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Thread: (PF Base Class) Tactical Warrior

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    Orc in the Playground
    Join Date
    Oct 2009

    Default (PF Base Class) Tactical Warrior

    Fluff: Smart fighters.

    Tactical Warrior

    Alignment
    Any.

    Hit Die
    d10.

    Starting Wealth
    As fighter.

    Skills
    Class Skills
    The class skills (and key ability modifier for each) of the Tactical Warrior are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Martial Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

    Skills Ranks per Level
    6 + Int modifier .

    Tactical Warrior
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Superior expertise, encyclopedia of war, weapon aptitude

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Uncanny dodge

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |One step ahead (attacks of opportunity)

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Vantage strike (bonus damage)

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Improved uncanny dodge

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +2
    |Bonus feat (combat, floating)

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +2
    |One step ahead (reflex saves)

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +2
    |Diverse arsenal

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +3
    |Knight's positioning (step)

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +3
    |Vantage strike (breach defense)

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +3
    |One step ahead (will saves)

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +4
    |Bonus feat (general, floating)

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +4
    |Knight's positioning (surround)

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +4
    |Vantage charge

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +5
    |One step ahead (spell resistance)

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +5
    |Vantage strike (breach immunity)

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +5
    |Knight's positioning (phase)

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +6
    |Bonus feat (gifted, floating)

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +6
    |One step ahead (action interrupt)

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +6
    |Strategic vortex of the grandmaster[/table]

    Class Features

    All of the following are class features of the tactical warrior.

    Weapon and Armor Proficiency
    Tactical warriors are proficient with all simple and martial weapons and one exotic weapon, with light and medium armor, and with shields (except tower shields).

    Superior Expertise (Ex)
    At 1st level, a tactical warrior gains Combat Expertise as a bonus feat (regardless of her intelligence). In addition, she chooses one combat maneuver (bull rush, disarm, feint, grapple, overrun, sunder, or trip). She gains her intelligence modifier (if positive) as a bonus to CMB checks made with this combat maneuver, limited by her tactical warrior class level, and does not provoke attacks of opportunity for initiating that maneuver. At 3rd level, 5th level, and 7th level, the tactical warrior may choose an additional combat maneuver to which this bonus applies.

    Encyclopedia of War (Ex)
    The tactical warrior is an expert at applying combat theory. Once per encounter per enemy, the tactical warrior may make a knowledge check (as appropriate for the enemy type) as a free action. With a check of 15 or higher, he receives a +1 insight bonus to attack and damage rolls against that enemy for the duration of the encounter. For each additional 5 points the tactical warrior beats the DC 15 check by, the bonus to attack and damage increases by +1 (to a maximum of +5 insight to attack and damage rolls for a DC 35 knowledge check).

    Weapon Aptitude (Ex)
    Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your tactical warrior level -2. For example, as a 6th-level tactical warrior, you could take Weapon Specialization, since you're treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/tactical warrior 4 would also qualify for Weapon Specialization.

    You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session.

    You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.

    Uncanny Dodge (Ex)
    At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized.

    If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead.

    One Step Ahead (Ex)

    You gain the ability to predict your opponents moves, and gain a defensive edge as a result.

    At 3rd level, you can sacrifice 1 point of AC bonus gained from Superior Expertise and instead gain an extra attack of opportunity until your next turn (as if you had combat reflexes). For every additional point of AC bonus you sacrifice, you instead gain an extra attack of opportunity.

    At 7th level, you can sacrifice 1 point of AC bonus and instead gain a +1 bonus on reflex saves per point of sacrificed AC bonus until your next turn.

    At 11th level, you can sacrifice 1 point of AC bonus and instead gain a +1 bonus on will saves per point of sacrificed AC bonus until your next turn.

    At 15th level, you can sacrifice 1 point of AC bonus and instead gain spell resistance equal to 20 + 2 per point of sacrificed AC bonus until your next turn

    At 19th level, you can sacrifice 1 point of AC bonus and raise your effective initiative count by twice the amount of sacrificed AC bonus until the end of your next turn.

    These abilities are not cumulative, but you can decide how you allocate sacrificed AC bonus.

    Vantage Strike (Ex)

    A number of times equal to half your tactical warrior level + your intelligence modifier, you may make a vantage strike against any enemy that you have identified through encyclopedia of war. On a vantage strike, you gain your intelligence bonus as an insight bonus to your attack roll, and your tactical warrior level as a bonus to your damage roll (as precision damage).

    At 10th level, your vantage strike automatically bypasses any damage reduction your enemy has.

    At 16th level, your vantage strike deals damage even if your opponent is incorporeal, ethereal, or otherwise resistant to attacks. In addition, your enemy is subject to critical hits from your vantage strike even if they would otherwise be immune (by extension, you may deliver sneak attack damage on a vantage strike against an otherwise immune target).

    Improved uncanny dodge (Ex)
    At 5th level and higher, you can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. See the barbarian class feature (PH 26) for more information.

    Bonus Feats (Ex)

    At 6th level, the tactical warrior gains a bonus combat feat that may be changed with 8 hours of rest.

    At 12th level, the tactical warrior gains a general bonus feat that may be changed with 8 hours of rest, and may change his or her combat feat with 5 minutes of preparation.

    At 18th level, the tactical warrior gains a general bonus feat that may be changed with 8 hours of rest, and does not need to meet any prerequisites in order to take the feat (however, this does not grant the tactical warrior any prerequisites that he or she does not have). In addition, he may change his normal general floating feat with 5 minutes of preparation, and may change his combat floating feat as a full-round action.

    At any time a floating feat is chosen, it is as if the feat were selected for the first time.

    Diverse Arsenal (Ex)

    At 8th level, the tactical warrior gains proficiency in all weapons, armors, and shields (including exotic and improvised weapons).

    Knight's Positioning (Ex or Su)

    At 9th level, you may move up to your land speed as a swift action. You may move a total number of feet per day in this manner equal to ten times your tactical warrior level.

    At 13th level, any target that you move adjacent to using Knight's move is considered flanked by you.

    At 17th level, you may opt to teleport instead of move. This is a supernatural ability.

    Vantage Charge (Ex)
    At 14th level, you may expend a use of Vantage Strike as a full-round action to charge an enemy. You may charge over difficult terrain as if you had the acrobatic charge ability, may make up to two turns during the charge, and do not provoke any attacks of opportunity. You may make all of your attacks at the end of the charge.

    Strategic Vortex of the Grandmaster (Ex)
    At 20th level, whenever you use superior expertise to gain a benefit from one step ahead, you gain an insight bonus to your AC equal to your intelligence modifier. In addition, whenever you attack an enemy that is flanked by you and at least one other ally, you gain an extra daily use of Vantage Strike (to a maximum of twice your tactical warrior class level + your intelligence modifier).
    Last edited by Merk; 2010-10-05 at 10:57 PM.