Adventurous Tactician [Archive] - Wizards Community

Post/Author/DateTimePost
Red Jabberwock

05-01-04, 09:52 PM
My first attempt at a PrC, originally intended as a special class for commanders or clerics of the Red Knight. The 'machina' ability of the class stems from the over-abundance of golems in my campaign (a problem my players get to fix the hard way ;)). Comments are welcome on balance issues. I'd like to thank whoever made up the Siege Engineer feat, because it is cool, but now I can't find where I got it. If anyone knows, post it so I can give that person credit for their neato feat.

Adventurous Tactician
Foresight and planning are the weapons of choice for Adventurous Tacticians, who lead their soldiers, companions, or minions to victory with cunning strategy. Using their knowledge of warfare they can turn the tide of battle against any foe. Tacticians are not the most effective combatants on the front, but they supplement their fighting prowess with knowledge of siege weaponry, golems, mage-fighting, and ecclectic information regarding regional tactics and dungeoneering.
Hit Die: d6

BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Inspire Courage, Siege Engineer
2. +1 +0 +3 +3 Historical Tactics, Ambush +1
3. +2 +1 +3 +3 Spellcasting Tactics
4. +3 +1 +4 +4 Tactical Nuance, Ambush +2
5. +4 +1 +4 +4 Inspire Genius
6. +5 +2 +5 +5 Analyze Machina, Ambush +3
7. +6/1 +2 +5 +5 Status
8. +6/1 +2 +6 +6 Tactical Nuance, Ambush +4
9. +7/2 +3 +6 +6 Tactical Nuance, Siege Defense
10.+8/3+3 +7 +7 Tactical Nuance, Ambush +5



Requirements:
In order to become an Adventurous Tactician, a character must fulfill all the following criteria.
Skills: Diplomacy 2 Ranks, Knowledge (Architecure and Engineering) 2 Ranks, Knowledge (Geography) 2 Ranks, Knowledge (Dungeoneering) 2 Ranks, Knowledge (History) 4 Ranks.
Feats: Formation Expert (see Complete Warrior), Combat Expertise, Iron Will

Class Skills:
The Adventurous Tactician's class skills (and the key ability for each) are Bluff (STR), Concentration (CON), Craft (INT), Diplomacy (CHA), Forgery (INT), Intimidate (CHA), Knowledge (Architecture and Engineering) (INT), Knowledge (Dungioneering) (INT), Knowledge (Geography) (INT), Knowledge (History) (INT), Listen (WIS), Profession (WIS), Ride (DEX), Search (INT), Sense Motive (WIS), Spot (WIS).

Skill Points at Each Level: 4 + Int Modifier

Class Features
All the following are features of the Adventurous Tactician PrC.

Weapon and Armor Proficiency: Adventurous Tacticians gain no new weapon or armor proficiencies.

Spells Per Day: Adventurous Tacticians gain new spells per day and spells known as though they gained a level in a spellcasting class they belonged to before adding the prestige class, but only at class levels 3, 4, 5, 7, 8, 9, and 10. No other benefits for gaining a level in that class are gained except for an increased effective level of spellcasting.

"Remember the Alamo!"
Inspire Courage: 1/day/3 class levels (to a maximum of 3 uses per day at class level 9), you can grant all allies within 30 ft a +1 bonus to saves vs Fear and Charm effects, as well as a +1 bonus to attack and weapon damage rolls. This effect lasts 1 round per 2 class levels + your INT modifier (to a maximum of 5 rounds + INT modifier at level 10). This does not stack with the Bardic Music ability of the same name.

Agrippa smiled grimly. Octavian's fleet was within range of the hidden ballista emplacements, and his mercenary army would never reach the shores of Andavion. Agrippa savored the irony of turning Octavian's tactical genius into a tactical disaster as he signaled the ambush to begin.
Siege Engineer: You make all Siege-related checks and related attack rolls with a +4 competence bonus, or grant an identical +2 morale bonus to anyone you direct in the operation of siege weapons.

"Of course!" cried Agrippa. "This is a 4th century Elven Classical tomb! There should be a hidden alcove directly across from the recessed pediment!"
"You are the nerdiest warrior ever," grumbled Simon.
Historical Tactics: Your study of old engagements and past encounters pays off, allowing you to substitute any Bluff or Survival check, or Forgery Check to produce false military orders, with a Knowledge (History) check at will. Additionally, you gain a +2 Synergy bonus to Hide and Disable Device checks made indoors for every 5 ranks in Knowledge (Architecture and Engineering) you possess.

"The advantage of foresight, as usual, is mine."
Ambush +1: You gain +1 to initiative checks. Furthermore, if your action is first in an encounter, you gain a 1d6 Tactical damage bonus if you make a successful attack during the action, or you cast any spell with a +1 DC Tactical bonus if the cast time for the spell is 1 standard action or less. These bonuses only apply to attacks made or spells cast in the first round of combat, and only if your action is first. This stacks with the effects of Improved Initiative, Sneak Attacks, and any Spell Focus Feats. At every even class level, the bonus to initiative checks increase by 1, but the other bonuses do not change.

"Someone cover that wizard!" Shouted Miel. "The last thing we need is another fireball wiping us out!"
"I've got him. You know, I still haven't made back the gold it cost to have you raised," Agrippa noted.
Spellcasting Tactics: When an enemy spell caster casts on the defensive when standing in a square you threaten, the caster does not benefit from the Combat Casting Feat. Additionally, your spell progression continues (See Spells Per Day)

"I call it the Agrippa Feint." The tactician began. "It combines Fadronic supply chain tactics with Octavian's over-land stealth-"
"But what does it do?" Interrupted Miel.
"It makes us sneakier out in the wilderness," Sighed Agrippa.
"Oh. Then why did you give it such a dumb name?"
Tactical Nuance: You gain a tactical maneuver from the list below.
Camoflauge: +2 Tactical Bonus to Hide and Disguise checks
Retreat: +2 Tactical Bonus to Escape Artist and Ride checks
Demoralize: +2 Tactical Bonus to Bluff and Intimidate checks
Nimble Evasion: +2 Tacitcal Bonus to Jump and Tumble checks
Entrench: +2 Tactical Bonus to Concentration and Balance checks
Raconnaissance: +2 Tactical Bonus to Gather Information and Spot checks
Infiltrate: +2 Tactical Bonus to Move Silently and Survival checks
Med-Evac: +2 Tactical Bonus to Heal and Use Rope checks
Special Ops: +2 Tactical Bonus to Swim and Climb checks
Mage Warfare: +2 Tactical Bonus to Spellcraft and Disable Device checks

"Just use your head!"
Inspire Genius: Once per day, you can grant yourself and your allies the effect of a Fox's Cunning spell as a Full Round action; the duration is 1 round per class level.

Agrippa stared for a moment. The golem was hacking away at Miel's stoneskin enchantment, while Simon circled around to hit it from behind.
"It has weak knee joints- aim for those. And stop trying to Sneak Attack it, it's a construct, you fool." Agrippa shouted reproachfully.
Analyze Machina: As a Full Round action, you can analyyze any machine or construct to gain insight into its function. This grants a +2 bonus to Disable Device checks against an analyzed machine, or a +1 attack roll bonus against an analyzed construct. You can extend this bonus to your allies as a free action. The bonus lasts for 3 rounds after the analysis is complete.

"Don't worry, Miel. Simon is already in place for the trap."
"How can you tell?" She asked.
"I'm a tactician; if I can't keep track of my allies, my enemies have already won."
Status: You can cast the spell Status as an arcane spell at will. The number of targets affected is 1 per point of INT modifier, and the duration is 1 hour per point of INT modifier.

"Those giants really, really want to knock down this tower," Simon muttered as another boulder hit the castle.
"We have to get to the cliffs to engage them. In the mean time, I'll pit my will against their rocks..." Agrippa motioned at an incoming boulder, and it slowed immediately. It was a neat trick, but it wouldn't stave off the attack for long...
Siege Defense: As a free action, the Tactician can use Feather Fall, but only to slow siege projectiles (like thrown boulders or catapult ammunition). This can be used once per round, and the caster level is the Tacitican's class level.
strockrow

05-01-04, 11:58 PM
I think this class could really benifit from medium BAB. He's brainy, but he's no wizard. To make up for that, I'd probably get rid of a few spellcasting levels. Maybe one or two.
Red Jabberwock

05-04-04, 07:21 PM
Agreed. I like those changes, but I really wish I had a neat level 10 ability to add to it (replace tactical nuance at level 10). Any ideas?
strockrow

05-05-04, 07:32 AM
Maybe as a tenth level ability, he can gain a tactical feat of his choice, without having to meet the prerequisites. If you want more oomph, maybe he could gain the prerequisites as well. Or, if you want to, you can look at the marshal core class from the miniatures handbook, and allow this class to gain one of his major auras (at +2 or something)