Level Base Atk Fort/Ref/Will Special
1 +1 +2/+2/+0 Fast Movement, Track, Skirmish +1d6
2 +1 +3/+3/+0 Traps Sense +1
3 +2 +3/+3/+1 Improved Initiative
4 +3 +4/+4/+1 Skirmish +2d6
5 +3 +4/+4/+1 Uncanny Dodge
6 +3 +5/+5/+2 ---
7 +4 +5/+5/+2 Trap Sense +2
8 +5 +6/+6/+2 Skirmish +3d6
9 +6/+1 +6/+6/+3 Skill Mastery
10 +6/+1 +7/+7/+3 Trap Sense +3
11 +7/+2 +7/+7/+3 Opportunist
12 +8/+3 +8/+8/+4 Skirmish +4d6
13 +9/+4 +8/+8/+4 ---
14 +9/+4 +9/+9/+4 Improved Uncanny Dodge
15 +9/+4 +9/+9/+5 Trap Sense +4
16 +10/+5 +10/+10/+5 Camouflage
17 +11/+6/+1 +10/+10/+5 ---
18 +12/+7/+2 +11/+11/+6 Skirmish +5d6
19 +13/+8/+3 +11/+11/+7 ---
20 +14/+9/+4 +12/+12/+7 Trap Sense +5
Ablities: Dexterity is key, Tactitians need to be swift to plan their attacks. A sharp mind is vital to their mission, they have to be quick with their minds, hence, their need above average Intelligence. Many of the Tacticians Skills are also dependant on Charisma.
Alignment: Any
Hit Die: d6
Class Skills: Ballance(Dex), Bluff(Cha),Craft(Int), Diplomacy(Cha), Escape Artist(Dex), Forgery(Int), Gather Information(Cha), Intimidate(Cha), Knowledge(Geography)(Int), Listen(Int), Perform(Cha), Ride(Dex), Search(Int), Sense Motive(Wis), Survival(Wis)
Skill Points at 1st Level:(8+Int Modifier)x4
Skill Points at Each Additional Level: 8+Int Modifier
Wearon and Armor Proficiency: Tacticians are proficient with the Short Sword, Longsword, Scimitar, Rapier, Shortbow, and Hand Crossbow. Tacticians value their ease of movement so choose to work with smaller swords and ranged weapons.
Tacticians need to be light on their feet and un-noticable. They are only proficient with padded, leather, and studded leather armors, but not with a chain shirt. If anything above studded leather is worn, a tactician loses a point of dexterity and loses its skirmish class feature.
Fast Movement:
A first level Tactician get a +10 Bonus on speed while wearing proficient armor and not carrying a meduim or heavy load.
Track:
At first level, a Tactician gains Track as a bonus feat.
Skirmish:
During any round a Tactician moves mor than 10 feet, she gains the bonus on all damage for her level.
Trap Sense:
At second level, a Tactician gains a +1 to reflex saves against traps and a +1 bonus to AC against attacks made by traps. This bonus goes up at level 7, to +2, and at level 10 to +3, then another +1 is added every 5 levels there after.
Improved Initiative:
At third level, a Tactician gains Improved Initiative as a bonus feat.
Uncanny Dodge
A fifth level Tactician retains his Dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
Skill Mastery:
A ninth level Tactician selects a number of skills equal to 3+her Intelligence modifier. When making a check with these skills, she make take 10 even if stress and distractions would normally prevent her from doing so.
Opportunist:
Each round, a twelfth level Tactitian can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Tactician's of opportunity for that round.
Improved Uncanny Dodge:
A fourteenth level Tactician can no longer be flanked.
Camouflage:
A sixteenth level Tactician can use the hide skill in any terrain.
Into the Dragon's Den (D&D Guild)
Just a little place where people can come and role play Dungeons and Dragons.
![]() |
|
|||||
|
||||||
|
//
//
//
//
//
Have an account? Login Now!
