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Base Class: Tactician
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<blockquote data-quote="TheCrazyMuffinMan" data-source="post: 3657843" data-attributes="member: 53470"><p>Tactician (normal class)</p><p></p><p>A tactician desires to give his allies a tactical edge over his foes. He is most proficient in abilities that affect his allies or his foes directly. Eventually, he learns to do this through magical means.</p><p></p><p>Attack Bonus: Full </p><p>Good Saves: Ref</p><p>Hit Die: d8</p><p>Proficiencies: Simple and ranged weapons, light armor.</p><p>Spell type: Arcane</p><p>Spell requisite: Int</p><p>Alignment: Any</p><p>Spell Progression: As Ranger, only with arcane spells.</p><p>Caster level: 1/2 of tactician level, starting at 4th. It is a dash from levels 1 to 3.</p><p></p><p>Skill progression: 6+Int mod</p><p></p><p>Class skills: Spellcraft, Knowledge(arcana), Knowledge (dungeoneering), Jump, Tumble, Balance, Climb, Bluff, Diplomacy, Hide, Move Silently, Listen, Spot, Search, Intimidate, Profession, Escape Artist, Survival, Use Magic Device.</p><p></p><p>Class powers:</p><p></p><p>Precise Gesture (Ex): A tactician gets no penalty to the use of arcane spells while in light armor.</p><p></p><p>Arcane Efficiency (Su): n times per day, A tactician may get a +2 circumstance bonus added to either the save DC of his next spell, his next spell touch attack roll or his next caster level check against spell resistance. This must be announced before the action.</p><p></p><p>Arcane Attack (Su): A tactician can use a prepared spell slot to imbue the spell in question onto his next attack. If the attack succeeds, it triggers the spell in question on the defender. This may only be used with a ranged weapon or a weapon that the tactician has Weapon Finesse for, and the spell must be capable of affecting a single target. This counts as a spell for all practical purposes, and can be dealt with as such. The "caster" in this case is the weapon, and the caster level is always your own.</p><p></p><p></p><p>Tactical Resistance (Ex): A tactician gets his intelligence bonus to his saving throws against spells.</p><p></p><p>Inerrancy (Ex): n/day (indicated by tactician level), a tactician may announce that his next attack roll automatically hits. This can be used with other tactician class powers, but not other abilities or powers that require active use. (Ex: You can't use Power Attack with inerrancy.)</p><p></p><p>An inerrant attack is still rolled to determine the chance for a critical hit. The confirmation roll is unaffected by this ability. If an attack would be penalized by concealment, cover, or a negative modifier that is at least equal than the tactician's dexterity modifier, it can't be made inerrant.</p><p></p><p>Synchronicity (Ex): The tactician knows how to move in sync with others as needed. Whenever he uses an Aid Another, he adds a his intelligence bonus to the bonus provided by this use. Also, whenever he delays, he gets a +1 circumstance bonus for every 5 points sacrificed in the delay action, to actions requiring a roll on his turn</p><p>Surefooted (Ex): The tactician gains the ability to act as though he was under Freedom of Movement, a number of times per day equal to his Dexterity bonus, and for a number of rounds equal to his tactician level.</p><p></p><p>Greater Weapon Finesse (Ex): (Weapon finesse feat applies for all weapons that could be legally attached to Weapon Finesse.)</p><p></p><p>Resistance is Futile (Su): A number of times equal to his or her intelligence bonus, whenever the tactician targets someone with a spell, he may force the defender to roll his saving throw twice, taking the lower result.</p><p></p><p>1st- +10 movement speed, Weapon Finesse</p><p>2nd- Combat Expertise, Improved Initiative</p><p>3rd, 6th, 9th, 12th, 15th, 18th- Inerrancy</p><p>4th, 8th, 12th, 16th, 20th- Arcane Efficiency</p><p>4th- Precise Gesture</p><p>5th- Leadership feat free, Tactical Resistance </p><p>7th- +20 movement speed, Combat Reflexes</p><p>10th- Arcane Attack, Synchronicity</p><p>13th- +30 movement speed, Expert Tactician</p><p>14th- Superior Initiative</p><p>15th- Surefooted</p><p>17th- Resistance is Futile</p><p>19th- +40 movement speed</p><p></p><p></p><p></p><p>Spell capabilities:</p><p></p><p>1- daze+, flare+, detect magic, read magic, touch of fatigue+, resistance, prestidigitation, endure elements, hold portal, protection from (alignment descriptor), shield, mage armor, obscuring mist, true strike, charm person+, hypnotism, sleep+, color spray, disguise self, ventriloquism, magic aura, cause fear+, ray of enfeeblement+, expeditious retreat, feather fall, jump, magic weapon, command+, doom+</p><p></p><p>2- arcane lock, obscure object, protection from arrows, resist arrows, glitterdust+, fog cloud, web, see invisibility, daze monster+, hideous laughter+, touch of idiocy+, darkness, death knell+, gust of wind, blur, hypnotic pattern, invisibility, mirror image, misdirection, blindness+, deafness+, ghoul touch+, scare+, spectral hand, alter self, (all attribute increasing spells of this level), darkvision, pyrotechnics, levitate, spider climb, lesser confusion+</p><p></p><p>3- dispel magic, nondetection, magic circle against (alignment descriptor), protection from energy, stinking cloud, arcane sight, clairaudience, deep slumber+, heroism, hold person+, clairvoyance, wind wall, displacement, invisibility sphere, halt undead+, ray of exhaustion+, blink, fly, gaseous form, haste, keen edge, greater magic weapon, slow+</p><p></p><p>4- dimensional anchor, lesser globe of invulnerability, stoneskin, dimension door, solid fog, detect scrying, charm monster+, confusion, crushing despair, resilient sphere, greater invisibility, illusory wall, rainbow pattern, bestow curse+, contagion+, fear, polymorph, freedom of movement, dismissal+, death ward, enervation+, triple foul+ (homebrewed spell)</p><p></p><p>+: Usable with Arcane Attack</p><p></p><p></p><p>A tactician can use any spell in these categories, but he must prepare his spells in advance.</p><p></p><p>Is it balanced?</p></blockquote><p></p>
[QUOTE="TheCrazyMuffinMan, post: 3657843, member: 53470"] Tactician (normal class) A tactician desires to give his allies a tactical edge over his foes. He is most proficient in abilities that affect his allies or his foes directly. Eventually, he learns to do this through magical means. Attack Bonus: Full Good Saves: Ref Hit Die: d8 Proficiencies: Simple and ranged weapons, light armor. Spell type: Arcane Spell requisite: Int Alignment: Any Spell Progression: As Ranger, only with arcane spells. Caster level: 1/2 of tactician level, starting at 4th. It is a dash from levels 1 to 3. Skill progression: 6+Int mod Class skills: Spellcraft, Knowledge(arcana), Knowledge (dungeoneering), Jump, Tumble, Balance, Climb, Bluff, Diplomacy, Hide, Move Silently, Listen, Spot, Search, Intimidate, Profession, Escape Artist, Survival, Use Magic Device. Class powers: Precise Gesture (Ex): A tactician gets no penalty to the use of arcane spells while in light armor. Arcane Efficiency (Su): n times per day, A tactician may get a +2 circumstance bonus added to either the save DC of his next spell, his next spell touch attack roll or his next caster level check against spell resistance. This must be announced before the action. Arcane Attack (Su): A tactician can use a prepared spell slot to imbue the spell in question onto his next attack. If the attack succeeds, it triggers the spell in question on the defender. This may only be used with a ranged weapon or a weapon that the tactician has Weapon Finesse for, and the spell must be capable of affecting a single target. This counts as a spell for all practical purposes, and can be dealt with as such. The "caster" in this case is the weapon, and the caster level is always your own. Tactical Resistance (Ex): A tactician gets his intelligence bonus to his saving throws against spells. Inerrancy (Ex): n/day (indicated by tactician level), a tactician may announce that his next attack roll automatically hits. This can be used with other tactician class powers, but not other abilities or powers that require active use. (Ex: You can't use Power Attack with inerrancy.) An inerrant attack is still rolled to determine the chance for a critical hit. The confirmation roll is unaffected by this ability. If an attack would be penalized by concealment, cover, or a negative modifier that is at least equal than the tactician's dexterity modifier, it can't be made inerrant. Synchronicity (Ex): The tactician knows how to move in sync with others as needed. Whenever he uses an Aid Another, he adds a his intelligence bonus to the bonus provided by this use. Also, whenever he delays, he gets a +1 circumstance bonus for every 5 points sacrificed in the delay action, to actions requiring a roll on his turn Surefooted (Ex): The tactician gains the ability to act as though he was under Freedom of Movement, a number of times per day equal to his Dexterity bonus, and for a number of rounds equal to his tactician level. Greater Weapon Finesse (Ex): (Weapon finesse feat applies for all weapons that could be legally attached to Weapon Finesse.) Resistance is Futile (Su): A number of times equal to his or her intelligence bonus, whenever the tactician targets someone with a spell, he may force the defender to roll his saving throw twice, taking the lower result. 1st- +10 movement speed, Weapon Finesse 2nd- Combat Expertise, Improved Initiative 3rd, 6th, 9th, 12th, 15th, 18th- Inerrancy 4th, 8th, 12th, 16th, 20th- Arcane Efficiency 4th- Precise Gesture 5th- Leadership feat free, Tactical Resistance 7th- +20 movement speed, Combat Reflexes 10th- Arcane Attack, Synchronicity 13th- +30 movement speed, Expert Tactician 14th- Superior Initiative 15th- Surefooted 17th- Resistance is Futile 19th- +40 movement speed Spell capabilities: 1- daze+, flare+, detect magic, read magic, touch of fatigue+, resistance, prestidigitation, endure elements, hold portal, protection from (alignment descriptor), shield, mage armor, obscuring mist, true strike, charm person+, hypnotism, sleep+, color spray, disguise self, ventriloquism, magic aura, cause fear+, ray of enfeeblement+, expeditious retreat, feather fall, jump, magic weapon, command+, doom+ 2- arcane lock, obscure object, protection from arrows, resist arrows, glitterdust+, fog cloud, web, see invisibility, daze monster+, hideous laughter+, touch of idiocy+, darkness, death knell+, gust of wind, blur, hypnotic pattern, invisibility, mirror image, misdirection, blindness+, deafness+, ghoul touch+, scare+, spectral hand, alter self, (all attribute increasing spells of this level), darkvision, pyrotechnics, levitate, spider climb, lesser confusion+ 3- dispel magic, nondetection, magic circle against (alignment descriptor), protection from energy, stinking cloud, arcane sight, clairaudience, deep slumber+, heroism, hold person+, clairvoyance, wind wall, displacement, invisibility sphere, halt undead+, ray of exhaustion+, blink, fly, gaseous form, haste, keen edge, greater magic weapon, slow+ 4- dimensional anchor, lesser globe of invulnerability, stoneskin, dimension door, solid fog, detect scrying, charm monster+, confusion, crushing despair, resilient sphere, greater invisibility, illusory wall, rainbow pattern, bestow curse+, contagion+, fear, polymorph, freedom of movement, dismissal+, death ward, enervation+, triple foul+ (homebrewed spell) +: Usable with Arcane Attack A tactician can use any spell in these categories, but he must prepare his spells in advance. Is it balanced? [/QUOTE]
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