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Tactician

Tacticians exploit the weaknesses of enemies, and help their allies in taking down particularly dangerous threats. The Tactician may be deemed as a support-type, however they can also hold their own in battle and are certainly not slouches when it comes to fending for themselves.

Alignment: Any.

Hit Die: d8

Class Skills

The tactician’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex)

Skill Ranks per Level: 4 + Int modifier.

Table: Tactician
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Tactical training, thoughtful step, tactical technique
2nd +1 +0 +3 +3 Coordination +1/+1
3rd +2 +1 +3 +3 Battle focus, tactical technique
4th +3 +1 +4 +4 Specialized tactics
5th +3 +1 +4 +4 Rally, tactical technique
6th +4 +2 +5 +5 Coordination +2/+2
7th +5 +2 +5 +5 Tactical style, tactical technique
8th +6/+1 +2 +6 +6 Deadly knowledge
9th +6/+1 +3 +6 +6 Opportune strike, tactical technique
10th +7/+2 +3 +7 +7 Coordination +3/+3, evasion
11th +8/+3 +3 +7 +7 Speech, tactical technique
12th +9/+4 +4 +8 +8 Enhanced tactical style
13th +9/+4 +4 +8 +8 Void’s intellect, tactical technique
14th +10/+5 +4 +9 +9 Coordination +4/+4
15th +11/+6/+1 +5 +9 +9 Enhanced deadly knowledge, tactical technique
16th +12/+7/+2 +5 +10 +10 Improved speech
17th +12/+7/+2 +5 +10 +10 Master tactical style, tactical technique
18th +13/+8/+3 +6 +11 +11 Coordination +5/+5
19th +14/+9/+4 +6 +11 +11 Tactical technique
20th +15/+10/+5 +6 +12 +12 Heroic inspiration

Class Features

All of the following are class features of the tactician.

Weapon and Armor Proficiency

Tacticians are proficient with all simple and martial weapons. They are also proficient with light and medium armor.

Tactical Training (Ex)

At 1st level, a Tactician receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the tactician can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the tactician possesses. Allies do not need to meet the prerequisites of these bonus feats. The tactician can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Tactician levels stack with levels from other classes (such as Cavalier) which grant the Tactician special ability.

Thoughtful Step (Ex)

A Tactician adds his Intelligence Modifier to his Reflex Saves. This functions similar to the Paladin’s Divine Grace ability. Thoughtful Step and Divine Grace do not stack; instead the Tactician takes whichever modifier is higher and adds it to his Reflex.

Tactical Technique

The Tactician learns new techniques and ways of aiding his allies in times of need, as well as strategies he can use against the enemy. At 1st level and every odd levels thereafter, the Tactician gains a new Tactical Technique. Unless specifically noted, the Tactician cannot select a Tactical Technique more than once. The save DC for Tactical Techniques are 10 + half Tactician level + intelligence modifier.

Art of Brutality
Prerequisites: Strength 13
Description: The Tactician makes an especially savage display with his weapon in hand. Upon killing an enemy he can make an intimidate check using his bonus to damage onto the intimidate roll.

Art of Protection
Prerequisites: None
Description: The Tactician as a swift action can grant one ally within 5 ft of him an insight bonus to AC equal to his intelligence modifier. This lasts for 1 round plus 1 additional round for every 3 tactician levels.

Art of Society
Prerequisites: Charisma 13
Description: The Tactician can use a successful Diplomacy check to increase someone’s attitude towards you by two steps as opposed to one step.

Art of Survival
Prerequisites: Tactician 9th level
Description: A number of times per day equal to his intelligence modifier the Tactician can roll a fortitude save to not fall unconscious when brought below 0 hit points and automatically stabilize. His hit points do not lower beyond -1 even if the damage would kill him. The DC of this save is equal to 15 + total damage dealt with the attack.

Calculated Strike
Prerequisites: None
Description: The Tactician as a swift action can grant one ally within 5 ft. of him an insight bonus to damage rolls equal to his intelligence modifier. This lasts for 3 rounds.

Tactician’s Terrain
Prerequisites: None
Description: Select a terrain from the Ranger’s favored terrain list. While in this terrain, the Tactician receives their Coordination bonus without needing to use the ability. Only the tactician benefits from this ability.

Trained Ineptitude
Prerequisites: Wisdom 8 (or lower)
Description: The Tactician can use their Intelligence modifier instead of Wisdom modifier for the following skills: Perception, Profession, and Sense Motive.

Ratfolk Formation
Prerequisites: Ratfolk, Swarming racial ability
Description: If at least one of the Ratfolk using the Swarming ability is a Tactician, the two Ratfolk gain +2 to Hit and AC.

Redoublement Strike
Prerequisites: Int 17, Caster Level 5th
Description: If True Strike is cast upon the Tactician, they gain a +5 Insight bonus to damage rolls while True Strike is active.

Intelligent Wordplay
Prerequisites: None
Description: The Tactician gains a bonus to one Charisma based skill check equal to his intelligence modifier usable a number of times per day equal to his intelligence modifier.

Pinpoint Targeting
Prerequisites: Int 15, Point Blank Shot
Description: If the opponent is in range so the tactician would gain bonuses from the Point Blank Shot feat, they gain an additional amount of damage equal to their Intelligence modifier along with the bonuses presented by Point Blank Shot.

Slashing Finish
Prerequisites: Tactician 17th level
Description: The Tactician makes a single attack at his highest attack modifier against an enemy. If the attack hits, they take damage from the attack and are considered prone. If the enemy is still in the prone position on his next turn from this attack, the tactician can use this ability once more to attempt to slay the enemy forcing them to make a Fortitude Save.

Indignation
Prerequisites: Intimidate 5 ranks, Tactician 5th level
Description: Make a single intimidate attempt against an opponent. Doing so causes the opponent to be flat-footed instead of the normal shaken effect. This cannot be coupled with any intimidation feats. Doing this is a standard action which does not provoke attacks of opportunity.

Righteous Wordplay
Prerequisites: Int 15, levels in a divine spellcasting class
Description: Tacticians are able to substitute their Wisdom/Charisma for their Intelligence (if it is higher) as their casting stat for any divine spellcasting classes they have.

Demand Respect
Prerequisites: Young Character
Description: A number of times per day equal to their Intelligence modifier, they can garner the attention of all adults in a 30 ft. radius, to which they will respond concerned granting a +2 bonus on Diplomacy checks when speaking to an adult. If the character reaches adulthood and still has this Tactical Technique, they can swap it out for another Tactical Advantage.

Gleam of Brilliance
Prerequisites: Tactician 9th level, Combat Expertise
Description: The Tactician can sacrifice a number of HP equal to his constitution score to gain a bonus to damage equal to half of what was sacrificed. Additionally, they may sacrifice AC for bonuses to hit (maximum of -8 AC/+8 Hit).

Overcharge Bonus
Prerequisites: Tactician 13th level.
Description: For a number of rounds equal to the half the Tactician’s level he can ‘overcharge’ the bonus on one stat increasing item he is wearing. Doing so is a full-round action, and upon completion the stat increasing item increases the bonus it grants by 2. Once the duration ends, the item loses its bonus to the Tactician’s stats for 24 hours.

Improved Overcharge
Prerequisites: Tactician 15th level, Overcharge Bonus
Description: Increase the effect of Overcharge Bonus to a +4 instead of a +2.

Advantageous Strike
Prerequisites: Tactician 5th level
Description: Gain a +4 to hit against opponents suffering from a status effect. This bonus does not increase with the severity of the effect.

Painstaking Effort
Prerequisites: Int 15, Craft (Any)
Description: The Tactician reduces the DC to make a masterwork item by 5.

Guided Strike
Prerequisites: None
Description: Grant an adjacent ally a +2 bonus to attack rolls against a single enemy. This expends the Tactician’s attack of opportunity.

Coordinated Stealth
Prerequisites: Stealth 5 ranks
Description: Grant the Tactician’s correlation to any allies using stealth during combat or while in danger, and he is within 30 feet of the one stealthing.

Fighter Training
Prerequisites: Tactician 11th level
Description: Gain a bonus combat feat using half the Tactician’s level as their Fighter level for the sake of prerequisites.

Unnatural Discipline
Prerequisites: Any Knowledge 5 ranks
Description: Once a Knowledge check is made against an enemy, the Tactician can once per day gain a bonus on damage rolls equal to their ranks in the Knowledge used to identify the enemy. This lasts until the enemy is slain, or until the battles end.

No Language Barrier
Prerequisites: Linguistics 5 ranks
Description: Once per day as a free action, the Tactician can learn to read, write, speak, and understand a language not already on his language list. This cannot be used to learn Druidic, Protean, or languages the GM may not allow.

Sharp and also Sharp
Prerequisites: Int 15, Tactician 9th level
Description: Substitute strength for intelligence for attack and damage rolls. Due to this however, the damage modifier is considered a precision bonus, enemies immune to precision damage do not take the extra damage granted by intelligence.

Guided by the Gods
Prerequisites: Must worship a deity
Description: All insight bonuses become Sacred (if the Tactician is good) or Profane (if the Tactician is evil). If the Tactician is neutral, choose one.

Familiar
Prerequisites: Must be selected at 3rd level
Description: Gain a Familiar as a Wizard of your level. This cannot be selected alongside Animal Companion.

Animal Companion
Prerequisites: Must be selected at 3rd level
Description: Gain an Animal Companion as a Druid of your level. This cannot be selected alongside Familiar.

Intelligent Scrapper
Prerequisites: Improved Unarmed Strike, Tactician 5th level.
Description: Unarmed Strikes deal damage as a monk 4 levels lower (minimum 1st level).

Sea Fairer
Prerequisites: Tactician 9th level
Description: Gain the Tactician’s coordination bonus to Profession (Sailor) checks, and while in combat on a ship, insight bonuses are doubled, and Freedom of Movement is always active (however only while on the ship).

Coordination (Ex)

At 2nd level, a Tactician can begin to coordinate their teammates’ movements. As a move action they can issue orders to the entire party, telling where and how to strike. The party is not forced to listen to their orders but those who do receive a +1 insight bonus to attack rolls and a +1 insight bonus to AC. The bonuses provided increase by +1 and +1 respectively at each fourth level after this one. This bonus lasts for 3 rounds plus an additional round for every Tactician level he possesses.

Battle Focus (Ex)

At 3rd level, the Tactician may attempt to enter a state of extreme focus using a move action. This lasts Intelligence modifier of rounds, plus any additional rounds they maintain their Concentration. There are 2 different states: Barricaded Mind and Focused Body. At the end of each round after the end of the duration he must make a Concentration check at the end to maintain his focus (the DC is equal to 10 plus 2 for every 5 damage below their maximum hit points).

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

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

Specialized Tactics (Ex)

At 4th level the Tactician may grant a single ally within 30 feet the effects of a teamwork feat, however the Tactician can use any teamwork feat he currently has for this ability. Using this expends a use of Tactical Training.

Rally (Ex)

At 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 take an immediate action to move up to their base movement speed towards the Tactician. 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 (Ex)

At 7th level, a Tactician advances his tactical acumen and adapts quickly to situations. A Tactician using his Coordination also grants one of these abilities to his allies. On their turn or when first granting the ability the Tactician must choose between Offensive, Defensive, and Specialist bonuses to be granting to their allies.

  • Offensive: +2 insight bonus on attack rolls or +2 insight bonus versus spell resistance.
  • Defensive: +2 insight bonus to AC or +2 insight bonus on all saving throws.
  • Specialist: +2 Initiative and once per encounter, a Tactician can enable one ally within 30 feet 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.

Deadly Knowledge (Ex)

At 8th level a Tactician has become adept at studying their enemies and exploiting their weaknesses. As part of an attack, the Tactician can make a Knowledge check on the creature using any Knowledge skill he has trained in place of the regular check against the enemy. The DC for the knowledge check is 10 + the creatures hit dice. If he succeeds, the Tactician adds an additional amount of d6 to their damage roll equal to half their Tactician level. If the Knowledge roll is successful, an enemy cannot be affected by this ability for 24 hours.

Opportune Strike (Ex)

At 9th level the Tactician can make a single attack as a standard action, and the enemy must make a fortitude save DC = 10 + half tactician level + intelligence modifier. Upon a failed save, the enemy has one of the following status effects placed upon him along with the normal damage dealt; Sickened, Shaken, or Fatigued. This status effect lasts for a number of rounds equal to 3 + half the Tactician’s level.

Speech (Ex)

At 11th level, before an encounter a Tactician may spend time giving their group a pep talk or rally speech. All allies hearing this speech gain a temporary +2 insight bonus 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 use this ability a number of times per day equal to his intelligence modifier. The bonuses from the speech takes place only during the fight with the enemy, and lasts until the end of the fight.

Superior Intellect (Ex)

At 11th level, when the Tactician uses an ability or rolls a check that requires the use of his Intelligence modifier, he may double the bonus his intelligence modifier grants. He may only use this once per day. For example on a skill roll like Knowledge (Local) he normally has a +4 bonus, however using this ability he is counted as having a +8 instead.

Enhanced Tactical Style (Ex)

At 12th level the Tactician increases the bonuses granted by their Tactical Style in the following ways.

  • Offensive: +2 insight to damage, a +2 insight bonus against spell resistance and +10 insight bonus to land speed.
  • Defensive: +2 insight bonus to AC and a +2 insight bonus to saving throws.
  • Specialist: +2 to skill checks and +2 to Initiative.

Void’s Intellect (Ex)

At 13th level the Tactician may now enter a 3rd state of focus known as the Void’s Intellect or may use Barricaded Mind and Focused Body as a if it were a single state of focus.

Void’s Intellect: 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 and swift action on their turn.

Enhanced Deadly Knowledge (Ex)

At 15th level, the Tactician’s Deadly Knowledge ability’s d6 become d8 instead, however the DC increases to 20 + creature’s hit dice.

Improved Speech (Ex)

At 16th level, the words spoken by the Tactician during his speech ability are particularly powerful and moving; increase the stat bonus granted by this by 2. Alternatively the stat bonus can be split between two scores granting a +2 insight bonus to one ability score and a +2 to another.

Master Tactical Style (Ex)

At 17th level, the Tactician can gain another bonus to his previously existing tactical style, as shown below.

  • Offensive: +4d8 to damage rolls.
  • Defensive: Spell Resistance 15 + Tacticians Level + Tacticians Intelligence Modifier
  • Specialist: Grant each character one Re-Roll per encounter.

Heroic Inspiration (Ex)

At 20th level, the Tactician can push one party member to perform a near impossible feat, the Tactician cannot however use this on himself. As an immediate action the target gains haste, the benefit of his Tactical Style, adds x1 to the weapons multiplier, gains temporary HP equal to 50 + 8d10 + the Tactician’s Intelligence modifier and gains Freedom of Movement; this all lasts for 4 + Intelligence modifier rounds. The target is exhausted for half the duration afterwards. This can only be used once per day, and requires the Tactician to know who he is using this ability on personally.