Focused Tactician (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing campaign information.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Focused Tactician
Rorschach by gallegosart com.jpg
Rating: Not rated
(Rate this class)
Status: A work in progress
Editing: Constructive edits welcome

Focused Tactician[edit]

"Why does one death matter against so many? Because there is good and there is evil, and evil must be punished. Even in the face of Armageddon I shall not compromise in this. But there are so many deserving of retribution...and there is so little time." Rorschach"
—Rorschach, a Focused Tactician displaying his set morals.

A Focused Tactician is a support fighter who can use his incredible insight and tactical mastery of fighting to sway the tide of battle and keep his own in the front line defenses if necessary.

Making a Focused Tactician[edit]

The focused tactician can seemingly support himself in battle; the main reason he does so well is his keen eye for details of what is occurring around him. Unlike a normal tactician, working behind the scenes, he makes his presence known. Normal tacticians don't like to work with focused tacticians, because they believe that focused tacticians have taken a mental art and made it a laughable self absorbed physical sport.

Abilities: Focused Tacticians depend upon incredibly high wisdom to help themselves and their allies win the day. Along with intuitively reacting in combat, a high dexterity and a high strength is of good use for a focused tactician.

Races:All of the races have need for focused tacticians, but only the more intelligent races can become accomplished ones. Therefore, the most likely races to be tacticians are elves and humans. Dwarves see no need for tacticians, preferring rush-in tactics, and Half-Orcs lack the intelligence for such thoughts.

Alignment: Any. most focused tacticians are lawful.

Starting Gold: 1d4x10 (20 gp).

Starting Age: simple.

Table: The Focused Tactician

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Unarmed Damage Special
Fort Ref Will
1st +0 +0 +0 +2 1d6 Study 1/day, Mind Over Matter, Unarmed Strike
2nd +1 +0 +0 +3 1d6 Study 2/day, True Expertise, Rally, Tactics
3rd +2 +1 +1 +3 1d6 Masterful Maneuvers, Aided
4th +3 +1 +1 +4 1d6 Study 3/day, Incredible Focus 1/day
5th +6 +1 +1 +4 1d8 Tactical Style, World of Opportunity
6th +6 +2 +2 +5 1d8 Study 4/day
7th +6+1 +2 +2 +5 1d8 Quick Study
8th +6/+2 +2 +2 +6 1d8 Study 5/day, Incredible Focus 2/day
9th +6/+2 +3 +3 +6 1d10 Tactics 4/day
10th +7/+2 +3 +3 +7 1d10 Tactical Style Upgrade, Study 6/day
11th +8/+3 +3 +3 +7 1d10 Stand Your Ground
12th +9/+4 +4 +4 +8 1d10 Study 7/day, Incredible Focus 3/day
13th +9/+4 +4 +4 +8 2d6 Improvise
14th +10/+5/+1 +4 +4 +9 2d6 Study 8/day, Fool Me Never
15th +11/+6/+2 +5 +5 +9 2d6 Incredible Focus 4/day
16th +12/+7/+2 +5 +5 +10 2d6 Study 9/day
17th +12/+7/+2 +5 +5 +10 2d8 Don't Let Them Escape
18th +13/+8/+3 +6 +6 +11 2d8 Study 10/day
19th +14/+9/+4 +6 +6 +11 2d8 Heroism
20th +15/+10/+5 +6 +6 +12 2d8 Greater Study, Ultimate Tactical Style, Incredible Focus 5/day

Class Skills 4+ Int modifier per level, ×4 at 1st level)
Balance (Dex),Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Class Features[edit]

All of the following are class features of the focused tactician.

Weapon and Armor Proficiency: Tacticians are proficient with all simple and light weapons. Focused tacticians are not proficient with armor or shields.

Study: At first level, a focused tactician can study a single enemy. He locates its key weakness or weak spot as a full-round action, and gains a double critical-threat bonus and gains +2 on rolls to confirm criticals. He can pass the knowledge among his teammates as another full-round action.

Mind over Matter: At first level, a focused tactician may add his wisdom to his Fortitude saving throw and Concentration.

Unarmed Strike(EX): At first level, a focused tactician gains Improved Unarmed Strike as a bonus feat. A focused tactician’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a focused tactician may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a focused tactician striking unarmed. A focused tactician may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

True Expertise: At second level, a focused tactician adds his Wisdom modifier in addition to his AC and to his grapple attempts and Strength based skills when he is wearing light or no armor.

Rally: Starting at 2nd level, as a move action, a Tactician can call for her Party to rally around her. All of the Tacticians allies can choose to make an immediate action to move up to their base movement speed towards the Tactician. A Tactician may then share any knowledge gained through Study during that fight with her allies as a free action. Any movement made through this immediate action still provokes attacks of opportunity if moving through a threatend square. This ability can only be used once per encounter.

Tactics: Tactics: Starting at 2nd level a Focused Tactician can begin to coordinate her teammates' movements. As a standard action she can issue orders to the entire party. The party is not compelled to follow these orders but those who do recieve a +2 coordination bonus to attack rolls and a +1 coordination bonus to AC. The bonuses provided increase by +2 and +1 respectively at each fourth level after this one. (EX: At 6th level it is +4 to attacks, +2 to AC. At 10th level it is +6 to attacks, +3 to AC. Etc.) This bonus lasts for 5 rounds and cannot be used again during those 5 rounds. A Focused Tactician can use this ability a number of times per day equal to 3 + their Wisdom modifier.

Masterful Maneuvers: At third level, whenever a foe attempts to disarm or trip you, and you win the opposed roll you may immediately initiate another opposed roll to disarm or trip them, as appropriate, even if that foe possesses the improved disarm or improved trip feats. Likewise, whenever a foe attempts to grapple you or sunder an item on your person, if he or she fails to do so you may make an immediate attack of opportunity even if that foe possesses the improved grapple or improved sunder feats.

Aided: The party will do almost anything to save their Tactician. Any player in the Tactician's current party gains a +3 to all rolls attacking an enemy currently engaged in combat with the Tactician.

Incredible Focus: At fourth level, a focused tactician can enter a near unworldly focus on the things going on around him. While in great focus, a focused tactician temporarily gains a +4 bonus to Wisdom, a +2 bonus to Attack rolls, and a +2 morale bonus on Will saves, but he loses half his damage bonus received from Strength and a critical deals 3/4 damage of the normal damage. The increase in Wisdom increases the focused tacticians AC by 2. A focused tactician’s focus lasts for a number of rounds equal to 3 + the character’s (newly improved) Wisdom modifier. A focused tactician may prematurely end his focus. At the end of the focus, the focused tactician loses the focus modifiers and restrictions and becomes completely unfocused (-2 penalty to Wisdom and a -2 penalty to Attack bonus) for the duration of the current encounter.

Tactical Style: At fifth level, a tactician selects a style that stacks with the bonuses of Tactics. Every fighter within 50 feet of him gains the bonus as shown in the style.

Offensive: +1 Reflex save, Initiative roll

Defensive: +1 AC, Fortitude saves

Specialist: +1 to ranged attacks and spell saves

World of Opportunity: A focused tactician can make an amount of extra attacks of opportunity each round equal to half of his focused tactician level. These extra attacks stack with those granted by the Combat Reflexes feat.

Quick Study:Starting at 7th level a Tactician has become adept at studying her enemies. She can now use her Study ability as a standard action. This ability can be used in the same turn as a Rally.

Tactical Style Upgrade: At tenth level, a focused tactician adds a bonus to his already existing style as stated below.

Offensive: +1 to melee attacks, +10 speed to all charge attempts

Defensive: +2 to AC (stacks with preexisting bonuses, including Tactical Style level one)

Specialist: +2 extra spells/day or +4 power points (temporary gain, lost when leaving Tactician's 10-foot range)

Stand Your Ground: Allies within 30ft receives an AC bonus equal to the Focused Tactician's Wisdom modifier.

Improvise: At thirteenth level, a focused tactician becomes more adept at unorthodox tactics, and can use more strange ideas to his advantage. He can use his environment, anything around him, as a weapon, building materials, or any other conceivable battle or survival aid. He gains no penalties that would normally be attached with using random items as weapons.

Fool Me Never: At fourteenth level, a focused tactician reduces any bonuses of foes who attack him, or who he attacks, derived from combat expertise, dodge, mobility, or power attack, or other circumstance bonuses to AC, attack rolls or damage rolls, by a number equal to half of the focused tactician's Wisdom modifier.

Don't Let Them Escape: 'Allies' weapons within 30ft have: daze on hit 1d4+1 rounds.

Heroism: The Tactician can push himself once per week to perform a near impossible feat. This is primarily used to turn the tide of a battle.As an immediate action, target ally gains DR7, SR 7+Class level+Int mod, doubles crit range and adds X1 to the weapons multiplier and gains temporary HP equal to 20+1d10+Int mod, grants Freedom of Movement and the target's next die roll is an automatic success for 7 rounds.

Ultimate Tactical Style: The Tactician can gain another bonus to his previously existing tactical style, as shown below.

Offensive: +2 to damage rolls

Defensive: +4 to AC

Specialist: All level 3 or lower spells and psionic powers used within Tactician's range of influence (10 feet) are free of cost

Greater Study: The Tactician gains all information about the selected enemy, and the next 2 attacks against that enemy are guaranteed to hit.

Epic Focused Tactician[edit]

Table: The Epic Focused Tactician

Hit Die: d10

Level Special
21st Study 11/day
22nd Tactics 5/day
23rd Study 12/day
24th
25th Study 13/day, Incredible Focus 6/day
26th Tactics 6/day
27th Study 14/day
28th
29th Study 15/day
30th Incredible Focus 7/day

6 + Int modifier skill points per level.

Human Focused Tactician Starting Package[edit]

Weapons: none.

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Hide 4 Dex
Escape Artist 4 Dex
Jump 4 Str
Move Silently 4 Dex
Climb 4 Str

Feat: Blind-Fight.

Bonus Feat: Run.

Gear: none.

Gold: 20 gp.

Campaign Information[edit]

Playing a <-class name->[edit]

This section is not complete, and needs to be finished. Edit this Page

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors