Tactician (3.5e Class)

From D&D Wiki

Jump to: navigation, search


A combatant whose power does not lie in physical or magical strength, but in mental prowess. Using her exceptional intellect, a Tactician alters the flow of a battle from the rear by providing expertly crafted instructions for her team that ensure maximum efficiency on the battlefield.

Making a Tactician[edit]

A Tactician by herself will not last very long in battle. They rely on their allies to do the heavy lifting while they provide support from the rear, ensuring that their allies are capable of handling any threat they might encounter. She is often an unsung hero in a fight, not playing an integral part in the fight itself but often making a difference behind the scenes. If a tactician is good at what they do, they earn the respect and trust of the entire party.

Abilities: Wisdom is incredibly important for Tacticians as the majority of their skills rely on it, as does several of their class features. Charisma is also very important for a Tacticians skill sets and for rallying his troops around him. Dexterity is useful since Tacticians are limited to light and medium armor and often use ranged weapons while remaining in the back line. Intelligence and Constitution can be useful, but is far from essential for a good Tactician. Strength is the least useful skill for a Tactician.

Races: All races have a need and a use for Tacticians, although it takes a keen wit and impressive charisma to become a truly accomplished Tactician

Alignment: Lawful, they’re strict code and procedures are what make them so incredibly effective.

Starting Age: Simple.

Table: The Tactician

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Study, Mind over Matter
2nd +1 +0 +0 +3 Tactics +1/+1
3rd +2 +1 +1 +3 Battle Focus
4th +3 +1 +1 +4 Masterful Maneuvers, Improved Study (+1 to hit)
5th +3 +1 +1 +4 Rally, Bonus Feat
6th +4 +2 +2 +5 Tactics +2/+2, Improved Study (+2 to hit)
7th +5 +2 +2 +5 Tactical Style
8th +6/+1 +2 +2 +6 Quick Study, Improved Study (+1d6 damage)
9th +6/+1 +3 +3 +6 Obfuscation 1/Day
10th +7/+2 +3 +3 +7 Tactics +3/+3, Improved Study (+3 to hit), Bonus Feat
11th +8/+3 +3 +3 +7 Speech, Tactical Withdrawal
12th +9/+4 +4 +4 +8 Enhanced Tactical Style, Improved Study (+4 to hit)
13th +9/+4 +4 +4 +8 Wisdom of the Void, Obfuscation 2/Day
14th +10/+5 +4 +4 +9 Tactics +4/+4, Improved Study (+2d6 damage)
15th +11/+6/+1 +5 +5 +9 Swift Study, Bonus Feat
16th +12/+7/+2 +5 +5 +10 Obfuscation 3/Day, Improved Study (+5 to hit)
17th +12/+7/+2 +5 +5 +10 Heroic Inspiration
18th +13/+8/+3 +6 +6 +11 Tactics +5/+5, Improved Study (+6 to hit)
19th +14/+9/+4 +6 +6 +11 Obfuscation 4/Day
20th +15/+10/+5 +6 +6 +12 Greater Study, Ultimate Tactical Style

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Knowledge (Any) (Int), Listen (Wis), Martial Study (Int), Profession (Wis), Sense Motive (Wis), Concentrate (Wis), Spot (Wis).

Class Features[edit]

Weapon and Armor Proficiency: Tacticians are proficient with all simple, light and martial weapons, light armor, and no shields.

Study: At 1st level, as a standard action, a Tactician can study a single enemy. They note any weaknesses of the studied enemy add +2 to their critical-threat range when attacking the subject of the study. They can pass this knowledge among their teammates as a full-round action in a later round granting them the same bonuses the Tactician Receives.

Mind over Matter: At 1st level, a Tactician may add his Wisdom to his Fortitude saving throw and Concentration (minimum +1).

Tactics: At 2nd level, a Tactician can begin to coordinate their teammates' movements. As a standard action they can issue orders to the entire party. The party is not compelled to follow these orders but those who do receive a +1 coordination bonus to attack rolls and a +1 coordination bonus to AC. The bonuses provided increase by +1 and +1 respectively at each fourth level after this one. (EX: At 6th level it is +2 to attacks, +2 to AC. At 10th level it is +3 to attacks, +3 to AC. Etc.).

Battle Focus: At 3rd level, the Tactician may attempt to enter a state of extreme focus using a move action. He must make a Concentration check 10 and it lasts 3 + wisdom modifier of rounds. There are 2 different states, Barricaded Mind and Focused Body. Each round he is attacked he must make a Concentration check at the end to maintain his focus (+2 to check for every 5 damage sustained).

Barricaded Mind: Upon entering the state the tactician focuses his mind on defense and careful calculated defense. They gain +4 to Will saves and gains an insight bonus equal to 1 + wisdom bonus to AC (minimum + 2).

Focused Body: Upon entering this state the tactician focuses his body into a deadly weapon ready to strike quickly and deadly precision. They gain an insight bonus equal to wisdom bonus + 1 to damage with all attacks.

Masterful Maneuvers: At 4th 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 they fail to do so you may make an immediate attack of opportunity even if that foe possesses the improved grapple or improved sunder feats.

Improved Study: At 4th level and every 2 beyond add +1 insight bonus to hit or +1 insight bonus against spell resistance, except at 8th and 14th add 1d6 damage die to a characters attack that has been given knowledge from the Tactician. Bonus Feat: at 5th, 10th, and 15th level the Tactician may gain a bonus feat, DMs discretion but they must be related to leadership, Wisdom or Charisma. A few examples would be Leadership, Expert Tactician, Iron Will, Skill Focus (Diplomacy).

Rally: A 5th level, as a move action, a Tactician can call for their party to rally around them. 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 threatened square. This ability can only be used once per encounter.

Tactical Style:At 7th level, a Tactician advances his tactical acumen and adapts quickly to situations. A Tactician upon starting a tactical action can choose a tactical style offensive, defensive, or specialist tactics. Bonuses provided through Tactical Style affect all allies which can hear the Tactician, including the Tactician itself.

Offensive: +2 coordination bonus on attack rolls or +2 coordination bonus versus spell resistance. Once per encounter, a Tactician can enable one ally within range of Tactical Style to reroll their initiative. If the new roll is higher than the original roll they now act on that new count. If it is lower, the ally may choose which roll they wish to act on.

Defensive: +2 Coordination bonus to AC, +2 Coordination bonus on all saving throws.

Specialist: +2 bonus to all Bull Rush, Disarm, Feint, Overrun, Sunder, and Trip attempts.

Quick Study: At 9th level a Tactician has become adept at studying their enemies. They can now use their Study ability as a move action. This ability can be used in the same turn as a Rally. They may also pass on their Study as a Standard action

Obfuscation: At 9th level, with one studied character the Tactician can use a move action to distract a target causing them to be flat footed and can only make a standard action if more than one character is engaged with them

Speech: At 11th level, before an encounter a Tactician may spend up to five minutes giving their group a pep talk or rally speech. All soldiers hearing this speech can gain +2 to any stat of their choosing. The Tactician may only make a speech about an enemy he has knowledge of, and must speak for at least 2 minutes. He can only make a speech once a week.

Tactical Withdrawal: At 11th level, a tactician as a full action may call to his allies to do a tactical withdrawal. The Tactician gains a X2 move and the first square he leaves he does not provoke an attack of opportunity. All allies within hearing range may also gain a move as an immediate action and double their coordination bonus in AC. This ability may only be used once per round

Enhanced Tactical Style: At 12th level the Tactician adds a bonus to his already existing style as stated below. All Abilities stack with the above, for example +2 to AC stacks with the above and becomes +4.

Offensive: +2 to damage, a +2 coordination bonus against spell resistance and +10 to speed of all charge attempts.

Defensive: a +2 Coordination bonus to AC and a +2 Coordination bonus to saving throws (stacks with above).

Specialist: +2 to skill checks and +2 to Initiative.

Wisdom of the Void: At 13th level the Tactician can now enter a 3rd state of focus: Wisdom of the Void, or may use Barricaded Mind and Focused Body as one state of focus.

Wisdom of the Void: Upon entering the state the tactician focuses his mind to such a state he almost withdraws from his body. The Tactician gains an additional move action (which may be used perform an additional Study action). He may also pass a Study to one ally as a move action while in this state.

Swift Study: At 15th level, perform a study as an immediate action. This can only be done once per encounter, any further study actions will require a move action.

Heroic Inspiration: At 17th level, the Tactician can push one party member per week to perform a near impossible feat. This is primarily used to turn the tide of a battle. The Tactician cannot, however, use this on himself. As an immediate action target gains haste, the benefit of his study, adds X1 to the weapons multiplier, gains temporary HP equal to 20 + 1d10 + Charisma modifier and gains Freedom of Movement for 4 + Charisma modifier of rounds. (Can only be used once a week)

Masters Tactical Style: at 20th level, the Tactician can gain another bonus to his previously existing tactical style, as shown below.

Offensive: +1D8 to damage rolls

Defensive: Spell Resistance 5 + Tacticians Level + Tacticians Wisdom Modifier

Specialist: Grant each character one Re-Roll per encounter.

Greater Study: The Tactician gains all information about selected enemy, and the next 3 attacks against that enemy are +10 to hit and add 1 to their critical modifier (Ex. if they’re times X2 they’re now X3).

Campaign Information[edit]

Playing a Tactician[edit]

Religion: Tacticians worship deities of their choice, but will often turn towards combat and good-fortune oriented gods.

Other Classes: Tacticians tend to look down upon less intelligent classes, but they respect anyone who will listen to their ideas and has the ability to bring their plans to fruition.

Combat: Back-line supporters who can influence the battle by instructing their comrades.

Tacticians in the World[edit]

Our path of retreat has been cut off. If you think you can win without me then kill me. Someone, anyone? No takers? Then lets get this done.
—Lelouch Lamperouge, Tactician

Daily Life: Tacticians generally spend their time expanding their knowledge. If they know big battles are coming up, they will ceaselessly research their upcoming enemies with a fervor that the illiterate may find unnerving.

Tactician Lore[edit]

Characters with ranks in Knowledge (History) can research Tacticians to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (History
DC Result
5 Very famous Tactician, known for aiding aspiring world conquerors by the dozens.
10 Information about the nature of Tacticians in general and the Tactician's Guild.
15 The name, location, and founders of the Guild.
20 The first (and greatest) Tactician.

Back to Main Page3.5e HomebrewClassesBase Classes

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