Monday, February 5, 2024

Leading the Troops; Tactician


 Nations of the Sundered Cosmos frequently form military forces to protect their sovereignty and to assert their influence. Troop formations of these militaries are commanded by Tactians. Tacticians should be faction leaders in small to moderate cities or specific subregions within larger nations. Their presence could be felt from the beginner to the master level of play. As mid-level faction leaders, Tacticians make appropriate foils or allies.


Tactician   Officer 12


Uncommon

Medium

White

Blue

Humanoid

Human

Commanders of formations of troops and Tactians are also civic leaders in settlements where they are posted. committed to good order and discipline, tacticians are typically found guiding the local city watch when they are not on the battlefield. Tacticians are leaders, first and foremost. They all share a willingness to sacrifice their own glory for the team's greater good. Some tacticians lead from the front, sword and shield raised, while others may call instructions and encouragements from the rear while providing allied spellcasters with skilled support. Regardless of their preferred method of combat, tacticians' ability to bring the best out in every ally is a valuable addition to any group.

Perception +22; (+2 initiative)

Languages Common, Utopian

Skills Acrobatics +13, Athletics +13, Crafting +17, Deception +19, Diplomacy +21, Intimidation +21, Nature +18, Society +21, Survival +18, Terrain (pick one type) Lore +17

Str +2, Dex +2, Con +2, Int +3, Wis +4, Cha +3

Items Tactician's Halberd (+2 Greater Striking Axiomatic Cunning ), +2 Resilient Quenching (Greater) Advancing Half Plate

AC 34; Fort +21, Ref +19, Will +21 (When a Tactician Succeeds at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.)

HP 152

Marshal's Aura (Emotion, Mental, Visual) The Tactitian is surrounded by a marshal's aura in a 10-foot emanation. The aura grants the Tactitian and allies within the aura a +1 status bonus to saving throws against fear. 

Reactive Strike

 Trigger: A creature within a Tactitian's reach uses a manipulated or move action, makes a ranged attack, or leaves a square during a move action it’s using. 

Effect: the tactician Makes a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulated action, you disrupt that action. This Strike doesn’t count toward your multiple-attack penalty, and your multiple-attack penalty doesn’t apply to this Strike.

Topple Foe  

(Marshal, Athletics)  Trigger: An ally succeeds at a melee strike against an adjacent opponent. 

Effect: Taking advantage of the opening created by their ally to trip their foe off their feet. Attempt to Trip the target of the triggering attack.

Willful Commander

 When a tactician critically succeeds at a Will save against a foe's ability, they gain a +1 status bonus to saves and 6 Hit Points for 1 minute. These benefits are doubled if they critically succeed against a fear effect.

Offense

Speed 15 ft

Melee  tactician's halberd +22 (Reach, Versatile S, White, Blue Magical,), Damage 3d10+5 piercing

Combat Assessment  

The Tactician makes a probing strike to assess their opponent. A creature can only be targeted by Combat Assessment once per day

Critical Failure: The Tactician suffers a -1 penalty to all rolls against the target creature for the rest of the day due to misreading the character.

Success The Tactitian gains a +1 bonus to all rolls against the targeted creature for the rest of the day.

Critical Success The Tactitian gains a +2 bonus to all rolls against the targeted creature for the rest of the day.

Coordinated Charge  

(Open, Visual)  The Tactician heroically dashes into the fray, inspiring thier allies to follow. they Stride up to y15ft and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to Stride, but they each must end their Stride closer to the creature you hit than where they started.

Inspiring Marshal Stance  

(Open, Stance)  The Tactician is  a brilliant example of dedication and poise in battle, encouraging their allies to follow suit. 

Critical Success: The tactician’s aura increases to a 20-foot emanation and grants their allies a +1 status bonus to attack rolls and saves against mental effects. 

Success As critical success, but the aura's size doesn't increase. 

Failure they fail to enter the stance. 

Critical Failure You fail to enter the stance and can't take this action again for 1 minute.

Terrible Presence 

The tactician is an imposing figure; they will use demoralizing actions to express their displeasure when the use of force is inappropriate. The tactician crumbles their adversary's resolve with a sudden shout, a well-timed taunt, or a cutting putdown. The tactician targets a  creature within 30 feet. Targets of the tacticians demoralize make a will save against A DC 31 Intimidation effect. Creatures targeted with this effect can not be targeted again for 10 Minutes.

Critical Success The target is unaffected.

Success Target is frightened 1.

Failure Target is frightened 2.

Critical Failure: The target is frightened 2 and fleeing.

Encountering Tacticians

Influencing a Tactician 

Perception +22.

Will +21.

Discovery Perception DC 25,  Society DC 20, Local Lore DC  17.

Influence Skills Diplomacy DC 31; Society DC 24; Survival DC 28

Influence Thresholds 

Influence 4 The tactician maintains connections with the city watch and wilderness scouts. The tactician will use these connections to help a group that makes a good impression.  At this threshold, the tactician uses his connections to point the party in the right direction. They offer a few names of locals who may be involved or could be of help. They would also share with the party some places that should be searched.

Influence 6 In addition to the information provided above, the tactician gives the party a 1 bulk package they say will be helpful to the party. The tactician is a prescient planner and is able to anticipate the player character’s needs. While the characters are on the quest, they made their inquiry about When they open the package, they will find an item useful to the situation they are in when they open it.

Influence 8: the Tactician is willing to grant the party access to a restricted area under their purview.

Resistances 

The Tactician has finely honed their ability to see through deceptions; Checks predicated on a falsehood raise the target DC by +2.

Weaknesses 

Years of service have conditioned tacticians to feel the weight of obligation and expectation. Appeals to the well-being of the Nation or polis are particularly effective at swaying a Tactician. Evoking this as part of your check grants a +2 bonus to your roll

Delegated to Deputies 

As the leader of a faction, the tactician will delegate a task to petitioners of an ignored reputation or better. As a Minor Favor to the faction, the tactician will task players to clear out a band of bandits, dangerous creatures or other threats to the citizenry. As a Moderate favor the tactician may direct the players to take action against a rival faction; this will most certainly result in accumulating at least a minor disfavor with that group. Successfully completing your task will grant you a +3 bonus on your next influence encounter with the tactician.

The tactician will be offended if players refuse this task, and doing so will result in accumulating a minor disfavor with the faction. If players are members of the faction, this would be a moderate disfavor.

Tactical advantages

Inherent in their title tacticians have an uncanny grasp of tactics. 

Back-to-Back

In combat allies adjacent to the tactician can not be flanked 

Efficient Explorer

as experts in a particular terrain type, tacticians are better at traveling in and exploring terrain of that type. Their parties make an extra hexplorations action while in that terrain.

Incredible Scout 

By applying tactical awareness the tactician uses their counsel to put their allies into the most advantageous position.  Allies of the tactician when using their advice find themselves in tactically advantageous positions when they find themselves in combat. Player parties are able to position themselves on the battlefield before initiative is rolled. Encounters against the tactician’s allies are often littered with traps or groups of combatants hidden, waiting to ambush.


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