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    Default Re: GitP Pathfinder Grab Bag Competition Competition XXV: Tactical Genius!

    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.
    Spoiler: Stratagems
    Show
    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. 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" 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.
    Last edited by gr8artist; 2014-07-11 at 10:12 PM.
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