Tactician

Hit Dice: d8

Class Skills: Autohypnosis (Wis), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (psionics) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Use Magic Device (Cha).
Skill Points per Level: 4 + Int Modifier

Level Base Attack Fort Reflex Will Special Power Points/day Powers Known Max Power Level
1 +0 +0 +0 +2 Collective, Coordinated Strike +1, Lesser Strategies 2 1 1st
2 +1 +0 +0 +3 Spirit of Many 6 2 1st
3 +2 +1 +1 +3 Telepathy 11 3 2nd
4 +3 +1 +1 +4 Strategy 17 4 2nd
5 +3 +1 +1 +4 Coordinated Strike +1. Improved Share 1 25 5 3rd
6 +4 +2 +2 +5 Coordinate, Teamwork Feat 35 6 3rd
7 +5 +2 +2 +5 Strategy 46 7 4th
8 +6 +2 +2 +6 Echo Effect 58 8 4th
9 +6 +3 +3 +6 Coordinated Strike +3 72 9 5th
10 +7 +3 +3 +7 Strategy 88 10 5th
11 +8 +3 +3 +7 Improved Share 2 106 11 6th
12 +9 +4 +4 +8 Teamwork Feat 126 12 6th
13 +9 +4 +4 +8 Coordinated Strike +4, Strategy 147 13 7th
14 +10 +4 +4 +9 Pooled Knowledge 170 14 7th
15 +11 +5 +5 +9 Collective Ranged (Unlimited) 195 15 8th
16 +12 +5 +5 +10 Strategy 221 16 8th
17 +12 +5 +5 +10 Coordinated Strike +5, Improved Share 3 250 17 9th
18 +13 +6 +6 +11 Teamwork Feat 280 18 9th
19 +14 +6 +6 +11 Collective Range (Planar), Strategy 311 19 9th
20 +15 +6 +6 +12 Master Strategist 343 20 9th

Weapon and Armor Proficiency: Tacticians are proficient with all simple and martial weapons, with all types of light and medium armor, and with shields (except tower shields).

Power Points/Day: A tactician’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Intelligence score. His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A tactician begins play knowing one tactician power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.

Choose the powers known from the tactician power list. (Exception: The feat Expanded Knowledge does allow a tactician to learn powers from the lists of other classes.) A tactician can manifest any power that has a power point cost equal to or lower than his manifester level.

The total number of powers a tactician can manifest in a day is limited only by his daily power points.
A tactician simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against tactician powers is 10 + the power’s level + the tactician’s Intelligence modifier.

Tactician Powers

Maximum Power Level Known: A tactician begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.

To learn or manifest a power, a tactician must have an Intelligence score of at least 10 + the power’s level.

Collective (Su): A tactician learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a tactician can join a number willing targets into his collective equal to his key ability modifier or half his tactician level, whichever is higher. The tactician must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The tactician is always considered a member of his own collective, and does not count against this limit.

The tactician can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A tactician is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy below).

A tactician can manifest certain powers through his collective. If a tactician power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class, any compatible spell or power with a range greater than touch can also be used through the collective.

If a member of the collective dies, the member is removed from the collective and the tactician must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds.

The tactician must maintain a power point reserve of at least one point to maintain the collective. If he does not, the collective and all attendant benefits end immediately.

At 15th level, a tactician’s collective range is limitless on the same plane as the tactician.

At 19th level, a tactician’s collective reaches even across to other planes and dimensions.

Coordinated Strike (Su): The tactician is able to direct his allies to coordinating their attacks upon a single target to devastating effect. As a swift action, the tactician can declare one target within his line of sight as the primary foe. All members of the tactician’s collective, including the tactician himself gain a +1 insight bonus to attacks against the primary foe until the beginning of the tactician’s next turn. At 5th level and every four levels thereafter, this bonus increases by 1.

This ability may be used a number of times per day equal to 3 + the tacticians Intelligence modifier.

Lesser Strategies: Tacticians learn minor powers they can use at will to aid them in coordination and tactics. The tactician gains 3 talents from the tactician talent list.

Spirit of Many (Su): A tactician of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power’s range or would normally be immune to the power. Whenever a tactician manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and is treated as a supernatural ability (bypassing power resistance and becoming immune to dispel attempts), although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws — their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The tactician also adds the following augment to all powers with the Network descriptor:

  • Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.

Telepathy (Su): When a tactician reaches 3rd level, all willing members of his collective (including the tactician himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a tactician’s collective (including the tactician himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact.

Strategy (Su): At 4th level, and every three tactician levels thereafter, a tactician learns a new tactical strategy, granting him special abilities in combat. Unless specified otherwise, using a strategy is a swift action that does not provoke attacks of opportunity. Strategies are often orders or suggestions that the tactician issues to members of his collective. A tactician may not direct a strategy at himself unless a strategy specifies otherwise.

Strategies may be used a number of times per day equal to 3 + the tactician’s Charisma modifier.

  • Collective Defenses: The tactician is able to harness the sensory information available through his collective to bolster the defenses of members of his collective. For a number of rounds equal to the tactician’s Charisma modifier, the tactician and all members of his collective within line of sight of the tactician gain an insight bonus to Armor Class equal to the tactician’s Intelligence modifier (minimum 1).
  • Coordinated Distraction: The tactician can direct a member of his collective to attack a single enemy, granting the directed member a +1 competence bonus on the attack roll for a number of rounds equal to the tactician’s Charisma modifier. If the directed member performs the attack, regardless of where the directed member is in relation to the tactician, the tactician treats the enemy as being flanked and the tactician may make a single melee attack against the targeted enemy as an immediate action. The tactician may only make one such attack per use of this strategy. Alternatively, the tactician may make the initial attack against the targeted enemy, gaining the +1 competence bonus instead of the directed member, and the directed member treats the target as being flanked, but using the strategy in this fashion makes it a full round action instead of a swift action. At 8th level and every four tactician levels thereafter, the competence bonus on the attack roll increases by 1.
  • Coordinated Maneuvers: The tactician can sense when opponents have become vulnerable to different kinds of attack and direct his allies to capitalize on these weaknesses, granting members of his collective a +1 insight bonus on one type of combat maneuver attempts, such as bull rushes or repositions, for a number of rounds equaling his Charisma modifier. The tactician chooses the kind of maneuver this benefit applies to when he activates this strategy. At 8th level and every four levels thereafter, the insight bonus increases by 1.
  • Directed Assault: The tactician directs a member of his collective to attack a particular target, granting the ally a +1 competence bonus on the attack roll for a number of rounds equal to the tactician’s Charisma modifier. If the attack is made, the tactician may immediately make a single attack at any target within range as an immediate action. At 8th level and every four tactician levels thereafter, the competence bonus increases by 1.
  • Disruptive Terrain: The tactician charges the terrain around him with psychokinetic energy. Any creature not in the tactician’s collective treats the terrain as difficult terrain for a number of rounds equal to the tactician’s Charisma modifier. The area of terrain affected is a burst effect centered on the tactician with a range of 5 feet per three tactician levels. The affected area does not change if the tactician moves after using this strategy. Selecting this strategy requires the tactician to be at least 10th level.
  • Distracting Gaze: The tactician can target one enemy within 30 feet and make a ranged touch attack against that enemy. If the attack is successful, that enemy is treated as if the tactician was adjacent to him for the purposes of determining if he is flanked for a number of rounds equal to the tactician’s Charisma modifier. Treat the direction for flanking as the direction of the tactician. Selecting this strategy requires the tactician to be at least 7th level.
  • Focus Attack: The tactician can direct a member of his collective to attack a single enemy. If the directed member performs the attack, all subsequent attacks on that target for the next round by anyone in the collective deal an additional 1d6 points of damage. An individual gains this additional damage on only one successful attack per round, even if they make multiple successful attacks on the targeted enemy. At 8th level and every four tactician levels thereafter, this damage increases by 1d6.
  • Guard Target: The tactician directs a member of his collective to guard a specific target (which may be the tactician, but not the directed member), granting the directed member a +1 competence bonus to attack rolls. In addition, the directed member can spend an attack of opportunity to redirect an attack made at the target as if it was made him, even if the attack itself would not normally have provoked an attack of opportunity. Any time the directed member redirects an attack in this fashion, the tactician gains a cumulative +1 bonus to his next attack against the source of the redirected attack. This effect lasts a number of rounds equal to the tactician’s Charisma modifier, although the tactician’s bonus resets at the end of his turn. If the directed member would not normally be able to make an attack of opportunity, for example, if they already made one and do not possess the Combat Reflexes feat, they may not redirect attacks. At 8th level and every four tactician levels thereafter, the competence bonus on attack rolls increases by 1.
  • Hold Position: The tactician can direct a member of his collective to hold their ground, granting the directed member a +1 dodge bonus to AC and a +1 competence bonus to attack rolls for a number of rounds equal to the tactician’s Charisma modifier. For each round the directed member does not move from the spot, the tactician may immediately take a free move action on the same round, but must move toward the directed member in as direct a manner as possible. The tactician gains a +1 dodge bonus to his AC during this move. At 8th level and every four tactician levels thereafter, the dodge bonuses and the competence bonus to attack rolls increase by 1.
  • Into the Fray: The tactician directs a member of his collective to charge a particular enemy, granting the ally a +1 competence bonus on the damage roll. If the charge is performed, the tactician may charge the same enemy as an immediate action, gaining a +1 competence bonus on the damage roll. At 8th level and every four tactician levels thereafter, the competence bonus increases by 1.
  • Reposition: The tactician directs each ally in his collective to take a 5-foot step as a free action immediately. The tactician may also immediately take a 5-foot step. This does not count against the number of 5-foot steps allowed in the tactician’s or each ally’s turn. If all directed allies take their 5-foot step, the tactician may immediately make a full attack against any target within range and gain a +1 competence bonus on the attack and damage rolls. Selecting this strategy requires the tactician to be at least a 13th level tactician. At 16th level and every four tactician levels thereafter, the competence bonus increases by 1.
  • Telempathic Resistance: The tactician shares not only thoughts, but also resilience to members of his collective. For a number of rounds equal to the tactician’s Charisma modifier, all members of the tactician’s collective gain a +1 insight bonus to saving throws. At 8th level and every four tactician levels thereafter, the insight bonus increases by 1.

Improved Share (Su): A tactician learns special techniques when manifesting powers with the Shared descriptor. Beginning at 5th level, the tactician may maintain two powers with the Shared descriptor at any time instead of only one. Should he manifest a third power with the Shared descriptor, the tactician can choose which of the maintained Shared powers ends immediately.

Every six tactician levels thereafter (11th, 17th), the tactician may maintain an additional power with the Shared descriptor before a maintained power with the Shared descriptor expires.

Coordinate (Su): At 6th level, as long as the tactician maintains psionic focus, he may share any one teamwork feat he has with one member of his collective within line of sight and line of effect. Declaring which member of the collective gains the teamwork feat is a free action that may only be done once per round. The ally’s positioning and actions must still meet the prerequisites listed in the teamwork feat to receive the listed bonus, but the ally need not meet the feat prerequisites to gain the benefit.

Teamwork Feat: At 6th level, and every six levels thereafter, the tactician gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The tactician must meet the prerequisites of the selected bonus feat.

By spending one hour in meditation, the tactician can change any one teamwork feat he has already learned for another teamwork feat whose prerequisites he meets. In effect, the tactician loses the bonus feat in exchange for the new one.

Echo Effect (Su): At 8th level, the tactician gains the ability to copy non-permanent magical and psionic effects within his collective. If a member of the collective is affected by a magical or psionic effect with a duration greater than 1 round, the tactician can echo it onto another member of his collective. To do so, the tactician must first identify the power properly (see the Spellcraft skill description).

Echoing a magical or psionic effect is a standard action that provokes attacks of opportunity and costs the tactician a number of power points equal to the original effect’s caster or manifester level (whichever applies). As a supernatural ability, a tactician is permitted to spend more power points than his manifester level on this effect. The new target must be legal for the effect in question (for instance, if you attempt to echo an unaugmented empathic connection on a dog, the echo will fail). If the effect allows a saving throw, the new target is entitled to a saving throw when the effect is echoed (same DC as the original power).

Only the basic effect and augmentation are echoed; metamagic and metapsionic feats do not echo. The echo has all the same decisions made as the original. For example, specified energy adaptation echoes would guard against the same energy type, while a 5pp empathic connection (extended duration) could not be echoed as a 5pp empathic connection (affects aberrations). The echo takes effect at the same caster or manifester level as the originator. When the original ends or leaves the collective, all echoes of it also end. An echo can be dispelled as normal without terminating the original.

A tactician can spend power points to augment this supernatural ability. For every 4 additional power points spent, the echo may reach an additional target. If this augment would raise the cost of the echo above the tactician’s manifester level, the echo attempt fails (although he may still attempt to echo it onto a single target). The tactician knows if an effect is beyond his ability to echo this way when he identifies it.

Pooled Knowledge (Su): Once a tactician has reached 14th level, he has learned to share not only strategic knowledge over the collective, but even knowledge of manifesting. By expending psionic focus, the tactician may attempt to manifest any power known by a member of his collective. If the power is not on the tactician power list, the tactician must make a successful Spellcraft check (DC 20 + the power’s level) to see if he understands the power. If the Spellcraft check fails, the attempt fails and psionic focus is still expended, but no power points are spent. If the check is successful, the tactician may immediately manifest the power. Using this ability uses an action equal to the manifesting time of the power to be manifested. This ability may not be used to manifest powers with a manifesting time longer than one round.

Master Strategist (Su): Upon achieving 20th level, a tactician has learned how to turn his collective into a truly cohesive battle unit. The tactician may use two daily uses of his strategy ability and grant all of his allies an insight bonus on attack and damage rolls, armor class, and saving throws equal to his Intelligence modifier for two minutes. This ability may not be used if the tactician is not engaged in combat.

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