastery: At 5th level a Scarlet Bravo receive a bonus on damage rolls equal to the technician’s Dexterity modifier (minimum +1).

Long Arc Swing
Strategist, Strider 1
Tactic (Melee)

As a standard action, the technician may make one attack roll against two targets within their reach.

Mastery: At 4th level, the Scarlet Bravo gains an insight bonus to the attack rolls equal to their Dexterity modifier (minimum 1).

Faster than the Eye
Strategist, Strider 1
Tactic

As a standard action, the technician may make an attack roll against the target’s flatfooted AC. At 3rd level, they may make two attack rolls, selecting either one as their attack roll for this attack.

Mastery: At 5th level, a Scarlet Bravo may instead make an attack roll against the target’s touch AC

Maneuver Adept
Strategist, Strider 1
Augment (Melee)

For a number of rounds equal to the technician’s level, whenever the technician attempts a combat maneuver, they do not provoke an attack of opportunity.

Mastery: At 4th level, the Scarlet Bravo is treated as though they had one combat feat that has “Improved” in its name which grants a bonus to CMB checks.

Clarion Commander

Dizzying Offense
Strategist, Templar 1
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the technician's target takes a -2 to AC and CMD to attacks from anyone except the technician for one round. At 3rd level, these penalties last for a number of rounds equal to the technician’s level (minimum 1).

Mastery: At 5th level, a clarion Commander may increase this penalty to -4.

Unity’s Roar
Strategist, Templar 1
Counter (Mind Affecting)

Whenever the technician or any ally within 30 feet of them attempts a saving throw, the technician may give a morale bonus on this saving throw equal to ½ the technician’s Charisma modifier (minimum +1). At 3th level this increases to the technician’s Charisma modifier.

Mastery: At 5th level, the target of a Clarion Commander’s Counter may roll twice for their saving throw, selecting whichever result they desire.

Leader’s Charge
Strategist, Templar 1
Tactic (Melee) (Mind Affecting)

As a full round action, the technician may make a charge attack against one creature. If this attack is successful, the next person to attack the target receives a morale bonus to their attack roll equal to the technician’s Charisma modifier (minimum +1). At 3rd level, they also receive a bonus to damage equal to the technician’s Charisma modifier (minimum +1).

Mastery: At 5th level a Clarion Commander receives a morale bonus to their attack roll equal to their Charisma modifier (minimum +1).

Pack Hunter’s Tactics
Strategist, Templar 1
Augment

For a number of rounds equal to the technician’s level, if the technician is flanking a target with an ally, they may increase the flanking bonus by the technician’s Charisma modifier (minimum +1) until the beginning of their next round.

Mastery: At 4th level, the Clarion Commander also deal additional damage equal to their Charisma modifier (minimum +1) with any attack they make while flanking.

Unbalancing Blow
Strategist, Templar 1
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the target may not make not make attacks of opportunity for 1 round. At 3rd level, this increases to ½ the technician’s Charisma modifier (minimum +1).

Mastery: At 5th level A Clarion Commander may increase the duration of this Assault to the technician’s Charisma modifier (minimum 2 rounds).

Titan Fist

Stone Shattering Fist
Strategist, Strider, Templar 1
Augment (Melee)

Until the beginning of the technician's next round, they may ignore damage reduction or hardness of 10 or less when making a melee attack. At 3rd level, this increases to 20.

Mastery: At 5th level, a Titan Fist's melee attacks ignore all hardness and damage reduction for a number of rounds equal to the Titan Fist's level).

Fluid Defenses
Strategist, Strider, Templar 1
Counter

For every attack made against the technician, the target takes a -1 to all attack and damage rolls against the technician for a number of rounds equal to ½ the technician's level (minimum 1).

Mastery: At 4th level, this penalty increases to -2 for attacks made against the Titan Fist.

Lighting Flash Combo
Strategist, Strider, Templar 1
Assault (Melee)

Whenever the technician makes a successful melee attack roll against a target, the technician may make an additional attack at a -4 penalty against the target.

Mastery: At 4th level, the Titan Fist's second attack only takes a -2 penalty to it's attack roll.

Leaning into the Blow
Strategist, Strider, Templar 1
Counter (Melee)

Whenever the technician is targeted in combat by a melee attack, they may give their attack a +3 to attack and damage rolls, receiving the same bonuses on all melee attack rolls they make against the target. They must make the decision to use this counter before their target rolls. At 3rd level, the technician is able to make an additional attack against the target immediately after the triggering attack at a -5 penalty.

Mastery: At 5th level, the Titan Fist's addition attack is now made at a -2 penalty instead of a -5.

Giant Haymaker
Strategist, Strider, Templar 1
Tactic (Melee)

As a full round action, the technician may make a single melee attack roll with a -2 penalty against one target, dealing two times as much damage as normal. After this attack resolves, the technician provokes an attack of opportunity, with the opponent receiving a +3 to attack and damage rolls. If this attack misses, the technician is staggered for one round.

Mastery: At 3rd level, a Titan Fist's attack no longer takes a penalty, as well as only provokes an attack of opportunity if their attack misses.

Intermediate Techniques

To select an Intermediate Tier Technique from a style, the technician must have at least one other Technique from that style.

Peerless Sniper

Aerodynamic Design
Strategist, Strider 5
Augment (Ranged)

For a number of rounds equal to the technician’s level, the technician may ignore winds of all sorts, including magical winds, for ranged attacks.

Mastery: At 8th level, a Peerless Sniper’s ranged attacks ignores partial cover and partial concealment.

Scattershot Barrage
Strategist, Strider 5
Tactic (Ranged)

As a standard action, the technician may release a volley of attacks against one square, also targeting every adjacent square. Every targeted square must make a reflex save or take damage as if they were struck by the technician ranged weapon.

Mastery: At 8th level, a Peerless Sniper may make two scattershots, being able to select two different targeted areas.

Lightning Line
Strategist, Strider 5
Assault (Ranged)

Whenever the technician makes a successful ranged attack roll against a target, the technician's projectile instead passes through the initial target, making a new attack roll if there is another creature behind the first. The next target may only be up to 30 feet away from the original one. At 7th level, this distance increases by 10 feet and may affect a third target.

Mastery: At 9th level all creatures who are dealt damage from this technique are subjected to bleed damage equal to the Peerless Sniper’s Intelligence modifier (minimum 1).

Rapid Fire Perforation
Strategist, Strider 5
Augment

For every attack the technician successfully connects with until the end of their round, their target takes a -1 to all attack and damage rolls.

Mastery: At 8th level, the target of a Peerless Sniper’s attacks also has their land speed reduced by 5 feet for each successful attack landed.

Agile Archer’s Charge
Strategist, Strider 5
Tactic (Ranged)

As a full round action, the technician may move up to their speed, making a full round attack at any point during their movement.

Mastery: At 8th level, a Peerless Sniper may move up to twice their speed while using this Tactic

Iron Defender

Slowing Sledgehammer
Strategist, Templar 5
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the target is forced to make a reflex save or be rooted to the spot, unable to take a move action for one round.

Mastery: At 8th level, if the target fails their save against the Iron Defender, they are also dazed for one round.

Steel Purge
Strategist, Templar 5
Counter

Whenever the technician is affected by the following conditions, they may negate the condition, as well as any extraordinary, supernatural, spell-like ability, or spell that caused it: bleed, confused, dazed, dazzled, deafened, fatigued, shaken, sickened, staggered.

Mastery: At 8th level, an Iron Defender may add the following conditions to the list that they are able to negate: blinded, cursed, energy drained, exhausted, frightened, grappled, nauseated, paralyzed, poisoned, stunned.

Agile Iron Defense
Strategist, Templar 5
Augment

For one round per technician level, the technician may increase their defenses, receiving a dodge bonus to AC equal to their Constitution modifier (minimum +1).

Mastery: At 8th level an Iron Defender receives temporary hit points equal to double their Constitution modifier (minimum +2).

Skin of the Golem
Strategist, Templar 5
Augment

For one round per technician level, the technician gains DR-/X equal to their Constitution modifier (minimum DR 1/-). This DR stacks with all other DR except other Augments, regardless of source.

Mastery: At 8th level, the Iron Defender’s DR increases to twice their Constitution modifier (minimum DR 2/-).

Punishment Eater
Strategist, Templar 5
Counter

Whenever the technician loses hit points from any source, they may reduce the hit point loss by ½.

Mastery: At 8th level, the Iron Defender may channel the force behind that attack, receiving a +1 dodge bonus to AC for every 5 damage reduced with this ability until the end of their next turn.

Scarlet Bravo

Advanced Scarlet Style Strike
Strategist, Strider 5
Tactic (Melee)

As a full round action, the technician may move up to their speed, making two attacks with a -2 penalty at any point during their movement, not provoking attacks of opportunity from this movement. At 7th level, they receive a competence bonus on this attack roll equal to the technician’s Dexterity modifier (minimum +1).

Mastery: At 9th level if the Scarlet Bravo makes a successful attack they may also make a free trip, disarm, or dirty trick attempt against the target.

Mercurial Follow Through
Strategist, Strider 5
Augment

Whenever the technician threatens a critical hit, they may use this augment in place of a confirmation roll, automatically confirming the critical.

Mastery: At 8th level, the Scarlet Bravo may make make a free trip attempt when they use this augment to confirm a critical hit.

Rake’s Riposte
Strategist, Strider 5
Counter (Melee)

Whenever a target misses a melee attack against the technician, it provokes an attack of opportunity. At 7th level, the technician gains a competence bonus on this attack equal to their Dexterity modifier (minimum +1),

Mastery: At 9th level, the Scarlet Bravo’s attack of opportunity ignores the target’s damage reduction.

Maneuver Genius
Strategist, Strider 5
Assault (Melee)

Whenever the technician makes a successful melee attack roll against a target, the technician may make a free CMB check as well against the target, not provoking an attack of opportunity for it.

Mastery: At 8th level, the Scarlet Bravo is treated as though they had the Greater version of any feats related to using their chosen combat maneuvers.

Whirlwind Feign
Strategist, Strider 5
Augment

The technician may attempt to feign against all opponents within 30 feet, making a single bluff check against all targets. For everyone whom this feign is successful against, the technician is considered to have partial concealment for one round.

Mastery: At 8th level the distance of the Scarlet Bravo’s feign increases to 50 feet, and the Scarlet Bravo is considered to have total concealment against all targets.

Clarion Commander

Quicksilver Momentum
Strategist, Templar 5
Tactic

As a move action, the technician may grant any ally within 30 feet an additional move action to be taken on the target’s round.

Mastery: At 8th level, the Clarion Commander may instead grant an additional standard action to their ally

Victory’s Herald
Strategist, Templar 5
Augment (Mind Affecting)

Whenever the technician connects with an attack this round, all allies within 60 feet gain a cumulative +1 morale bonus to attack rolls until the beginning of the technician’s next round, up to a maximum bonus equal to the technician’s level . At 7th level, this bonus also applies to damage rolls.

Mastery: At 9th level the Clarion Commander’s morale bonus last for a number of rounds equal to 1/2 the technician’s level.

Coordinated Charge
Strategist, Templar 5
Tactic (Melee)

As a full round action, the technician may select one ally within 30 feet of them, allowing both their ally and themselves to make a charge attack against the same foe.

Mastery: At 8th level, both characters receive a morale bonus on their attack and damage rolls equal to the technician’s Charisma modifier (minimum +1).

True Steel Technique
Strategist, Templar 5
Augment

The technician may increase the weapon damage of all allies within 30 feet by one step for a number of rounds equal to the technician’s Charisma modifier (minimum +1).

Mastery: At 8th level, the Clarion Commander may increase the weapon’s damage die by two steps.

Bolstering The Troops
Strategist, Templar 5
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the technician may give any ally within 30 feet of them temporary hit points equal to the technician’s level.

Mastery: At 8th level, the number of temporary hit points granted by this assault increases to twice the Clarion Commander’s level.

Titan Fist

Lighting Crash
Strategist, Strider, Templar 5
Tactic (Melee)

As a full round action, the technician makes a charge attack against their opponent. If this charge attack is successful, the target is pushed back 5 feet and knocked prone. At 7th level, the target must also make a Fortitude save or be dazed for one round.

Mastery: At 9th level, the Titan Fist's charge attack deals double damage.

Foolhardy Defense
Strategist, Strider, Templar 5
Augment

Until the beginning of the technician's next round, the technician takes a -4 to AC and Reflex saves, and all damage dealt to the technician is considered to have rolled minimum damage on all variables such as weapon damage dice and spells (Ex: A Fireball spell from a 6th level caster would deal 6 damage, three on a successful save).

Mastery: At 8th level, the Titan Fist's Augment last for a number of rounds equal to ½ the Titan Fist’s level.

Mobile Footwork
Strategist, Strider, Templar 5
Augment (Melee)

For a number of rounds equal to the tactician's level, the tactician may increase their natural reach by 5 feet.

Mastery: At 8th level, the Titan Fist may make a five foot step even in a round in which they have already made a move action.

Calculated Risk
Strategist, Strider, Templar 5
Counter (Melee)

Whenever the technician is declared the target of a melee attack, they may allow the target to forego the attack roll, instantly letting the attack connect. If they do this, the technician receives an insight bonus on attack rolls against the target equal to the technician’s Strength modifier (minimum 1) until the end of their next round.

Mastery: At 8th level, the Titan Fist's insight bonus to attack rolls double, as well as applying to damage as well.

Overpowering Defense
Strategist, Strider, Templar 5
Counter (Melee)

Whenever the technician is the target of a melee attack, they may make an opposed attack roll. If the technician’s result is higher than the target's attack roll, the target's attack is deflected and the technician deals damage as though they made a successful melee attack roll.

Mastery: At 8th level, whenever the Titan Fist's attack roll exceeds the target's, the target is unable to make another attack against the Titan Fist until the beginning of their next round.

N. Jolly
2014-12-06, 11:38 AM
Expert Techniques

To select an Expert Tier Technique from a style, the technician must have at least two other techniques from that style.

Peerless Sniper

Dead Eye Targeting
Strategist, Strider 10
Tactic

As a standard action, the technician may make a called shot, treating their attack as though it was a critical called shot for the purposes of the called shot’s effect, reducing all penalties associated with called shots by ½. At 12th level, they receive a competence bonus on their attack and damage rolls for this called shot equal to their Intelligence modifier (minimum +1)

Mastery: At 14th level the Peerless Sniper may make a second called shot, reducing the penalties for it by ½.

Blind Shot Aim
Strategist, Strider 10
Augment (Ranged)

For a number of rounds equal to ½ the technician’s level, the technician’s ranged attacks may ignore total concealment as long as they aim at the correct square.

Mastery: At 13th level, if the target is being provided cover or concealment by a magical effect, the Peerless Sniper may make a CMB check on a successful attack roll, treating it as a dispel check against the effect.

Tendon Tearing Bolt
Strategist, Strider 10
Assault

Whenever the technician makes a successful ranged attack roll against a target, the target must make a reflex save or take Dexterity damage equal to the technician’s Intelligence modifier (minimum +1), taking half of this damage on a successful save.

Mastery: At 13th level, this ability damage is also applied to the Peerless Sniper’s target’s Strength score.

Momentum Massacre
Strategist, Strider 10
Tactic (Ranged)

As a standard action, the technician may make a single ranged attack that deals an additional 1d6 damage for every 20 feet the attack has traveled, up to a maximum of 15d6.

Mastery: At 13th level, the Peerless Sniper takes no penalties for firing outside of their weapon’s range increment, although they are still limited by it for how far they may attack.

Shellcracker Special
Strategist, Strider 10
Augment

Until the beginning of the technician’s next round, every time the technician makes a successful attack roll, the target’s DR or Hardness is reduced by 2 for a number of minutes equal to the technician’s level.

Mastery: A Peerless Sniper’s attacks for this round also reduce the target’s spell resistance by 2.

Iron Defender

Incorruptible Aura
Strategist, Templar 10
Counter

Whenever the technician is included as a target by a spell, if they make a successful saving throw, they may force the spell back upon the caster, the DC of the spell becoming 10 + ½ the technician’s level + their Constitution modifier (minimum +1). At 12th level, the technician gains a morale bonus to this saving throw equal to the technician’s Constitution modifier (minimum +1).

Mastery: At 14th level, the target takes a penalty to their saving throw equal to the Iron Defender’s Constitution modifier (minimum -1).

Heart of Sacrifice
Strategist, Templar 10
Augment (Melee)

Leaving themselves seemingly vulnerable to all opponents, the technician may give all attacks against them a +4 bonus on attack and damage rolls against them until the beginning of their next turn, but every attack against the technician provokes an attack of opportunity from them, which is resolved prior to resolving the triggering attack. At 12th level, this tactic last an additional number of rounds equal to the technician’s Constitution modifier (minimum +1).

Mastery: At 14th level whenever the Iron Defender makes a successful attack of opportunity, the creature that triggered the attack of opportunity takes a cumulative -2 to all attack rolls until the beginning of their next round.

Mystic Sealing Strike
Strategist, Templar 10
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the technician's target must make a will save or be unable to cast any spells, or use any spell-like or supernatural abilities for a number of rounds equal to the technician’s Constitution modifier (minimum 1).

Mastery: At 13th level, the target takes twice as much damage from the Steel Defender's attack if they have used a spell, spell-like ability, or supernatural ability within one round of this assault.

Near Death Vigor
Strategist, Templar 10
Counter

Whenever the technician takes damage from an attack, they may receive a +2 dodge bonus to their AC for every 5 damage they take until the beginning of their next round, this bonus lasting until the end of their next round.

Mastery: At 13th level, thee Iron Defender also receive a cumulative DR 2/- for every 5 damage they take.

Loyalty beyond Death
Strategist, Templar 10
Counter

Whenever the technician would take enough damage to lower their hit points below 0, they may make a fortitude save (DC is the amount of damage they took), surviving the attack with 1 hit points.

Mastery: At 13th level, the Iron Defender may continue to make saves against all damage until the beginning of their next round.

Scarlet Bravo

Gale of Blades
Strategist, Hero 10
Augment (Melee)

Until the beginning of the technician’s next round, each attack that a creature makes against the technician causes them to receive damage equal to the technician’s Dexterity modifier (minimum +1).

Mastery: At 13th level, each time a creature takes damage from this Augment, they receive a -2 to attack and damage rolls until the end of the Scarlet Bravo’s next round.

Scarlet Reversal
Strategist, Hero 10
Counter (Melee)

When the technician is the target of any attack, they may make an opposed attack roll. If the technician’s attack roll is higher, the opposing attack is deflected back to whomever made the attack as long as the source of the attack is within their reach.

Mastery: At 13rd level, the Scarlet Bravo may instead deflect this attack to any target within their reach.

Final Scarlet Style Strike
Strategist, Hero 10
Tactic (Melee)

As a full round action, the technician may move up to their speed, making three attacks with a -2 penalty at any point during their movement, this movement not provoking attacks of opportunity. At 12th level, they may move two times their speed and ignore difficult terrain.

Mastery: At 14th level all creatures who take damage from this Tactic must make a reflex save or become flat footed until the beginning of the Scarlet Bravo’s next round.

Reckless Alpha Strike
Strategist, Hero 10
Tactic (Melee)

As a full round action, the technician may make a charge attack, making a single attack against their target. If this attack is successful, it deals three times the technician’s normal damage. This charge provokes an attack of opportunity from the target, resolving before the technician’s attack.

Mastery: At 13th level, if this attack is successful, the Scarlet Bravo may also make a free trip, dirty trick, or disarm combat maneuver against the target, and the attack of opportunity resolves after the Scarlet Bravo’s attack.

Strider’s Finale
Strategist, Hero 10
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the tactician may add an additional +1d6 for every 10 hit points that they are below their maximum hit point total.

Mastery: At 13th level, the Scarlet Bravo also gain a cumulative +1 to their attack rolls for every 10 hit points that they are below their maximum hit point total until the beginning of their next round.

Clarion Commander

Iron Smith’s Hammer
Strategist, Templar 10
Augment

Until the beginning of the technician’s next round, whenever they make a successful attack roll, the target of their attack takes a cumulative -2 to AC and reflex saves for a number of rounds equal to ½ the technician’s level

Mastery: At 13th level, the target also takes a -5 penalty to all of its movement speeds for each successful attack the Clarion Commander makes against them.

Warlord’s Scythe
Strategist, Templar 10
Tactic (Melee)

As a standard action, the technician may make a single attack against one target, dealing two times as much damage. If this attack reduces the target to 0 or few hit points, the technician may make a five foot adjustment and make another attack, also dealing double damage. At 12th level, if this attack reduces the target to 0 or fewer hit points, they may make a third such attack, being able to make another 5 foot adjustment

Mastery: At 14th level, the Clarion Commander deals twice as much damage with attacks made with this Tactic.

Generous Set Up
Strategist, Templar 10
Assault (Melee)

Whenever the technician makes a successful melee attack roll against a target, all allies may increase the threat range of their weapons by 1 on attacks against the technician's target until the beginning of the technician’s next round.

Mastery: At 13th level, the Clarion Commander’s Assault instead increases ally’s weapon threat range by 2.

Golden Dragon’s Gift
Strategist, Templar 10
Augment

All allies within 30 feet of the technician gain a morale bonus on attack and damage rolls equal to 1/2 the technician’s Charisma modifier (minimum +1) for two rounds. At 12th level, they also receive a morale bonus to saving throws equal to the technician’s Charisma modifier (minimum +1)

Mastery: At 14th level, the Clarion Commander’s allies may also re roll a saving throw once per round as a free action.

Unbalancing Feign
Strategist, Templar 10
Counter (Melee)

Whenever the technician is hit by an attack, the attacker must make a will save or they will provoke attacks of opportunity whenever they make a standard, move, swift, or full round action until the end of the target’s next turn.

Mastery: At 13th level, whenever the target is hit by an attack of opportunity, they take a penalty to all attack and damage rolls equal to the Clarion Commander’s Charisma modifier (minimum 1) until the end of their next round.

Titan Fist

Merciless Onslaught
Strategist, Strider, Templar 10
Tactic (Melee)

As a full round action, the technician may either make a full round attack or make a charge attack as if they had pounce, choosing to make a number of additional attacks up to a number equal to their Strength modifier (minimum 1). For each additional attack the technician chooses to make, they receive a cumulative -3 penalty to all attack rolls until the beginning of their next round.

Mastery: At 13th level, the penalties for a Titan Fist making additional attacks are reduced by 1.

Maximum Impact
Strategist, Strider, Templar 10
Augment (Melee)

For a number of rounds equal to ½ the technician's level, all attacks including the technician as a target do maximum damage to them (Ex: a 6th level wizard casting a Fireball that included the technician as a target would do 36 damage to the technician). In exchange, all melee attacks made by the technician are likewise maximized.

Mastery: At 13th level, only the first attack in a round made against a Titan Fist by a target does maximum damage.

Knock Out Blow
Strategist, Strider, Templar 10
Tactic (Melee)

As a standard action, the technician may make a melee attack roll against one target, dealing two times as much damage as normal. If the attack roll is successful, the target must make a Fortitude save or be knocked unconscious for a number of rounds equal to ½ the technician's level. After this attack resolves, the technician is staggered until the end of their next round. At 12th level, the technician may choose between knocking an opponent unconscious and stunning them.

Mastery: At 14th level, a Titan Fist's attack ignores all damage reduction, forcing the target to make another Fortitude save or dealing intelligence and Wisdom damage equal to the Titan Fist's Strength modifier (minimum 1).

Calm Before the Storm
Strategist, Strider, Templar 10
Augment (Melee)

Until the beginning of the technician's next round, all attacks they make target touch AC. Instead of dealing damage, each strike gives the technician a cumulative +4 on attack and damage rolls until the beginning of the technician’s next round for every successful attack made against a target.

Mastery: At 13th level, each of the Titan Fist's touch attacks deal damage equal to their Strength modifier (minimum 1).

Tornado Reversal
Strategist, Strider, Templar 10
Counter (Melee)

Whenever a technician is targeted by any attack (ranged, melee, supernatural, spell), they may make an opposed attack roll. If the technician’s result is higher than the target's attack roll, they may deflect the attack back to its source using the original attack roll, treating it as though the technician was the source of the ability.

Mastery: At 13th level, the deflected attack receives an insight bonus to attack, damage, and DC equal to the Titan Fist’s Strength modifier (minimum 1).

Master Techniques

To select a Master Tier Technique from a style, the technician must have at least three other techniques from that style.

Peerless Sniper

Unmatched Aim
Strategist, Strider 15
Tactic

As a standard action, the technician may make a called shot, treating their attack as though it was a debilitating blow for the purposes of the called shot’s effect, reducing all penalties for making a called shot by ½. At 17th level, they receive a competence bonus on their attack and damage rolls for their called shot equal to their Intelligence modifier (minimum +1)

Mastery: At 19th they may make a second called shot at a -5, treating their attack as though it was a critical called shot for the purposes of the called shot’s effect, reducing all penalties for called shots by ½.

Black Soul Shot
Strategist, Strider 15
Augment (Ranged) (SU)

Until the beginning of the technician’s next round, whenever the technician makes a successful ranged attack, the target must make a Reflex save or gain 1 negative level. These negative levels last for a number of minutes equal to the technician’s level.

Mastery: At 18th level, the target gains 2 negative levels, and the negative levels that a Peerless Archer bestows upon a target are permanent.

Bullseye Blitz
Strategist, Strider 15
Tactic (Ranged)

As a full round action, the technician may make a full round attack. Whenever the technician makes a successful attack roll, they force the target to make a fortitude save or be effected under the following conditions determined by how many successful attack rolls are made against the target, these conditions lasting for a number of rounds equal to the technician’s level. The following effects are cumulative:


One Attack: Fatigued
Two Attacks: Sickened
Three Attacks: Exhausted
Four Attacks: Nauseated
Five Attacks: Stunned
Six or more Attacks: Death

Mastery: At 18th level, the Peerless Sniper may considered themselves to have made two additional successful attack rolls when determining the effects of this Augment.

Arresting Artillery
Strategist, Strider 15
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the technician's attack ignores all hardness and damage reduction, forcing the target to make a reflex save or be paralyzed for a number of rounds equal to ½ the technician’s level. At the beginning of each of the target’s rounds, they may make another reflex save to end this effect, taking damage equal to twice the technician’s Intelligence modifier (minimum 2) if they fail the save.

Mastery: At 18th level, if the target fails their initial save, they also take bleed damage equal to two times the Peerless Sniper’s Intelligence modifier (minimum 2).

Mystic Reversal
Strategist, Strider 15
Counter (Ranged)

If the technician makes a successful save against a spell or spell-like ability that targets only themselves, they may channel the energy into their weapon, making a ranged attack against the source of the spell or spell-like ability. If this attack is successful, it deals twice as much damage and the target must make a reflex save or be subjected to the spell or spell-like ability.

Mastery: At 18th level, a Peerless Sniper may make an additional attack, each one carrying the spell or spell-like ability, forcing two separate saves.

Iron Defender

Eternal Bond of Loyalty
Strategist, Templar 15
Augment

The technician may select one ally for their bond, and may only have one bond at a time, lasting for a number of rounds equal to ½ the technician’s level. The technician and their ally are both allowed to make saving throws whenever either is subjected to an effect, taking the higher result of the two. As long as the technician is still conscious and alive, the bonded ally is always considered adjacent to them, and the two may pool their hit points to determine when they would fall unconscious or die due to hit point loss

Mastery: At 18th level, as long as the technician is conscious, the Iron Defender’s bonded ally may use the Loyalty Beyond Death technique once per round as a free action, allowing both the Iron Defender and their bonded ally to make the save.

Strength from Pain
Strategist, Templar 15
Counter

When the tactician would be dealt damage, they may make a Fortitude save with a DC equal to the damage. If this save is successful, the damage is negated and the tactician gains temporary hit points equal to the amount of damage they would have received.

Mastery: At 18th level, the Iron Defender instead gains twice as many temporary hit points.

Battlefield Warlord
Strategist, Templar 15
Tactic (Melee)

As a move action, the technician may increase the radius they threaten by a number of spaces equal to their Constitution modifier (minimum 1) until the beginning of their next round. If the technician could not normally make an attack against an opponent who provoked within their expanded threatened range, they may move as a free action up to their speed, as long as they end their movement in a square that they threaten the target which provoked the attack of opportunity.

Mastery: At 18th level, every attack of opportunity the Iron Defender makes deals two times as much damage.

Crushing Magic Resonance
Strategist, Templar 15
Tactic

As a standard action, the technician may make a single attack, dealing twice as much damage. If this attack is successful, the target must make a will save or take damage equal to the technician’s Constitution modifier (minimum 1) for every level of spell currently affecting the target (Eg; a target with Haste and Beast Form I would take six times the technician’s Constitution modifier), only taking half this damage on a successful save.

Mastery: At 18th level, if the target of the Iron Defender’s Tactic failed their save, all spells affecting them are instantly dispelled.

Adamantine Halo
Strategist, Templar 15
Augment

For a number of rounds equal to ½ the technician’s level, they treat all lethal damage as non lethal. This Augment may not be used if the technician is immune to non lethal damage.

Mastery: For the duration of this Augment, the Iron Defender also receives fast healing equal to their Constitution modifier (minimum 1).

Scarlet Bravo

Final Destined Duel
Strategist, Hero 15
Tactic (Melee)

As a standard action, the technician may challenge one adjacent opponent to a duel. The technician and their target are forced to make 5 opposed attack rolls against each other; for each opposed roll the technician wins, the target takes damage as though the technician had landed a successful attack. For each opposed roll the technician loses, the technician takes damage equal to the target’s Strength modifier (minimum 1). After the last attack, whichever of the two lost more opposed attack rolls must make a Will save or be stunned for one round, taking a penalty on this save equal to the number of opposed attack rolls they lost.

Mastery: At 18th level, the Scarlet Bravo’s target takes a penalty on their attack rolls equal to the Scarlet Bravo’s Dexterity modifier (minimum -1).

Scything Momentum
Strategist, Hero 15
Augment (Melee)

For every successful attack the technician makes until the beginning of their next round, the technician deals an additional +1d6 damage with their attacks, up to a maximum of 10d6.

Mastery: At 18th level, the Scarlet Bravo may increase this damage to +2d6 for every successful attack roll, and a maximum of 16d6 possible additional damage.

Forbidden Scarlet Style Strike
Strategist, Hero 15
Tactic (Melee)

As a full round action, the technician may move up to their speed, making four attacks with a -2 penalty at any point during their movement, this movement not provoking attacks of opportunity. At 17th level, they may move four times their speed and ignore difficult terrain.

Mastery: At 19th level all creatures who take damage from this Tactic must make a reflex save or become stunned until the beginning of the Scarlet Bravo’s next round.

Scarlet Chaos
Strategist, Hero 15
Assault

Whenever the technician makes a successful attack roll against their target with this Assault, the target must make a fortitude, reflex, and will save. The effect of this ability is based on how many saves they fail:


One save: The target takes ability damage to all of their ability scores equal to ½ the technician’s Dexterity modifier (minimum 1).
Two saves: The target takes ability damage to all of their ability scores equal to the technician’s Dexterity modifier (minimum 1).
Three saves: The target takes ability drain to all of their ability scores equal to the technician’s Dexterity modifier (minimum 1).


Mastery: At 18th level, the Scarlet Bravo’s target is treated as though they failed one additional save for the effects of this tactic.

Crimson Hellstorm
Strategist, Hero 15
Tactic (Melee)

As a standard action, the technician may make two attack rolls against any creature in one of their threatened squares. Any target who is successfully dealt damage by this tactic must make a fortitude save or be dazed until the beginning of the technician’s next round.

Mastery: At 18th level, a Scarlet Bravo may increase their reach by 5 feet.

Clarion Commander

Eternal Leadership
Strategist, Templar 15
Counter

When the technician would be brought to 0 or fewer HP by an incoming attack, they may give all allies within 60 feet of them temporary hit points equal to their level, as well as a morale bonus to attack and damage rolls and saving throws equal to their Charisma modifier (minimum +1) for a number of rounds equal to ½ the technician’s level. These bonuses are halved if the technician is brought above 0 hit points.

Mastery: At 18th level, the Clarion Commander’s temporary hit points bestowed upon their allies double.

Ironclad Momentum
Strategist, Templar 15
Augment

Until the beginning of the technician’s next round, whenever the technician or any of their allies within 60 feet of them makes a successful attack roll, they receive temporary hit points equal to the technician’s Charisma modifier and a cumulative +2 to attack and damage rolls. These temporary hit points last for 5 minutes, while the bonuses to attack and damage last for a number of rounds equal to ½ the technician’s level.

Mastery: At 18th level, the duration of the Clarion’s Commander's Augment now end one round later.

Resolve Shattering Blow
Strategist, Templar 15
Assault (Mind Affecting)

Whenever the technician makes a successful attack roll against their target with this Assault,The DCs of the target’s spells, spell-like abilities, supernatural abilities, and extraordinary abilities are reduced by a number equal to the technician’s Charisma modifier.

Mastery: At 18th level, if the Clarion Commander’s target attempts to use any supernatural, spell, or spell-like ability, they must make a will save or lose the action.

Warlord’s Influence
Strategist, Templar 15
Assault (Mind Affecting)

Whenever the technician makes a successful attack roll against their target with this Assault, the target must make a Will save or swear their allegiance to the technician, being treated as though they were Dominated for a number of minutes equal to ½ the technician’s level.

Mastery: At 18th level, the duration of this ability is increased to a number of hours equal to ½ the technician’s level.

Turning the Tide
Strategist, Templar 15
Tactic

As a move action, the technician may grant all allies within 60 feet an additional move action to be taken on the target’s round. All targets affected by this Tactic are unable to provoke attacks of opportunity through movement on their next round.

Mastery: At 18th level, the Clarion Commander may also grant an additional standard action. These may not be combined for a full round action

Titan Fist

No Guts, No Glory
Strategist, Strider, Templar 15
Tactic (Melee)

As a standard action, the technician may make a melee attack roll against one target, dealing four times as much damage. Until the beginning of the technician’s next round, their AC is reduced to 0 and they automatically fail all Reflex saves.

Mastery: At 18th level, the Titan Fist’s attack does five times as much damage, and the target must make a Fortitude save or take Constitution damage equal to the Titan Fist’s Strength modifier.

Channeling the Storm
Strategist, Strider, Templar 15
Augment (Melee)

For a number of rounds equal to ½ the technician’s level, whenever the technician is dealt damage, they receive a cumulative +2 insight bonus to attack and damage rolls for the duration of this augment.

Mastery: At 18th level, for every third time the Titan Fist takes damage, their critical threat range increases by 1. This increase resets once the Titan fist has landed a successful critical hit.

Diamond Shattering Fist
Strategist, Strider, Templar 15
Assault (Melee)

Whenever the technician makes a successful melee attack roll against a target, the target must make a Fortitude save or take Strength, Dexterity, and Constitution damage equal to the technician’s Strength modifier (minimum 1).

Mastery: At 18th level, the target must also make a Will save or take Intelligence, Wisdom, and Charisma damage equal to the Titan Fist’s Strength modifier (minimum 1).

Hurricane Barrage
Strategist, Strider, Templar 15
Tactic (Melee)

As a full round action, the technician may make a melee attack roll against one target, dealing three times as much damage. If this attack connects, the target must make a Reflex save or be dazed for one round and allows the technician to make a second attack roll with a -5 penalty, dealing two times as much damage. If this second attack connects, the target must make another reflex save or also be paralyzed for one round and allow the technician to make a third attack roll with a -10, dealing normal damage.

Mastery: At 18th level, the Titan Fist may ignore all penalties to the second and third attack roll.

Typhoon Punishment
Strategist, Strider, Templar 15
Counter (Melee)

When the technician is the target of a melee attack, they may make an opposed attack roll. If the technician’s result is higher than the target's attack roll, the opposing attack is deflected, and technician deals two times as much damage as though they made a successful melee attack roll. The target must also make a Fortitude save or be dazed for one round.

Mastery: At 18th level, the Titan Fist’s opposed attack roll deals three times as much damage and the target must make two Fortitude saves, being stunned for one round if they fail both.