Tactical Fighter (3.5e Class)
From D&D Wiki
The Tactical Fighter is an alternative class to the regular fighter which specialises on special moves and tactics.
A full-fledged tactical fighter wears out their enemies, supports his team and absorbs hits for his team.
The tactical fighter overall gains more fighter feats than the fighter but cannot select which one he wants. The feats he gains are all in different combat areas at the first 9 levels. Making specialisation harder but opening up more playstyles.
Making a Tactical Fighter
Making a Tactical Fighter is easy because it starts out as a fighter with selected feats. However it depends on the players understanding of combat maneuvers on how easy it is to play a tactical fighter.
Abilities: Strength is important for dealing damage with weapons, as well as a bonus on most combat maneuvers. Constitution is required to sustain the damage from your opponent. At level 5 and 10, the Tactical Fighter uses his Intelligence to improve combat maneuvers and tactics. The tactical fighter does not need to meet any requirements to gain any of her class feats.
Races: Tactical fighters are usually human but are found in any race.
Alignment: The best of strategies and tactics are quite immoral and unhonorable. Keep that in mind when picking alignment.
|1st||+1||+2||+0||+2||Improved Aid Another, Combat Expertise|
|2nd||+2||+3||+0||+3||Improved Bull Rush,Power Attack|
|4th||+4||+4||+1||+4||Improved Sunder, Tactical Defense|
|5th||+5||+4||+1||+4||Tactical Intelligence, Group Tactics|
|6th||+6/+1||+5||+2||+5||Improved Overrun, Superior Expertise|
|10th||+10/+5||+7||+3||+7||Improved Initiative, +5 ft land speed|
|11th||+11/+6/+1||+7||+3||+7||Endurance, Whirlwind Attack|
|15th||+15/+10/+5||+9||+5||+9||Group Tactics (x2), Tactical Armor, +5 ft Reach|
|20th||+20/+15/+10/+5||+12||+6||+12||Tactical Intelligence (x2), +10 ft land speed|
All of the following are class features of the Tactical Fighter.
Bonus Feats: A tactical fighter gains certain bonus combat feats each level as shown in the level advancement table. The tactical fighter does not need to meet any requirements to gain these class feats. If the tactical fighter already has one of these feats, he can instead choose another fighter feat if he meets the requirements.
Tactical Defense (Ex): At level 4, the Tactical fighter may choose to add his Intelligence bonus to armor class or reflex. At level 8 he gain his Intelligence bonus to both AC and reflex rolls.
Tactical Intelligence (Ex): At level 5, the tactical fighter gains his Intelligence bonus (max 6) to all rolls associated with Special Combat attacks and to his initiative roll. (i.e.: touch-attack rolls, damage rolls and grapple checks made during a grapple) This ability is always active. At level 20 this bonus is doubled (to a max of 12 total).
Group Tactics (Ex): At level 5, the Tactical fighter may bestow one of his combat feats to all his allies once per three rounds as an immediate action. The allies are not required to meet the requirements of the feat nor are they forced to use the feat either. Group Tactics lasts for three rounds and can be used a number of times per day equal to 1 + Int modifier. This ability can be used when asked to roll initiatives. At level 15 this ability shares two feats instead of one at the same cost.
Tactical Armor (Ex): At level 15, the Tactical fighter may ignore any armor requirements or armor penalties from his feats. If a feat is shared with Group Tactics, his allies may ignore the armor requirements or armor penalties for the shared feat as well.