PDA

View Full Version : Pathfinder Strategist. Think your way to victory!



OntosChalmer
2015-02-03, 10:56 PM
The strategist smiled as his horse trotted along, with a massive army commanded by himself just behind him. His foe had failed. The army he sent to defend the strategic mountain had been annihilated. The enemy strategist was a master of war, but he could not be everywhere. Without the mountain, the enemy could not keep the offensive. The enemy strategist countered with a well-ordered retreat, but perhaps there was some pickings to take beyond what they abandoned.

He stopped his horse, and his army ceased its advance behind him. The scouts were right, and a suspicious sight lay before him. This was the tiny fortress the enemy strategist took refuge in, standing before him. The gates were open, and no sign of the enemy army was in view. A few sentries stood on the wall lazily and a couple of cleaners swept the ground with nonchalance, even with the presence of the army the strategist commanded.

Beyond all the open gates of the city, sat the enemy strategist. He paid no attention to anyone around him, simply plucking a seven-stringed instrument. He had played a masterful melody, one that even the strategist could hear from outside the fortress walls.

This was the brilliant enemy strategist. He always had a plan.

The strategist sweated, as he glanced furtively around from atop his horse. There had to be a plan. There was something he did not see.

"Father."

The strategist looked to his son, riding another horse at his side.

"The enemy strategist is at a loss. He cannot muster any army to resist us." The son lowered his gaze, and pointed his sword to the enemy strategist. "Send one cavalryman to take his head, and we will have won this entire war."

The strategist shook his head. The enemy strategist was always prepared. He always had a plan. "He would not take a risk like this, my son. There is something I do not see. There must be an ambush in the city. An ambush outside these walls. He will take my head with his army faster than a horse can step into this city!"

Turning his head to face his entire army, he yelled out, "Everyone, fall back!"

The army turned around and marched away. When the last soldier's head disappeared from view, the enemy strategist wiped a drop of sweat from his brow, and began to laugh. Such was the power of reputation.

------

Welcome to the first class I'm posting, for your kind review, comments and suggestions.

------


The Strategist
死諸葛嚇走活仲達
"A dead Zhuge scares away a living Zhongda."
Famous Chinese saying about Zhuge Liang and Sima Yi (Zhongda)

The strategist is a master of strategies, tactics and the art of war. While leading from the rear, though unlike the braver generals of plate-mail that take the front-lines, a strategist's brilliance, cunning and foresight can often turn battles that conventional tactics fail to do. A strategist's confidence and reputation is infectious upon her men's morale, even if she's running the show by the seat of her pants.

Role: Strategists excel in managing the flow of the battle. While she will not be defenseless when pressed by a foe, a strategist find that her abilities are best utilised when her enemies have a wall of steel or stone between her and their weapons. She is best suited not to attack, but to spot ways to improve her allies' assaults or to spot weaknesses in her enemies.

Hit Die: d8

BAB Growth: Slow (1/2)

Good Saves: Reflex, Will

Starting Wealth: 3d6 x 10 gp (average 105 gp) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis)

Skill Ranks Per Level: 6 + Int modifier

Table: Strategist


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+0
+2
+2
Field Strategist, Direct, Brilliant Presence, Agile Mind


2nd
+1
+0
+3
+3
Brilliance Pool, Tactic


3rd
+1
+1
+3
+3
Calculated Combat, Bonus Feat


4th
+2
+1
+4
+4
Tactic, Lore


5th
+2
+1
+4
+4
Chain Reaction +2


6th
+3
+2
+5
+5
Tactic


7th
+3
+2
+5
+5
Leadership, Erudite


8th
+4
+2
+6
+6
Tactic, Chain Reaction +4


9th
+4
+3
+6
+6
Calculated Combat, Bonus Feat


10th
+5
+3
+7
+7
Master Tactics, Tactic


11th
+5
+3
+7
+7
Chain Reaction +6


12th
+6/+1
+4
+8
+8
Tactic


13th
+6/+1
+4
+8
+8
Spell Resistance


14th
+7/+2
+4
+9
+9
Tactic, Chain Reaction +8


15th
+7/+2
+5
+9
+9
Bonus Feat


16th
+8/+3
+5
+10
+10
Tactic


17th
+8/+3
+5
+10
+10
Chain Reaction +10


18th
+9/+4
+6
+11
+11
Tactic


19th
+9/+4
+6
+11
+11
Well Read


20th
+10/+5
+6
+12
+12
Tactic, Art of War, Chain Reaction +12



Weapon and Armor Proficiency
A strategist is proficient with all simple and martial weapons and with all light armour and shields (except tower shields).

Field Strategist (Ex)
The strategist, unless otherwise stated, grants a special bonus with all relevant class features called a 'strategic bonus', representing a more capable action. Strategic bonuses stack with themselves as long as they come from different class features, but a strategic bonus granted by one strategist does not stack with another strategist's strategic bonuses.

Self-Opinion: Should I just change it all to competence bonuses? Insight bonuses? Morale bonuses?

Direct (Ex)
As a standard action, the strategist may direct a friendly ally of her choice to perform an attack action. The ally must be willing and able to attack the target specified by the strategist. The ally targeted by this ability performs an attack action with a strategic bonus equal to quarter the sum of strategist's Intelligence modifier and her base attack bonus. (minimum 0) The ally may activate any ability, feat or class feature that grants a bonus to damage with this attack, but any ability, feat or class feature that reduces the ally's attack roll to do bonus damage (like Power Attack or Piranha Strike), does precision damage (or requires flanking or a flat-footed enemy) or costs grit, panache, arcane pool, spell slots, ki pool or rounds-per-day of a class feature (including but not limited to barbarian rage, bardic performance and bloodrage) to do bonus damage has this bonus damage reduced by 50%.

(For example, a 6th level strategist with an Intelligence of 18 has a BAB of 3. 3 + 4 = 7. 7 / 4 = 1.75. Rounding down, the strategic bonus granted by Direct equals 1.)

For every 7 strategist levels after the 1st level, up to the 15th level, the strategist may Direct an additional attack, up to three attacks. Directing more than once per turn may only be done as a full-round action, whether the additional Direct comes from higher levels or by spending Brilliance points.


Self-Opinion: The bread and butter of this class. Without this, I might as well just look for something else, or rewrite this entire thing.

Agile Mind (Ex)
From 1st level, a strategist may treat her Intelligence modifier as her Dexterity modifier when calculating her initiative bonus.

Self-Opinion: Not much to say here.

Brilliant Presence (Ex)
A watchful eye of a strategist often seems to intimidate, even if she does nothing except supervise the battle. From 1st level, for each round a strategist does not attack or perform an attack action, she gains a +1 strategic bonus to her AC (and CMD), attack rolls (and CMB rolls) and saving throws, up to the strategist's Int modifier (minimum 1). This bonus is expended upon an attack or an attack action. This bonus does not apply when the strategist is flat-footed, but continues to increase if the strategist does not perform an attack or an attack action while flat-footed.

If the strategist is hit by any attack or fails a saving throw, she loses all her stacks of Brilliant Presence.

Self-Opinion: I like this personally, but perhaps it could be unbalanced.

Bonus Feat
At 3rd, 9th and 15th levels, the strategist gains a bonus feat. She may pick any Combat Feat, Skill Focus Feat or Teamwork feat she qualifies for.

Brilliance Pool (Ex)
(Essentially, ki pool for strategists)
At 2nd level, a strategist gains a pool of wits points, a burst of brilliance she can use to better assist and direct her allies. The number of points in the strategist's wits pool is equal to 1/2 her strategist level + her Intelligence modifier. As long as she has at least 1 point in her wits pool, she may take 10 in any Intelligence-based class skill, even if she is distracted, threatened or not normally allowed to. At 10th level, a strategist may choose to roll again during any Knowledge roll before the results are revealed. She must take the second result, even if it is worse.

By spending 1 point from her wits pool, the strategist may Direct one additional time for that round. She may not spend more than 1 wits point when doing so. In addition, she can spend a wits point to use the aid another action as a swift action instead of a standard action.

The wits pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. A strategist may take the feat Extra Wits to increase her wits pool by 2.

As a strategist continues her training, she learns a number of tactics that allow her to confuse her enemies and help her allies. Starting at 2nd level, a strategist gains one tactic. She gains one additional tactic for every 2 levels attained after 2nd. Unless otherwise noted, a strategist cannot select an individual tactic more than once.



Tactic
Prerequisites
Explanation


Advice (Ex)
-
As a standard action, you may offer advice to an ally that you can see and talk to. This ally gets a +2 competence bonus to 1 attack roll, saving roll or skill check of their choice. They must choose to use this bonus before the die roll is made. This bonus lasts for 1 minute or until it is expended.

If you have the Combat Advice feat, the Advice tactic can be done as a move action instead of a standard action. The same bonuses still apply.


Analyse (Ex)
-
By spending a brilliance point, you may study an opponent as a standard action. If you succeed on the appropriate Knowledge roll against a DC of 10 + the target’s CR, you get a +2 circumstance bonus to all your attack and CMB rolls against the enemy for 1 minute. You may share this knowledge and bonus as a free action to any ally who can hear you.


Brilliant Resistance (Ex)
-
Any time you make a saving throw, you may spend a brilliance point to reroll the saving throw. You gain a bonus to this second saving throw based on your Intelligence modifier. You must declare the use of this tactic before the results are announced. You must take the second saving throw, even if it is worse. You may only use this tactic once per saving throw.


Combat Expertise
Int 13
You gain Combat Expertise as a bonus feat.


Combat Feat
-
You gain a Combat Feat of your choice.

You may select this Tactic more than once.


Foresight (Ex)
-
You gain Evasion, as per the rogue class feature.


Infuriating Feint (Ex)
Skilled Feint
When a Skilled Feint succeeds, you may, instead, infuriate an opponent with your words. Your opponent’s next turn must be spent attacking you or moving in preparation to attack you. They may not take obviously suicidal methods of attempting to attack you, though risky attacks or reasonable collateral damage is allowed. Otherwise, your opponent is shaken for 1 round after the end of his turn, increasing by 1 for every 5 points your feint beats the DC.

The strategist must have the Skilled Feint tactic before taking this tactic.


Knowing Feint (Ex)
Skilled Feint
When a Skilled Feint succeeds, you may, instead, pretend to have more up your sleeve than they can see. If the opponent fails a Will Save DC equal 10 + ½ your strategist level + your INT modifier, they must spend their next round preparing for this imagined threat. They may retreat to a more defensible position, fight more defensively or pre-emptively use up healing or defensive items.

The strategist must have the Skilled Feint tactic before taking this tactic.


Magic Dabbling (Ex)
-
Add Spellcraft and Use Magic Device to your list of class skills. Select a 0th-level wizard spell. You may cast this spell three times per day, treating your strategist level as your caster level. If you gain the ability to cast cantrips from another class, you may choose to replace this tactic with Skill Focus (Spellcraft) or Skill Focus (Use Magic Device).

You may select this tactic more than once. When you do so, choose another 0th level wizard spell. You may cast this spell three times per day as well. Alternatively, you may cast a 0th level wizard spell you gained by this tactic an additional 3 times per day.


Piercing Analysis (Ex)
-
You may study an opponent as a standard action, looking for weak points. Roll the appropriate knowledge check against a DC of 10 + the target's CR. You may, as a free action, inform an ally of such a weakness. If the ally scores a successful attack against this opponent, their next attack deal an additional 1d6 precision damage, increasing by an additional 1d6 for every 3 levels of strategist you have. You may take advantage of this weak point yourself, and your next successful attack deals the same precision damage. You must re-study the opponent in order to spot another weakness after this attack. This tactic does not work on opponents who lack visible anatomy or are immune to precision damage.


Pool Knowledge (Ex)
-
Once per day, when an ally rolls a knowledge check, you may offer your knowledge to them as well. You must be trained in that knowledge skill before doing so. When you use this tactic, roll 2 d20s, taking the highest Knowledge modifier between your ally and yourself. Take the higher of the d20s as the result.

You may use this tactic more than once per day if you spend 2 brilliance points to do so.


Preparation (Ex)
Strategist 6
Your tactical skills show themselves by revealing preparations that even your allies were unaware of until this moment. By spending a brilliance point, you may, as an immediate action, reveal the preparations made in secret. This may be:


Purchasing an item. You may obtain any item that you can purchase, so long as there was a reasonable time beforehand that you could purchase this item.
Consuming a potion or consumable, or using a scroll in secret. You consume any potion, scroll or consumable that you own or can purchase, so long as there was a reasonable time beforehand that you could purchase or consume this item. You are counted to have consumed this item at the start of combat for the purposes of calculating its duration.
Placing traps. You must have at least, 1 minute of access to the area that you place the trap in.
Other preparations are subject to the DM’s approval.

You must still pay the costs for such items.


Reposition Ally (Ex)
-
As a standard action, you may order a willing ally to shift their position to better facilitate your strategies. This ally moves a distance up to their speed (a flying ally may land, and a swimming ally may surface to land, or vice-versa). They gain a +2 dodge bonus to their AC against attacks of opportunity provoked by movement while moving. They may roll an Acrobatics check with a +2 competence bonus to avoid attacks of opportunity while moving.

For purposes relating to other class features, treat Reposition Ally as Direct.



Skilled Feint (Ex)
-
By spending a brilliance point, as a standard action, you may feint, as per the combat maneuver, an opponent that is within 30 feet of you. If you succeed, your opponent is denied his Dexterity modifier to AC for the next attack directed at him. Any feats that apply to Feints apply to Skilled Feints as well.


Skill Focus
-
You gain a Skill Focus Feat of your choice.

You may select this Tactic more than once.


Swift Retreat (Ex)
-
By spending 2 brilliance points, you may, as a swift action, order a hasty retreat. All allies who can see and hear you increase their base speed by 30 feet for 2 rounds when withdrawing, and gain a +2 dodge bonus to their AC against attacks of opportunity provoked by movement.


Tactician (Ex)
-
You receive a teamwork feat as a bonus feat. By spending 1 brilliance point, you may, as a standard action, grant one of your teamwork feats to all allies within 30 feet who can see or hear you. Allies retain this bonus feat for 3 rounds plus 1 round for each 2 strategist levels you have. Allies do not need to meet the prerequisites of this bonus feat.

If you receive the Tactician class feature from another class, the first use of the Tactician class feature costs no brilliance points instead.


Teamwork Feat
-
You gain a Teamwork Feat of your choice.

You may select this Tactic more than once.




Calculated Combat (Ex)
A strategist is a quick thinker, able to calculate how to avoid attacks coming her way. At 3rd level, a strategist may add her Intelligence modifier on top of her Dexterity modifier for determining her Armor Class. The normal maximum Dexterity bonus from Armour and/or Shields still apply.

At 9th level, a strategist's thinking speed becomes so lightning fast that by virtue of her intelligence, she can match warriors in battle in skill in some ways. When she attacks or takes an attack action, she may apply her Intelligence modifier in place of her Strength or Dexterity modifier with regards to her attack and damage roll.

Self-Opinion: Helps protect the strategist and makes them less of a millstone in combat. I like it. I had thought of making it a 'Dodge bonus' rather than adding it on top of the Dexterity modifier in terms of the armour bonus, but I'm not sure how overpowered that would be.

Chain Reaction (Ex)
The fall of an enemy unnerves his allies, and grants inspiration to the strategist's own companions. At 5th level, if an ally kills, defeats or critically hits an opponent from an attack granted by her Direct class feature, the effects of her direction strike her opponents’ morale and improves your allies’ spirit. All allies who can see and hear this within 50 feet gain 2 temporary hit points, while all opponents who see and hear this within 60 feet take 2 non-lethal damage (This damage bypasses all DR.). All opponents may make a Fortitude or Will Save (their choice) against a DC equal to 10 + ½ strategist level + the strategist’s Intelligence modifier to nullify the damage. These temporary hit points and non-lethal damage increases by 2 for every 3 levels of strategist she has. The temporary hit-points last for 1 minute and stack with themselves up to the strategist’s level x 2 , but not with any other source of temporary hit points.

At 11th level, enemies that take this non-lethal damage.are shaken. If they take non-lethal damage from this ability equal to half their maximum health or more, they become frightened instead.

At 20th level, enemies that take non-lethal damage from this ability equal to half their maximum health or more become panicked instead.

Self-Opinion: Not... sure.

Lore (Ex)
A strategist is often learned even in other affairs she does not specialise in. From 4th level onwards, She adds half her class level (minimum 1) to all Knowledge based skills, and may make all knowledge skills untrained.

Self-Opinion: Like the bard class feature.

Leadership (Ex)
At 7th level, a strategist gains Leadership as a bonus feat. She may choose to take a bonus feat of any kind in place of Leadership. She may add her Intelligence modifier instead of her Charisma modifier when calculating her leadership score. This bonus still applies even if the strategist does not take Leadership as a bonus feat at this level.

Self-Opinion: Well, Leadership... could be useful, could be not?

Erudite (Ex)
The scholar’s mind is not only for planning and forethought, but allows her to persuade others as well. At 7th level, a strategist adds her Intelligence modifier to Bluff, Diplomacy and Intimidate checks, in addition to her Charisma bonus.

Self-Opinion: SKILL MONKEY!

Master Tactics (Ex)
At 10th level, and every two levels thereafter, a strategist can select one of the below master tactics in place of a tactic.



Tactic
Prerequisites
Explanation


Brilliant Foresight (Ex)
Foresight
You gain Uncanny Dodge as per the rogue class feature.


Critical Thinking (Ex)
Advice
When a strategist uses the Advice Tactic, she also grants her target a bonus combat feat of their choice for one round.


Greater Foresight (Ex)
Brilliant Foresight
You gain Improved Uncanny Dodge as per the rogue class feature.


Masterful Foresight (Ex)
Foresight
This tactic grants the strategist Improved Evasion, as per the rogue advanced talent.

This works like evasion, except that while the strategist still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless strategist does not gain the benefit of this tactic.


Perturb (Ex)
-
By spending a brilliance point, a strategist may, as an immediate action, make a comment to distract a spellcaster. Make a Diplomacy, Bluff or Intimidate roll, countered by the target’s concentration check (or Sense Motive check, whichever bonus is higher). If the strategist succeeds, the spellcaster loses their concentration and their spell fizzles. Otherwise, they cast the spell normally. The strategist must be able to see and speak to the target of this ability in order to use it, and they must be able to hear her in order to be affected by it.


Quick Reactions (Ex)
-
As a full-round action, by spending four brilliance points, a strategist may grant an ally the opportunity to act or deny an enemy the chance to act (Will Save DC 10 + ½ strategist level + their Intelligence modifier). Their next turn begins at the end of the strategist's turn, or the target does not act for that round. Opponents targeted by this tactic still lose their flat-footed status when their turn passes, and allies targeted by this tactic lose their flat-footed status after when their bonus turn begins. This does not affect their position on the Initiative table, and they may act again when appropriate.


Quick Reposition (Ex)
Reposition Ally
When you use your Reposition Tactic, your targets do not provoke attacks of opportunity unless they choose to do so. If they choose to do so, they gain an additional +2 Dodge AC against attacks of opportunity.


Smart Moves (Ex)

As a standard action, by spending two brilliance points, the strategist may shift the flow of battle to her advantage. Choose two active participants in combat that have not acted this round, or have acted on this round before the strategist's turn. If the target(s) are enemies or otherwise unwilling, they may make a Will save against DC 10 + ½ strategist level + their Intelligence modifier to nullify this tactic (If one of them saves, even if the one other does not, this tactic fails). Their positions on the Initiative table are switched. If this tactic succeeds and one of the targeted opponents rolls a natural 1 on their Will Save, the targeted opponent that rolled a natural 1 becomes flat-footed until the start of their next turn.


True Seeing (Sp)
-
By spending 2 brilliance points, you may cast True Seeing, treating your strategist level as your caster level.




Spell Resistance (Su)
At 13th level, a strategist gets Spell Resistance equal to her level +3. This spell resistance can be activated or deactivated as a swift action.

Well Read (Ex)
At 19th level, the strategist can often come up with a flash of brilliance related to her knowledge. When she takes 10 on a knowledge check, she treats the die as if she rolled a 14 instead of a 10.

Art of War (Ex)
At 20th level, the strategist's mind unnerves even the very best, who sometimes end up overthinking their moves. When her opponents attempt to make their saves against her abilities, they subtract their Wisdom modifier against their saves, and do not gain any bonuses to their saves from their Wisdom modifier.

In addition, when making a Bluff check to convince an opponent that you are in an advantageous position despite all obvious evidence to the contrary, they do not get their Wisdom modifier to the Sense Motive roll and subtract their Wisdom modifier from the Sense Motive roll. Also, (referring to the Bluff modifier table) such lies that are unlikely become believable, lies that are far-fetched become unlikely, and lies that are impossible become far-fetched.

Haruki-kun
2015-02-04, 06:56 PM
Leadership (Ex)
At 7th level, a strategist gains Leadership as a bonus feat. She may choose to take a bonus feat of any kind in place of Leadership. She may add her Intelligence modifier instead of her Charisma modifier when calculating her leadership score. This bonus still applies even if the strategist does not take Leadership as a bonus feat at this level.

Self-Opinion: Well, Leadership... could be useful, could be not?

Can they always swap out leadership for another feat, or only if they already had leadership? I like the latter option more than the former, I see why Leadership would make sense for a Strategist, but not other feats.

OntosChalmer
2015-02-05, 01:24 AM
Can they always swap out leadership for another feat, or only if they already had leadership? I like the latter option more than the former, I see why Leadership would make sense for a Strategist, but not other feats.

Hypothetically, that'd be only possible if they multiclass. I actually thought of this 'caveat' in case a DM doesn't allow a character in their campaign to take Leadership as a feat, whether for story or gameplay balance reasons.

Haruki-kun
2015-02-05, 01:24 PM
I think if the DM doesn't want to allow it, then they have to discuss with their players what their character should get in exchange. I don't think you should include "in case the DM won't allow it" in the class itself: I'd leave that up to house-ruling.