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

    The following template is designed to allow creatures early entry into the master strategist prestige class. If allowed by the DM, this should allow a player to take master strategist as his character's first 10 class levels.
    Spoiler: Bred for Command (Template)
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    Bred for Command

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

    Creating a creature Bred for Command

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

    CR: No change

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

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

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

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

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

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

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

    Feats: The creature bred for command gains combat expertise and 1 teamwork feat of its choice as bonus feats.

    As every commander needs something to command, the following template is designed in tandem with Bred for Command, though it has no impact or relation to the Master Strategist PrC. A creature cannot take both the Bred for Command and Bred for War templates.
    Spoiler: Bred for War (Template)
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    Bred for War

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

    Creating a creature Bred for War

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

    CR: No change

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

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

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

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

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

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

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

    Feats: A creature bred for war gains weapon focus and 1 teamwork feat of his choice as bonus feats.

    The following feats are designed for use by Master Strategists.

    Spoiler: Extra Insight
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    Extra Insight (General)

    You can use your insight more often than others.

    Prerequisites: Insight class feature.

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

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

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

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

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

    Special: You can gain Extra Stratagem multiple times. Its effects stack.
    Last edited by gr8artist; 2014-07-11 at 10:16 PM.
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