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  1. - Top - End - #1
    Barbarian in the Playground
    Join Date
    Dec 2005

    Default Two PRCs for Officers

    Grand Tactician:
    A Grand Tactician has recieved the highest form of officer training available through the world, and is a master of every aspect of commanding soldiers in battle, from inspiration to logistics to maneuvers. Their mere presence can turn the tide of a battle, and their camps have formed islands surrounded by an advancing enemy, cut off but holding out.
    The most common Grand Tacticians are Aristocrats; few others have the necessary time and knowledge to learn their tactics. Fighters and Paladins also occasionally study their path, as do Wizards, and, less frequently, Sorcerers, both rightly feared for their ability to wield magic on the battlefield. Clerics also study to become Grand Tacticians, and can rally the faithful into an unstoppable force, or an immovable object. Other classes seldom learn the path of the Grand Tactician.
    Hit Die: d8

    Knowledge (History): 4 ranks
    Knowledge (Geography): 4 ranks
    Knowledge (Architecture and Engineering): 4 ranks
    Intimidate: 4 ranks
    Ride: 4 ranks
    Feats: Leadership, Mounted Combat
    Special: Leadership Score 10+ for purposes of followers
    Alignment: Any Lawful
    Choice of:
    Ride and Intimidate: 9 ranks each
    Knowledge (Nobility and Royalty and one of the three above topics): 9 ranks each

    Note: Quadrupeds (or creatures with more than four feet) may substitute in Survival for Ride and Point-Blank Shot for Mounted Combat.

    Class Skills:
    Str: Climb, Jump, Swim
    Dex: Ride
    Con: None
    Int: Forgery, Knowledge (All)
    Wis: Sense Motive
    Cha: Bluff, Diplomacy, Gather Information, Handle Animal, Intimidate
    Skill Points per level: 4 + int mod

    BAB: 1/level
    Good Saves: Fortitude, Will
    Spellcasting Progression: None

    Class Features:
    Many Grand Tactician abilities affect "Subordinates." This refers only to allies of the Grand Tactician who will take orders from the Grand Tactician if given. This does affect party members if they would obey the Grand Tactician in combat (even if they plan as equals). The Grand Tactician does recieve these subordinate bonuses.

    1st: Weapon and Armor Proficiency: All simple and martial weapons, all armor, shields.

    Aura of Command (ex): The Grand Tactician projects an aura of command out to a distance equal to 20*charisma modifier feet per level (minimum of 5 feet per level). Any subordinates within the Aura of Command recieve a +1 morale bonus to attack rolls and saving throws against fear. The Grand Tactician does not recieve this benefit. This benefit does not work if the Grand Tactician is helpless, shaken, frightened, or panicked.

    Rallying Shout (ex): Once per day per level, the Grand Tactician may attempt to rally subordinates by making an Intimidate check as a standard action. For every whole 30 feet of distance between the Grand Tactician and a subordinate, reduce the effective check result by one, for that subordinate. The Subordinate recieves a number of effects, including an increase to the Aura of Command bonus on attack rolls and saves against fear (this increase carries even outside the Aura of Command), and a morale bonus to damage, equal to one-tenth the modified check result, and the modified result of the check useable as a second saving throw against any fear effects already present, removing them if successful (A check result of 22 would give a +2 bonus out to 90 feet (effective result of 22 out to 30 feet, 21 to 60, 20 to 90. Also, any subordinates within 30 feet subject to fear effects with a save DC of 22 or less are freed from them), a +1 bonus from 91 feet to 390 feet (effective result of 10 at 390), and no bonus beyond that. This only works on subordinates who can hear the Grand Tactician's shout, and is a language-dependant effect. This ability lasts 3 + CHA mod rounds.

    2nd: Fortifications (ex): Once per day, the Grand Tactician may attempt a Knowledge (Architecture and Engineering) check to either defend or break fortifications. If it is used to defend fortifications, it increases the cover bonus subordinates recieve from the fortification by an amount equal to the Knowledge (Architecture and Engineering) check divided by 10. If used to attack fortifications, it allows subordinates to ignore one point of the fortification's hardness with non-siege weapons, and add 1d6 damage to siege weapon attacks, for every 10 in the check result. This lasts for one week, takes an hour of study, and a Grand Tactician may only have one fortress so targeted. Studying a fortress to defend it requires that you be inside for that hour; studying to attack it can be done from up to 1500 feet away. This hour of study must also include time to instruct subordinates on how to defend or attack the targeted fortress. This works in nearly any large building or building complex, including those not meant as fortresses, such as unfortified towns.

    Forced March (ex): The Grand Tactician may inspire his subordinates to great feats of endurance by making an intimidate check. Divide the number of subordinates by (5*Grand Tactician Class Level), and round up, then divide the intimidate check result by that, and round down. Add that as a bonus to any constitution checks made to resist fatigue. The Grand Tactician does not recieve this bonus, or count as a subordinate; this ability does not work if the Grand Tactician fails the check to press on. This may be used once per hour. This is a language-dependant effect (horses cannot be inspired to press on).

    Leadership Bonus +1 (ex): The Grand Tactician's leadership score, for the purpose of followers, increases by one at every even class level.

    3rd: Landlord (ex): The Grand Tactician recieves the Landlord feat (from the Stronghold Builder's Guide) for free. If the Landlord feat is already possessed, take any feat from the fighter list as a bonus feat. When defending, or attempting to retake, any stronghold built by the Grand Tactician (by means of the Landlord feat or payed for out-of-pocket), said Grand Tactician gains the Fortifications benefit as if a 20 had been rolled on the Knowledge (Architecture and Engineering) check, plus twice the value for access to the stronghold's libraries (a Master Book Lot gives +12 to this check, a normal one +4). Normally, libraries cannot be used for the Fortifications ability. This does not count as its one target for Fortifications.

    Inspiring Speech (ex): Once per week, the Grand Tactician may, by spending one minute giving a speech (moving no faster than a walk and take no other actions), inspire any subordinates who can listen to his speech, giving them a morale bonus to strength equal to double the Grand Tactician's Charisma modifier (minimum +2), and a morale bonus to constitution-based rolls and number of temporary hit points per hit die equal to the Grand Tactician's charisma modifier (minimum +1 to con rolls and 1 temp HP per hit die), lasting for 10 minutes, plus 10 minutes*CHA mod*class level (minimum 10 minutes). If the Grand Tactician so desires, the speech can be extended another minute, allowing the Grand Tactician to attempt a Knowledge (History) check against DC 20. If successful, this adds one temporary d10 hit die (functioning exactly like the temporary hit dice from a Bard's Inspire Greatness), plus one more temporary D10 hit die for every 10 points by which the check exceeds the DC. The temporary hit points per hit die are added to these temporary hit dice. These temporary hit dice grant a +1 competance bonus to attack rolls for each hit die, to fortitude saves for every two, and to reflex and will saves for every three. This is a sonic, language-dependant effect that does not affect the Grand Tactician.

    Aura of Command +2 (ex): The benefit of the Grand Tactician' Aura of Command increases to +2

    4th: Concealment (ex): Once per day, by studying the land for one hour, making a Knowledge (Geography) check, and instructing subordinates, the Grand Tactician can grant all bipedal subordinates on foot and subordinates without feet on the ground a 5% concealment miss chance (no greater than 50%) against ranged attacks and a +2 bonus to hide checks for every 10 of the check result in the surveyed. This does not work in built-up areas (villages and smaller settlements can benefit from this, but towns count as fortifications). This affects an area 500*(int mod + 1) feet in radius (minimum 500 feet), and follows all special rules for the Fortifications ability. The Grand Tactician must be able to survey (come within 250 feet of) the entirety of this area during the hour of study; any additional area increases the study time or does not grant the troops a concealment bonus. The land around one's stronghold (out to the maximum radius) is automatically considered surveyed.

    Coordinated Charge (ex): Any group charges (10+ characters, all linked in a "chain" with distances no greater than twice their natural reach between any adjacent two) of mounted, quadrupedal (or creatures with more legs), or airborne combatants ordered or signaled by the Grand Tactician cause all targeted (not necessarily hit) by the charge to have to make a will save (DC 15 + Grand Tactician's charisma modifier. Those with a better base fortitude save than base will save may substitute in their base fortitude save), or become shaken (frightened if they fail their save by 5 or more). Every character within 30' of a character that becomes frightened must make a saving throw against a DC of 12 + 4 per character frightened by this ability, or be shaken. Additionally, the charging characters recieve a +1 circumstance bonus to hit and damage for every +2 hide that infantry would recieve for the Concealment ability, if all of the terrain they charge across is surveyed (or if the targets are on surveyed ground, for airborne charges). Ordering a charge is speaking, or signalling a charge with banners is a full-round action (that a standard-bearer may do, but the benefit is only given via standard-bearers if the standard-bearer is ordered to do so by the Grand Tactician). However, only one charge may be ordered per round. Fear from this lasts for one minute, plus a number of rounds equal to the charisma modifier of the Grand Tactician.

    Leadership Bonus +2 (ex): See above.

    5th: Intimidating Shout (ex): By using one use of the Rallying Shout ability, the Grand Tactician may inflict a morale penalty on enemies' Attack rolls, Damage rolls, and saves against fear equal to the bonus his Rallying Shout would give. This is a sonic, but not language-dependant, effect.

    Improved Rallying Shout (ex): The Grand Tactician's rallying shout now grants 1d6 temporary hit points per +1 bonus. The Intimidating Shout does not gain this benefit.

    Greater Archery (ex): The Grand Tactician may share any of the following feats with subordinates, even if the subordinates do not meet the prerequisites: Far Shot, Precise Shot, Rapid Shot, Rapid Reload. Only one feat may be shared at a time, all subordinates to share with must be within 30 feet, and only a number of subordinates equal to the Grand Tactician's charisma score may share these feats. The Grand Tactician must know any feats to be shared. Changing the feat to be shared is a free action, but can only be done on the Grand Tactician's turn.

    Aura of Command +3 (ex): The benefit of the Grand Tactician' Aura of Command increases to +3

    Greater Landlord (ex): The Grand Tactician is treated as being two levels higher, for purposes of the Landlord feat.

    Special Feats:
    All can be taken as fighter bonus feats (if the fighter has the requisite Grand Tactician levels)
    Inspire Spell Resistance [ General ]
    You can inspire your subordinates to shrug off spells.
    Prerequisites: Grand Tactician level 3rd+, and either Wis and Cha 17+, the ability to cast Spell Resistance, or Wis 17+ and the ability to cast 5th level spells
    Benefit: By expending one use of Rallying Shout, you may grant spell resistance equal to your character level + your wisdom modifier + your charisma modifier to all subordinates within 30 feet per character level. This lasts for 3 + Charisma modifier rounds. This is a supernatural ability, and does affect you.
    Special: The spell resistance given by this feat is improved by the Improved Spell Resistance epic feat.

    Improved Aura of Command [ General ]
    Your Aura of Command is stronger.
    Prerequisite: Aura of Command class feature
    Benefit: Add 1 to the bonuses given by your Aura of Command
    Special: You can take this feat multiple times. Its effects stack

    Extra Shouting [ General ]
    You may use your Rallying Shout ability more frequently.
    Prerequisite: Rallying Shout class feature, Charisma 13+
    Benefit: Add a number of uses per day to your Rallying Shout class feature equal to your Charisma modifier.
    Special: You can take this feat multiple times. Its effects stack

    Archery Volley [ General ]
    Archers under your command can rout foes.
    Prerequisite: Grand Tactician level 5th, Point-Blank Shot, Rapid Shot
    Benefit: Ten or more archers attacking targets that are all within 30' of eachother using a shared Rapid Shot feat counts as a charge for purposes of the Coordinated Charge ability. These attacks must be targeted against different targets (up to ten if there are that many, otherwise all). Ranged weapon users not using the Rapid Shot feat can participate in the volley, but at least 10 must be using Rapid Shot from within 30 feet of you, either shared or possessed on their own, and you must be sharing your Rapid Shot feat at the time. The circumstance bonus to attack and damage requires that both the archers and their targets are on surveyed land. An area greater than 30' in diameter can be targeted, so long as every target outside the 30' has nine other targets of the volley within 30' of it. The archers not sharing Rapid Shot must be in a "chain" as per the Coordinated Charge ability, including at least one archer sharing Rapid Shot, although there can be multiple chains. Provided that all shots from a single archer are directed against different targets, the -2 to hit from Rapid Shot can be ignored, and range penalties halved during an Archery Volley.

    Run them down [ General ]
    You can inspire your subordinate cavalry to deliver extra damage to fleeing enemies.
    Prerequisite: Ride 12 ranks, Grand Tactician level 3rd+
    Benefit: Your mounted subordinates inflict 1d6 extra damage when charging enemies who are denied their dexterity bonus to armor class due to running. Anything immune to sneak attacks is immune to this damage. This only works if they are within your Aura of Command for the entire length of the charge.
    Special: You can take this feat multiple times, each time increasing the Ride prerequisite by 3 ranks and the damage by 1d6.

    Notes on the Grand Tactician: Some of the abilities are a bit complicated, but that is simply because the mechanics for them don't exist anywhere else. The Tactician, IMHO, looks more overpowered than it is; when was the last time you let your PCs take an army with them into the dungeon (DMs), or were allowed to bring an army with you for an adventure? A Grand Tactician without an army (or time to inspire them) might as well be an Aristocrat. Diplomacy and Bluff are included as class skills due to the general tendencies of officers to be drawn from nobility, and they'd need those; they don't stop being nobles just because they went off to war. The class is built a lot more toward inspiration than maneuvers or logistics simply because the complex maneuvers are for players to think of, and logistical organizing doesn't offer much in the way of class features.

    Captain of the High Seas:
    There are some who choose to take to the sea, and some who were chosen for the sea. Of these, a few possess the natural leadership talent necessary to become a Captain of the High Seas. These men and women possess an extraordinary talent, causing ships and crew to give more for them than they would for anyone else. Them, their ship, their crew, and the Sea work as one perfect, harmonious whole.
    Captains of the High Seas come from all talents, including many Rogues, Wizards, and Fighters. Sorcerers with an aptitude for wind and water also often take up the path. Bards sometimes take this path, although they are rarer, as are Clerics, due to the great differences between the skills needed for a priestly life and a captain's life. The lifestyle of a Captain of the High Seas is too far different from that of a Ranger, Barbarian, or Monk for most to consider it, and Paladins do not often become Captains of the High Seas because being a truly dedicated sailor requires giving up the fight for the cause of good.
    Hit Die: d8

    Intimidate: 4 ranks
    Knowledge (Nature): 4 ranks
    Profession (Sailor): 9 ranks
    Survival: 4 ranks
    Swim: 4 ranks
    Use Rope: 4 ranks
    Feats: Athletic, Endurance
    Special: Must own a ship (nautical vehicle requiring a crew of at least 20)
    One of: both Knowledge (Nature) and Survival, both Intimidate and Swim, or both Swim and Use Rope: 9 ranks

    Class Skills:
    Str: Climb, Jump, Swim
    Dex: Balance, Tumble, Sleight of Hand, Use Rope
    Con: None
    Int: Appraise, Craft, Forgery, Knowledge (Nature)
    Wis: Heal, Profession, Sense Motive, Spot, Survival
    Cha: Bluff, Diplomacy, Disguise, Intimidate
    Skill Points per Level: 6 + int mod

    BAB: 3/4 levels
    Good Saves: Reflex, Will
    Spellcasting: None

    Class Features:
    1st: Home Ship +2 (ex): The Captain of the High Seas' ship is the Captain's home, and, as such, the Captain knows it incredibly well, receiving a +2 circumstance bonus to Balance, Hide, Search, and Use Rope checks (only as applied to ropes that are part of the ship, not, for instance, to binding prisoners), and melee attack rolls, aboard it. Also, siege weapons that the captain directs the firing of aboard the ship gain half this bonus to their attack rolls. Additionally, other abilities only work with regards to the Captain's home ship. A Captain can only have one Home Ship at a time, and changing it takes a consecutive week aboard, no more than eight hours off-ship without at least eight on-ship in between, and sleeping aboard ship each night. Furthermore, the captain must actively command the ship for that time. No ship may be home to more than one Captain.

    Know Direction (sp): Once per day per Captain of the High Seas level, a Captain of the High Seas can cast Know Direction, as the spell cast by a druid of the Captain's character level, but only while aboard the Captain's Home Ship.

    2nd: Amazing Speed (ex): The speed of the Captain of the High Seas' Home Ship increases by 5 feet if its speed is less than 20 feet, or 10 feet if it is 20 feet or more. This bonus only applies if the captain is at the helm and controlling the ship, or the ship is under the control of a coxswain trained for this purpose by the Captain, and the Captain is aboard and commanding the ship.

    3rd: Maneuvering (ex): The Captain of the High Seas increases the maneuverability of a Home Ship by one class (see the Vehicle Combat rules in Dragon 294), unless it already has Nautical Good maneuverability, in which case its turn entry changes to 45 degrees per 15 feet. This ability is subject to the same conditions as Amazing Speed

    Home Ship +4 (ex): The Captain of the High Seas' Home Ship bonuses improve to +4

    Command Repairs (ex): The Captain of the High Seas may, as a full-round action, inspire the crew of a Home Ship to repair the ship better than they normally could, once per day. The Captain makes an Intimidate check against DC 15. On a success, subtract 15 from the result and add it to the craft check of the repair crew (once again, see Dragon 294). This works once per day.

    4th: Control Winds (sp): Once per day, the Captain of the High Seas, while aboard the Captain's Home Ship, can cast Control Winds as a spell-like ability cast by a Druid of the Captain's character level.

    Tidal Knowledge (ex): With a successful Knowledge (nature) check against DC 20, a Captain of the High Seas can guess the high and low tides for an area for the next week to within 5 minutes, and discern any shoals, reefs, sandbars, and the like. For each 10 above the DC the captain rolls, one additional piece of information is gained: the exact High and Low tides, to the nearest minute, or the heights to within 6 inches; the exact height of the tides (to the nearest inch) is two pieces of information (one to get it within 6, one to narrow it).

    5th: Superior Navigation (sp): Once per week, the Captain of the High Seas may use Find the Path, as the spell, but only while aboard the Captain's Home Ship, and only to destinations that can be reached without leaving the ship. The ability can only target the Captain of the High Seas; and, when it gives a direction, tells the distance to travel in that direction, if the travel time would exceed the spell's duration (a common case in voyages lasting longer than a few hours). It is otherwise as the spell, cast by a Druid of the Captain's character level.

    Home Ship +6 (ex): The Captain of the High Seas' Home Ship bonuses improve to +6

    Notes on the Captain of the High Seas: Overall, it's a bit less complicated, and a bit less powerful (in their respective elements), than the Grand Tactician, but PCs will find themselves in the Captain's element much more often than the Tactician's. The Captain's attack bonus from Home Ship may seem overpowered (+6 bonus at 11th character level, stackable with everything), but is easily negated; you get out of melee, or get off the Captain's boat; its only useful to PCs when they're repelling boarders from their ship.

    Comments? Problems? Overpowered/underpowered areas? Ideas for replacement/additional/changed abilities?
    Last projects, from years back: Lesser Disciplines (Tome of Battle). Also, Never Behind the Curve (multiclassing).

    Some of my current work is under the name IGTN on D&D Wiki

  2. - Top - End - #2
    Dwarf in the Playground
    ReluctantDragon's Avatar

    Join Date
    Jun 2005

    Default Re: Two PRCs for Officers

    I like the flavor of both of these PrC's. I have to say for the Tactician though, it strikes me that you seem to be cramming an awful lot into a 5 level PrC.

    Now along the lines of most PrC's both of these classes are *highly* specialized and focused, as are the necessary requirements, particularly for the Grand Tactician.

    Quick question, in your creation process, did you plan for these to mainly be NPC PrC's or PC PrC's?

    If you put water into a cup, it becomes the cup. You put water into a bottle and it becomes the bottle. You put it in a teapot it becomes the teapot. Now, water can flow or it can crash. Be water my friend.

    Proud owner of a Ceikatar! (Jealous much?)

  3. - Top - End - #3
    Barbarian in the Playground
    Join Date
    Dec 2005

    Default Re: Two PRCs for Officers

    NPC, primarily, but balanced as if PCs could take them; the Captain of the High Seas is slightly more PC-geared (PCs generally find themselves commanding ships much more frequently, and for much longer, than then find themselves commanding armies).

    They are more than a little specialized, even by PrC standards, but PrCs are meant that way, and they're only five levels, making it so that you can be a Paladin, or a Wizard, or a Sorcerer, or a Cleric, take five levels Grand Tactician (or Captain of the High Seas), and go back to whatever you were doing, just with the ability to greatly buff any armies you happen to be given (or your ship).

    The Grand Tactician seemed a bit dense to me too, but expanding it to ten levels didn't feel right (I can if the general consensus is that ten levels would be better).
    Last projects, from years back: Lesser Disciplines (Tome of Battle). Also, Never Behind the Curve (multiclassing).

    Some of my current work is under the name IGTN on D&D Wiki

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