Joining allies into a single cohesive unit, the tactician uses his psionic power to unlock the potential of others, as well as himself. This master of strategy tends to focus his abilities on the insight of clairsentience and the improved communication of telepathy to know where and when to act and ensure his companions are best situated to react.
Role: A tactician is at his strongest when his companions cooperate with his instructions. He is a strategist and a battle leader, issuing orders and expecting them to be followed. He has decent combat ability, but relies primary upon his manifesting ability.
GAME RULE INFORMATION
Abilities: Intelligence is the most important ability for a Tactician, as it determines the number of power points they get, the difficulty in resisting their powers, and some of their secondary abilities. Charisma is also useful for bonus power points, and affects the strength of their strategies. Strength and Dexterity are useful for a tactician that wishes to engange in combat directly, while Constitution is useful for durability.
Alignment: Any
Hit Die: d8
Level | BAB | Fort | Ref | Will | Special | Power Points Per Day | Powers Known | Max Power Level Known |
---|---|---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Collective, Coordinated Strike (+1), Lesser Strategies | 2 | 1 | 1st |
2nd | +1 | +0 | +0 | +3 | Spirit of Many | 4 | 2 | 1st |
3rd | +2 | +1 | +1 | +3 | Telepathy | 7 | 3 | 1st |
4th | +3 | +1 | +1 | +4 | Strategy | 10 | 4 | 2nd |
5th | +3 | +1 | +1 | +4 | Coordinated Strike (+2), Improved Share (1) | 13 | 5 | 2nd |
6th | +4 | +2 | +2 | +5 | Coordinate, Teamwork Feat | 18 | 6 | 2nd |
7th | +5 | +2 | +2 | +5 | Strategy | 23 | 7 | 3rd |
8th | +6/+1 | +2 | +2 | +6 | Echo Effect | 28 | 8 | 3rd |
9th | +6/+1 | +3 | +3 | +6 | Coordinated Strike (+3) | 33 | 9 | 3rd |
10th | +7/+2 | +3 | +3 | +7 | Strategy | 38 | 10 | 4th |
11th | +8/+3 | +3 | +3 | +7 | Improved Share (2) | 47 | 11 | 4th |
12th | +9/+4 | +4 | +4 | +8 | Teamwork Feat | 56 | 12 | 4th |
13th | +9/+4 | +4 | +4 | +8 | Coordinated Strike (+4), Strategy | 65 | 13 | 5th |
14th | +10/+5 | +4 | +4 | +9 | Pooled Knowledge | 74 | 14 | 5th |
15th | +11/+6/+1 | +5 | +5 | +9 | Collective Range (unlimited) | 83 | 15 | 5th |
16th | +12/+7/+2 | +5 | +5 | +10 | Strategy | 96 | 16 | 6th |
17th | +12/+7/+2 | +5 | +5 | +10 | Coordinated Strike (+5), Improved Share (3) | 109 | 17 | 6th |
18th | +13/+8/+3 | +6 | +6 | +11 | Teamwork Feat | 122 | 18 | 6th |
19th | +14/+9/+4 | +6 | +6 | +11 | Collective Range (Planar), Strategy | 135 | 19 | 6th |
20th | +15/+10/+5 | +6 | +6 | +12 | Master Strategist | 148 | 20 | 6th |
CLASS SKILLS (4 + Int mod per level) The tactician’s class skills are 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)
CLASS FEATURES The following are class features of the tactician.
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 for his Intelligence and Charisma scores . Use both scores in this table to determine the bonus power points at the current manifester level and add the total together. 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.
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 any number of willing targets
into his collective equal (up to his limit, see below) . 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 collective can contain up to his key
ability modifier or half his tactician level, whichever is
higher. 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 or line of sight 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 (as is the case for a multiclass tactician), 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.
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 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. The tactician chooses his strategy from the list below.
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 gain a +2 insight bonus to Armor Class. At 8th level and every four tactician levels thereafter, the insight bonus to AC increases by 1.
Coordinated Distraction: The tactician can direct a member of his collective to attack a single enemy, granting the directed member a +2 competence bonus on attack rolls for a number of rounds equal to the tactician’s Charisma modifier. If the directed member performs an 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 if the enemy is within reach. The tactician may only make one such attack per use of this strategy. Alternatively, the tactician may make an attack against the targeted enemy, gaining the +2 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 to attack 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 +3 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.
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 2d6 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 +2 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 at him, if the target is within his reach. Any time the directed member redirects an attack in this fashion, the tactician gains a cumulative +2 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 bonuses on attack rolls increase by 1.
Hold Position: The tactician can direct a member of his collective to hold their ground, granting the directed member a +2 dodge bonus to AC and a +2 competence bonus to attack rolls for a number of rounds equal to the tactician’s Charisma modifier as long as they do not move. For each round the directed member does not move from the spot, the tactician may take a free move action on their next turn, 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 +3 competence bonus on the damage roll. If the charge is performed, the tactician may charge the same enemy as an immediate action, gaining a +3 competence bonus on the damage roll. At 8th level and every four tactician levels thereafter, the competence bonuses 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 or one member of the collective may immediately make a free attack against any target within range and gain a +2 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.
Resist Assault: The tactician is aware of the harshness of battle, and can grant his collective extraordinary resistance. Each member of the tactician's collective gains DR 2/- and 4 resistance to all elemental damage for a number of rounds equal to his Charisma modifier. At 8th level and every four levels thereafter these bonuses increase by 2.
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 +2 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.
In addition, starting at level 5, when a tactician manifests a Shared power at least one level below their highest maximum power level its duration becomes 1 minute per level. At level 11 any Shared power has its duration become 1 minute per level, while those at least one level below their highest maximum power level becomes 10 minutes per level. At level 17 any Shared power at least two levels below their highest maximum power level has its duration become 1 hour per level.
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. At 12th level and every six levels thereafter the tactician may share a different teamwork feat with one additional member of his collective at the same time, but he may not share the same feat or share a feat with the same ally.
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.
These Archetypes are available to the Tactician.
Power Name | Augment | Network | Description |
---|---|---|---|
Conceal Thoughts | You conceal your motives. | ||
Detect Psionics | You detect the presence of psionics. | ||
Distract | Target gets -4 bonus on Perception and Sense Motive checks. | ||
Fortify, Lesser | N | Gain +1 bonus on saving throws. | |
Missive | A | Send a one-way telepathic message to subject. | |
Telepathic Lash | A | Humanoid creature of 4 HD or less loses next action. |
Power Name | Augment | Network | Description |
---|---|---|---|
Call to Mind | A | Gain additional Knowledge check with +4 competence bonus. | |
Circumstance Shield | A | Gain a +2 bonus to Initiative. Discharge for a bonus to a single Reflex save. | |
Entangling Debris | A | Psychokinetically manipulate material to grasp and entangle creatures in an area. | |
Entangling Ectoplasm | A | You entangle a foe in sticky goo. | |
Inevitable Strike | A | Gain an insight bonus on your next attack. | |
Know Direction and Location | A | You discover where you are and what direction you face. | |
Missive | A | Send a one-way telepathic message to subject. | |
Precognition | Gain +2 insight bonus to one roll. | ||
Precognition, Defensive | A | Gain +1 insight bonus to AC and saving throws. | |
Precognition, Tactical | A | Gain +2 enhancement bonus to combat maneuvers. | |
Sense Link | A | You sense what the subject senses (single sense). | |
Skills as One | A | N | You and another share training in a skill. |
Unearthly Terror | A | N | Terrify an enemy with sustained images. |
Power Name | Augment | Network | Description |
---|---|---|---|
Coordinate as One | A | N | Shared perceptions improve offense or defense. |
Detect Hostile Intent | You can detect hostile creatures within 30 ft. of you. | ||
Dimension Swap | You and ally or two allies switch positions. | ||
Empathic Transfer | Transfer another’s wounds to yourself. | ||
Feat Leech | Borrow another’s psionic or metapsionic feats. | ||
False Future | A | Show the target incorrect glimses into the future, moving them 5 feet. | |
Missive, Mass | You send a one-way telepathic messages to an area. | ||
Psychic Bodyguard | Make an ally’s Will save for them. | ||
Psychic Interference | A | N | Disrupt foes’ effectiveness with sustained hallucinations. |
Read Thoughts | A | Detect surface thoughts of creatures in range. | |
Sense Link, Forced | Sense what subject senses. | ||
Share Pain | Willing subject takes some of your damage. | ||
Strength of My Enemy | A | Siphon away your enemy’s strength and grow stronger. | |
Sustenance | Go without food and water for one day. | ||
Thought Shield | A | Gain PR 13 against mind-affecting powers. |
Power Name | Augment | Network | Description |
---|---|---|---|
Battlesense | A | Mental heads-up display allows for improved teamwork. | |
Danger Sense | You gain +4 bonus against traps. | ||
Delayed Response | A | Cause the target to act last. | |
Ectoplasmic Grapnel | A | Use a ray of ectoplasm to perform a variety of functions. | |
Empathic Feedback | A | When you are hit in melee, your attacker takes damage. | |
Empathic Transfer, Hostile | Your touch transfers your hurt to another. | ||
Expose Weakness | A | Cause a creature to become clumsy. | |
Improved Response | A | N | Allow a creature to go sooner in combat. |
Share Pain, Forced | Unwilling subject takes some of your damage. | ||
Solicit Psicrystal | A | Your psicrystal takes over your concentration power. | |
Strike as One | N | Mental bond improves allied combat coordination, allowing unusual flanking angles. | |
Withstand as One | A | N | You and another share the use of the best saving throws between you. |
Power Name | Augment | Network | Description |
---|---|---|---|
Alienation | A | Subject loses the ability to communicate with or understand others. | |
Battle Transformation | A | N | You gain combat bonuses. |
Correspond | A | Hold a mental conversation with another creature at any distance. | |
Evade Burst | A | You take no damage from a burst on a successful Reflex save. | |
Intellect Fortress | A | Those inside fortress take only half damage from all powers and psi-like abilities until your next action. | |
Psychic Reformation | A | Subject can choose skills, feats, and powers anew for previous levels. | |
Psychokinetic Charge | Telekinetically launch an ally across the battle field. | ||
Sense as One | A | N | You and another share extraordinary senses. |
Slip the Bonds | You cannot be held or otherwise rendered immobile. | ||
Wall of Ectoplasm | You create a protective barrier. |
Power Name | Augment | Network | Description |
---|---|---|---|
Adapt Body | Your body automatically adapts to hostile environments. | ||
Catapsi | A | Psychic static inhibits power manifestation. | |
Incarnate | Make some powers permanent. | ||
Metaconcert | Mental concert of two or more increases the total power of the participants. | ||
Power Resistance | Gain PR equal to 12 + level. | ||
Prowess as One | A | N | You and another share the use of the highest base attack bonus between you. |
Technique as One | A | N | You and another share the use of one feat between you. |
Tower of Iron Will | A | Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn. | |
Upheaval | Telekinetically hurl portions of the ground into the air, dealing damage and causing difficulty in moving. |
Power Name | Augment | Network | Description |
---|---|---|---|
Ability as One | N | You and another share one ability score between you. | |
Barred Mind, Personal | A | You are immune to scrying and remote viewing and gain a bonus to mental effects. | |
Brutalize Wounds | Your target takes more damage than normal from wounds. | ||
Co-opt Concentration | Take control of foe’s concentration power. | ||
Cosmic Awareness | A | You gain insight bonus on single attack roll, check, or save. | |
Dispelling Buffer | Subject is buffered from one dispel psionics effect. | ||
Reposition | N | Teleport multiple creatures short distances to different locations. | |
Trigger Power | Sets trigger condition for another power. |