Tactician (3.5e Class)
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|Editing:||Constructive edits welcome|
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
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: Intelligence is incredibly important for Tacticians as the majority of their skills rely on it, as does several of their class features. Charisma and Wisdom are also important for a Tacticians skill sets. Dexterity is useful since Tacticians are limited to light armor. 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 only the more intelligent races can become truly accomplished Tacticians. Elves and Humans are the most likely race to find accomplished Tacticians in.
Starting Age: Simple.
|5th||+3||+1||+1||+4||Study 4/day, Rally|
|7th||+5||+2||+2||+5||Study 5/day, Tactical Style|
|10th||+7/+2||+3||+3||+7||Tactics +6/+3, Quick Study|
|11th||+8/+3||+3||+3||+7||Study 7/day, Speech|
|12th||+9/+4||+4||+4||+8||Enhanced Tactical Style|
|13th||+9/+4||+4||+4||+8||Study 8/day, Inspiration|
|19th||+14/+9/+4||+6||+6||+11||Study 11/day, Heroism|
|20th||+15/+10/+5||+6||+6||+12||Greater Study, Ultimate Tactical Style|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Tacticians are proficient with all simple and light weapons, light armor, and no shields.
Study: At first level, as a full-round action, a Tactician can study a single enemy. She notes any weaknesses of the studied enemy granting her double critical-threat range when attacking the subject of the study. She can pass this knowledge among her teammates as a full-round action in a later round granting them the same double critical threat range. At first level a Tactician can use this ability twice per day and gains one aditional use of this ability at each odd numbered level.
Tactics: Starting at 2nd level a 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 Tactician can use this ability a number of times per day equal to 3 + their Intelligence modifier.
Rally: Starting at 5th 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.
Tactical Style: At 7th level, a tactician begins to develop her own style of command. A Tactician chooses to focus on offensive, defensive, or specialized tactics. Bonuses provided throguh Tactical Style affect all allies within 50 ft. of the Tactician, including the Tactician herself.
Offensive: +2 bonus on attack rolls. 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: +1 bonus to AC, +1 bonus on all saving throws.
Specialist: +2 bonus to all Bull Rush, Disarm, Feint, Overrun, Sunder, and Trip attempts.
Quick Study: Starting at 10th 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: The 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)
Speech: Before a major battle or large-scale engagement, a Tactician may spend up to five minutes giving his group a pep talk or rally speech. All soldiers hearing this speech can gain +1 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.
Inspiration: The 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 or as building materials, or as any other conceivable battle or survival aid.
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.
Heroism: 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 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 and grants Freedom of Movement 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 selected enemy, and the next 3 attacks against that enemy are guaranteed to hit.
Playing a Tactician
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
|“||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.
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.
|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.|