TEXT: 1 
   
  Master of the Battlefield 
  The Tactician 
   
  By: Jeremy Harris 
  
  2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
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  3 
   
  Worthy of the title “Master of the 
  Battlefield”, Tacticians exploit the 
  weaknesses of enemies, and help their 
  fellows take down particularly damning 
  enemies with ease. The Tactician is 
  deemed as supportive, however they can 
  hold their own in battle and are certainly 
  not slouches when it comes to fending for 
  themselves. 
  Alignment: Any. 
  Hit Die: d10 
  Starting Wealth: 4d6 × 10 gp (average 140 
  gp.) In addition, each character begins play 
  with an outfit worth 10 gp or less. 
  Class skills 
  The Tactician’s class skills are Acrobatics 
  (Dex), Appraise (Int), Bluff (Cha), Craft 
  (Int), Diplomacy (Cha), Intimidate (Cha), 
  (Int), Knowledge (Geography) (Int), 
  Knowledge (History) (Int), Knowledge 
  (Local) (Int), Linguistics (Int), Perception 
  (Wis), Perform (Cha), Profession (Wis), 
  Ride (Dex), Sense Motive (Wis), Sleight of 
  Hand (Dex), and Stealth (Dex) 
  Skill Ranks per Level: 4 + Int modifier.
   
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +0 
  +2 
  +2 
  Tactician Training, Thoughtful Step 
  2nd 
  +2 
  +0 
  +3 
  +3 
  Correlation +1/+1 
  3rd 
  +3 
  +1 
  +3 
  +3 
  Battle Focus, Tactical Advantage 
  4th 
  +4 
  +1 
  +4 
  +4 
  Specialized Tactics 
  5th 
  +5 
  +1 
  +4 
  +4 
  Rally 
  6th 
  +6/+1 
  +2 
  +5 
  +5 
  Correlation +2/+2, Tactical Advantage 
  7th 
  +7/+2 
  +2 
  +5 
  +5 
  Tactical Style 
  8th 
  +8/+3 
  +2 
  +6 
  +6 
  Deadly Knowledge 
  9th 
  +9/+4 
  +3 
  +6 
  +6 
  Opportune Strike, Tactical Advantage 
  10th 
  +10/+5 
  +3 
  +7 
  +7 
  Correlation +3/+3, Evasion 
  11th 
  +11/+6/+1 
  +3 
  +7 
  +7 
  Speech, Tactical Withdrawal 
  12th 
  +12/+7/+2 
  +4 
  +8 
  +8 
  Enhanced Tactical Style, Tactical Advantage 
  13th 
  +13/+8/+3 
  +4 
  +8 
  +8 
  Intelligence of the Void 
  14th 
  +14/+9/+4 
  +4 
  +9 
  +9 
  Correlation +4/+4 
  15th 
  +15/+10/+5 
  +5 
  +9 
  +9 
  Enhanced Deadly Knowledge, Tactical Advantage 
  16th 
  +16/+11/+6/+1 
  +5 
  +10 
  +10 
  Improved Speech 
  17th 
  +17/+12/+7/+2 
  +5 
  +10 
  +10 
  Master’s Tactical Style 
  18th 
  +18/+13/+8/+3 
  +6 
  +11 
  +11 
  Correlation +5/+5, Tactical Advantage 
  19th 
  +19/+14/+9/+4 
  +6 
  +11 
  +11 
   
  20th 
  +20/+15/+10/+5 
  +6 
  +12 
  +12 
  Heroic Inspiration 
  
  4 
   
  Class Features 
  The following are the class features of the Tactician. 
  Weapon and Armor Proficiency 
  A Tactician is proficient with all simple and martial weapons. A Tactician is also proficient 
  with light and medium armor. A Tactician wielding heavy armor or a shield cannot use his 
  Correlation, Thoughtful Step, or Battle Focus abilities. 
  Tactical Boon (Ex) 
  At 1st level, a Tactician receives a teamwork feat as a bonus feat. He must meet the 
  prerequisites for this feat. As a standard action, the tactician can grant this feat to all allies 
  within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds 
  plus 1 round for every two levels the tactician possesses. Allies do not need to meet the 
  prerequisites of these bonus feats. The tactician can use this ability once per day at 1st level, 
  plus one additional time per day at 5th level and for every 5 levels thereafter. 
  Thoughtful Step (Ex) 
  A Tactician adds his Intelligence Modifier to his Reflex Saves. This functions similar to the 
  Paladin’s Divine Grace ability. Thoughtful Step and Divine Grace do not stack; instead the 
  Tactician takes whichever modifier is higher and adds it to his Reflex. 
  Correlation (Ex) 
  At 2nd level, a Tactician can begin to coordinate their teammates' movements. As a standard 
  action they can issue orders to the entire party. The party is not compelled to follow these 
  orders but those who do receive a +1 insight bonus to attack rolls and a +1 insight bonus to 
  AC. The bonuses provided increase by +1 and +1 respectively at each fourth level after this 
  one. (EX: At 6th level it is +2 to attacks, +2 to AC. At 10th level it is +3 to attacks, +3 to AC. 
  Etc.). To gain this bonus the Tactician must succeed on a successful roll (1d20 + half level + 
  intelligence modifier) greater than 10 + highest opponents’ hit dice (additional modifiers may 
  apply at DMs discretion, bad ground or caught by surprise). If successful this bonus lasts for 5 
  rounds and cannot be used again during those 5 rounds. A Tactician can use this ability a 
  number of times per day equal to 3 + their Intelligence modifier. 
  Battle Focus (Ex) 
  At 3rd level, the Tactician may attempt to enter a state of extreme focus using a move 
  action. He must make a Concentration check as if he were a spell caster DC 10 + additional 
  modifiers at DM’s discretion and it lasts 3 + intelligence modifier of rounds. There are 2 
  different states: Barricaded Mind and Focused Body. Each round he is attacked he must make 
  a Concentration check at the end to maintain his focus (+2 to DC for every 5 damage 
  sustained). 
  Barricaded Mind: Upon entering the state the tactician focuses his mind on defense and 
  careful calculated defense. They gain +2 bonus to Will saves against mind affecting effects 
  and gains an insight bonus equal to 1 + intelligence bonus to AC (minimum + 2). 
  Focused Body: Upon entering this state the tactician focuses his body into a deadlier weapon 
  ready to strike quickly and with deadly precision. They gain an insight bonus equal to 
  intelligence bonus + 1 to damage with all attacks. 
   
   
   
  
  5 
   
  Tactical Advantage 
  The Tactician learns new techniques and ways of aiding his allies in times of need, as well as 
  strategies he can use against the enemy. At 3rd level and every 3 levels thereafter, the 
  Tactician gains a new Tactical Advantage. Unless specifically noted, the Tactician cannot 
  select a Tactical Advantage more than once. The save DC for Tactical Advantage abilities is 
  10 + half Tactician level + intelligence modifier. 
  Specialized Tactics (Ex) 
  At 4th level the Tactician may use his Tactical Boon ability on one ally and grant them the 
  effects of his teamwork feat, however the Tactician does not need to use his bonus feat for 
  the Tactical Boon ability, allowing him to use any teamwork feat he currently has for this 
  ability however only on his ally with Specialized Tactics. Using this expends a use of Tactical 
  Boon. 
  Rally (Ex) 
  A 5th level, as a move action, a Tactician can call for their party to rally around them. All of 
  the Tacticians allies can choose to make an immediate action to move up to their base 
  movement speed towards the Tactician. A Tactician may then share any knowledge gained 
  through Study during that fight with his allies as a free action. Any movement made through 
  this immediate action still provokes attacks of opportunity if moving through a threatened 
  square. This ability can only be used once per encounter. 
  Tactical Style (Ex) 
  At 7th level, a Tactician advances his tactical acumen and adapts quickly to situations. A 
  Tactician using his Tactical Boon, Correlation, or certain Tactical Advantage abilities that 
  affect allies can grant these to his allies. Bonuses provided through Tactical Style affect all 
  allies which can hear the Tactician, including the Tactician himself. These are only active 
  during said tactical actions, and once they end Tactical Style must be restarted. A Tactician 
  can use Tactical Style a number of times per day equal to his intelligence modifier. 
  Offensive: +2 insight bonus on attack rolls or +2 insight bonus versus spell resistance. 
  Defensive: +2 insight bonus to AC or +2 insight bonus on all saving throws. 
  Specialist: +2 Initiative and once per encounter, a Tactician can enable one ally within range 
  of Tactical Style to reroll their initiative. If the new roll is higher than the original roll they 
  now act on that new count. If it is lower, the ally may choose which roll they wish to act on. 
  Deadly Knowledge (Ex) 
  At 8th level a Tactician has become adept at studying their enemies and exploiting their 
  weaknesses. As part of an attack, the Tactician can make a Knowledge check on the creature 
  using any Knowledge skill he has trained in place of the regular check against the enemy. The 
  DC for the knowledge check is 10 + the creatures hit dice. If he succeeds, the Tactician gains 
  a number of additional d6 with his attack equal to the amount of hit dice the creature he is 
  attacking possesses (minimum 1d6). 
  Opportune Strike (Ex) 
  At 9th level the Tactician can make a single attack as a standard action, and the enemy must 
  make a fortitude save DC = 10 + half tactician level + intelligence modifier. Upon a failed 
  save, the enemy has an effect placed upon him along with the normal damage dealt. The type 
  of effect is one of the following: Sickened, Shaken, or Dazzled. The effect stacks if this ability 
  is used multiple times, however it cannot be used in a full attack action. 
  
  6 
   
  Speech (Ex) 
  At 11th level, before an encounter a Tactician may spend up to five minutes giving their 
  group a pep talk or rally speech. All allies hearing this speech can gain a temporary +2 insight 
  bonus to any stat of their choosing. The Tactician may only make a speech about an enemy he 
  has knowledge of, and must speak for at least 2 minutes. He can use this ability a number of 
  times per day equal to his intelligence modifier. The bonuses from the speech takes place 
  only during the fight with the enemy, and lasts until the end of the fight. 
  Superior Intellect (Ex) 
  At 11th level, when the Tactician uses an ability that requires the use of his intelligence 
  modifier, he may double the bonus his intelligence modifier grants. He may only use this once 
  per day on one ability. 
  Enhanced Tactical Style (Ex) 
  At 12th level the Tactician adds a bonus to his already existing style as stated below. All 
  Abilities stack with the above, for example +2 to AC stacks with the above and becomes +4. 
  He must still choose when using one of the styles listed when it says “or” between two 
  bonuses. 
  Offensive: +2 insight to damage, a +2 insight bonus against spell resistance and +10 temporary 
  bonus to speed of all charge attempts. 
  Defensive: a +2 insight bonus to AC and a +2 insight bonus to saving throws (stacks with 
  above). 
  Specialist: +2 to skill checks and +2 to Initiative. 
  Intelligence of the Void (Ex) 
  At 13th level the Tactician may now enter a 3rd state of focus known as the Intelligence of 
  the Void or may use Barricaded Mind and Focused Body as one state of focus. 
  Intelligence of the Void: Upon entering the state the tactician focuses his mind to such a state 
  he almost withdraws from his body. The Tactician gains an additional move action and swift 
  action. 
  Enhanced Deadly Knowledge (Ex) 
  At 15th level, the Tactician's Deadly Knowledge ability's d6 become d8 instead, however the 
  DC increases to 20 + creature's hit dice. 
  Improved Speech (Ex) 
  At 16th level, the words spoken by the Tactician during his speech ability are particularly 
  powerful and moving, granting all who hear it a +4 temporary bonus to any stat of their 
  choosing, or +2 to two stats of their choosing. 
  Master’s Tactical Style (Ex) 
  At 17th level, the Tactician can gain another bonus to his previously existing tactical style, as 
  shown below. 
  Offensive: +1d8 to damage rolls. 
  Defensive: Spell Resistance 5 + Tacticians Level + Tacticians Intelligence Modifier 
  Specialist: Grant each character one Re-Roll per encounter. 
   
   
  
  7 
   
  Heroic Inspiration (Ex) 
  At 20th level, the Tactician can push one party member to perform a near impossible feat, 
  the Tactician cannot however use this on himself. As an immediate action the target gains 
  haste, the benefit of his Tactical Style, adds x1 to the weapons multiplier, gains temporary 
  HP equal to 20 + 1d10 + Intelligence modifier and gains Freedom of Movement for 4 + 
  Intelligence modifier of rounds. The target is exhausted for half the duration afterwards. This 
  can only be used once a week, and requires the Tactician to know who he is using this ability 
  on personally. 
  New Feats 
  Name 
  Prerequisites 
  Description 
  Extra Tactical 
  Advantage 
  None 
  Gain a bonus Tactical Advantage the Tactician meets the prerequisites for. 
  This can be taken multiple times. 
  Extra Correlation 
  None 
  Gain 2 more uses of Correlation per day. This can be taken multiple times. 
   
  Tactical Advantages 
  Name 
  Prerequisites 
  Description 
  Art of Brutality 
  Strength 13 
  Grants a bonus to intimidate upon killing an enemy. 
  Art of Protection 
  - 
  Grants AC bonus to ally within 5 ft. of the Tactician. 
  Art of Society 
  Charisma 13 
  Use Diplomacy to increase someone’s helpfulness. 
  Art of Survival 
  Tactician 9th level 
  Roll a Fortitude save to negate death a number of times per day. 
  Calculated Strike 
  - 
  Grant an ally an insight bonus to damage rolls. 
  Tactician’s Terrain 
  Tactician 6th level 
  Gain bonuses to the use of correlation on specific terrains 
  Trained Ineptitude 
  Wisdom 8 
  Use Intelligence modifier instead of Wisdom for certain skills. 
  Ratfolk Formation 
  Ratfolk, Swarming ability 
  Gain additional bonuses while using the swarming ability. 
  Redoublement Strike 
  Int 17, Caster Level 5 
  If True Strike is cast upon the Tactician, they gain damage bonuses. 
  Intelligent Wordplay 
  - 
  Gain a bonus equal to the Tactician’s INT modifier on a CHA skill check. 
  Pinpoint Targeting 
  Int 15, Point Blank Shot 
  Deal an additional damage if the target is within 30 feet. 
  Slashing Finish 
  Tactician 18th level 
  Strike an opponent to knock them prone, then slay them. 
  Indignation 
  Intimidate 6 ranks, 
  Tactician 6th level 
  Makes the enemy flat-footed upon a successful intimidate attempt. 
  Righteous Wordplay 
  Int 15, Levels in a Divine 
  spell-casting class 
  A certain number of times per day, use Intelligence in place of Wisdom for 
  certain divine spells. 
  Demand Respect 
  Young Character 
  Garner the attention of concerned parents and guardians in public. 
  
  8 
   
  Gleam of Brilliance 
  Tactician 9th level, 
  Combat Expertise 
  Sacrifice HP for extra damage, and AC for extra to-hit. 
  Overcharge Bonus 
  Tactician 12th level 
  Increase bonus to Stat Increasing item for short period of time. 
  Improved Overcharge 
  Tactician 15th level, 
  Overcharge Bonus 
  Increases the bonus granted through Overcharge Bonus. 
  Advantageous Strike 
  Tactician 6th level 
  Gain bonuses to attack rolls against suffering foes. 
  Painstaking Effort 
  Craft (Any), Int 15 
  Reduce the DC for making a masterwork item. 
  Guided Strike 
  - 
  Give an adjacent ally a bonus to attacks against one enemy. 
  Coordinated Stealth 
  Stealth 3 ranks 
  Give himself and allies correlation to stealth. 
  Fighter Training 
  Tactician 6th level 
  Gain a bonus combat feat as a fighter half the Tactician’s level. 
  Unnatural Discipline 
  Any Knowledge 6 ranks 
  Gain a bonus to damage rolls equal to knowledge ranks. 
  No Language Barrier 
  Linguistics 6 ranks 
  Once per day speak a language not on the language list. 
  Sharp and also Sharp 
  Int 15, Tactician 9th level 
  Substitute strength for intelligence on attack and damage. 
  Guided by the Gods 
  Must worship a deity 
  Insight bonuses become Sacred or Profane, depending on alignment. 
  Familiar 
  Must be selected at 3rd 
  level 
  Gain a Familiar as a Wizard of equal level. 
  Animal Companion 
  Must be selected at 3rd 
  level 
  Gain an Animal Companion as a Druid of equal level. 
  Intelligent Scrapper 
  Improved Unarmed 
  Strike, Tactician 6th level 
  Unarmed Strikes are calculated as a Monk of 5 levels lower (minimum 1st 
  level). 
  Sea Fairer 
  Belongs to a sea vessel, 
  Tactician 9th level 
  Gain correlation to Profession (Sailor) checks and gain bonuses while in ship 
  combat. 
  Art of Brutality 
  Prerequisites: Strength 13 
  Description: The Tactician makes an especially 
  savage display with his weapon in hand. Upon 
  killing an enemy he can make an intimidate 
  check using his bonus to damage onto the 
  intimidate roll. 
  Art of Protection 
  Prerequisites: None 
  Description: The Tactician as a swift action 
  can grant one ally within 5 ft of him an insight 
  bonus to AC equal to his intelligence modifier. 
  This lasts for 3 rounds. 
   
   
  Art of Society 
  Prerequisites: Charisma 13 
  Description: The Tactician can use a successful 
  Diplomacy check to increase someone’s 
  attitude towards you by two steps as opposed 
  to one step. 
  Art of Survival 
  Prerequisites: Tactician 9th level 
  Description: A number of times per day equal 
  to his intelligence modifier the Tactician can 
  roll a fortitude save to negate damage dealt to 
  him if it would normally bring him below 0 or 
  kill him. 
   
   
  
  9 
   
  Calculated Strike 
  Prerequisites: None 
  Description: The Tactician as a swift action 
  can grant one ally within 5 ft. of him an insight 
  bonus to damage rolls equal to his intelligence 
  modifier. This lasts for 3 rounds. 
  Tactician’s Terrain 
  Prerequisites: None 
  Description: Gain a bonus to correlation equal 
  to half your intelligence modifier while on a 
  specific terrain. (See the Ranger’s favored 
  terrain list). 
  Trained Ineptitude 
  Prerequisites: Wisdom 8 (or lower)  
  Description: The Tactician can use their 
  Intelligence modifier instead of Wisdom 
  modifier for the following skills: Perception, 
  Profession, and Sense Motive. 
  Ratfolk Formation 
  Prerequisites: Ratfolk, Swarming racial ability 
  Description: If at least one of the Ratfolk using 
  the Swarming ability is a Tactician, the two 
  Ratfolk gain +2 to Hit and AC. 
  See “Ratfolk” in Chapter 2 of the Pathfinder Roleplaying 
  Game Advanced Race Guide. 
  Redoublement Strike 
  Prerequisites: Int 17, Caster Level 5th 
  Description: If True Strike is cast upon the 
  Tactician, they gain a +5 Insight bonus to 
  damage rolls while True Strike is active. 
  See “Spells” in Chapter 10 of the Pathfinder Roleplaying 
  Game Core Rulebook. 
  Intelligent Wordplay 
  Prerequisites: None 
  Description: The Tactician gains a bonus to one 
  Charisma based skill check equal to his 
  intelligence modifier usable a number of times 
  per day equal to his intelligence modifier. 
   
  Pinpoint Targeting 
  Prerequisites: Int 15, Point Blank Shot 
  Description: If the opponent is in range so the 
  tactician would gain bonuses from the Point 
  Blank Shot feat, they gain an additional amount 
  of damage equal to their Intelligence modifier 
  along with the bonuses presented by Point 
  Blank Shot. 
  See “Feats” in Chapter 5 of the Pathfinder Roleplaying 
  Game Core Rulebook. 
   
   
  Slashing Finish 
  Prerequisites: Tactician 18th level. 
  Description: The Tactician makes a single 
  attack at his highest attack modifier against an 
  enemy. If the attack hits, they take damage 
  from the attack and are considered prone. If 
  the enemy is still in the prone position on his 
  next turn from this attack, the tactician can 
  use this ability once more to slay the enemy. 
  On a failed attempt (either through missing or 
  the enemy passing the Fortitude save), the 
  Tactician provokes from the prone enemy and 
  cannot attack back. 
  Indignation 
  Prerequisites: Intimidate 6 ranks, Tactician 6th 
  level. 
  Description: Make a single intimidate attempt 
  against an opponent. Doing so causes the 
  opponent to be flat-footed instead of the 
  normal shaken effect. This cannot be coupled 
  with any intimidation feats. Doing this is a 
  standard action which does not provoke attacks 
  of opportunity. 
  Righteous Wordplay 
  Prerequisites: Int 15, levels in a divine 
  spellcasting class. 
  Description: A number of times per day equal 
  to the Tactician’s intelligence modifier, they 
  can use their Int in place of their Wisdom for 
  certain aspects of their spell such as saving 
  throws and the likes. 
  Demand Respect 
  Prerequisites: Young Character. 
  Description: A number of times per day equal 
  to their Intelligence modifier, they can garner 
  the attention of all adults in a 30 FT radius, to 
  which they will respond concerned granting a 
  +2 bonus on Diplomacy checks when speaking 
  to an adult. If the character reaches adulthood 
  and still has this Tactical Advantage, they can 
  swap it out for another Tactical Advantage. 
   
  Gleam of Brilliance 
  Prerequisites: Tactician 9th level, Combat 
  Expertise 
  Description: The Tactician can sacrifice a 
  number of HP equal to his constitution score to 
  gain a bonus to damage equal to half of what 
  was sacrificed. Additionally, they may sacrifice 
  AC for bonuses to hit (maximum of -8 AC/+8 
  Hit). 
  See “Feats” in Chapter 5 of the Pathfinder Roleplaying 
  Game Core Rulebook. 
  
  10 
   
  Overcharge Bonus 
  Prerequisites: Tactician 12th level. 
  Description: For a number of rounds equal to 
  the half the Tactician’s level (minimum of 6) 
  he can ‘overcharge’ the bonus on one stat 
  increasing item he is wearing. Doing so is a full-
  round action, and upon completion the stat 
  increasing item gains a +2 onto its bonus it 
  gives. Once the duration ends, the item loses 
  its bonus to the Tactician’s stats until the next 
  day. 
  Improved Overcharge 
  Prerequisites: Tactician 15th level, Overcharge 
  Bonus 
  Description: Increase the effect of Overcharge 
  Bonus to a +4 instead of a +2. 
  Advantageous Strike 
  Prerequisites: Tactician 6th level 
  Description: Gain a +4 to hit against opponents 
  suffering from some sort of status effect. This 
  bonus does not increase with the severity of 
  the effect. 
  Painstaking Effort 
  Prerequisites: Int 15, Craft (Any)  
  Description: The Tactician reduces the DC to 
  make a masterwork item by 5.  
  Guided Strike 
  Prerequisites: None. 
  Description: Grant an adjacent ally a +2 bonus 
  to attack rolls against a single unit. This 
  expends the Tactician’s attack of opportunity. 
  Coordinated Stealth 
  Prerequisites: Stealth 4 ranks. 
  Description: Grant the Tactician’s correlation 
  to any allies using stealth during combat or 
  while in danger, and he is within 30 feet of the 
  one stealthing. 
  Fighter Training 
  Prerequisites: None. 
  Description: Gain a bonus combat feat using 
  half the Tactician’s level for the sake of 
  prerequisites. 
  Unnatural Discipline 
  Prerequisites: Any Knowledge 5 ranks. 
  Description: Once a Knowledge check is made 
  against an enemy, the Tactician can once per 
  day gain a bonus on damage rolls equal to their 
  ranks in the Knowledge used to identify the 
  enemy. This lasts until the enemy is slain, or 
  until the battles end. 
   
  No Language Barrier 
  Prerequisites: Linguistics 5 ranks. 
  Description: Once per day as a free action, the 
  Tactician can learn to read, write, speak, and 
  understand a language not already on his 
  language list. This cannot be used to learn 
  Druidic, Protean, or languages the GM may not 
  allow. 
  Sharp and also Sharp 
  Prerequisites: Int 15, Tactician 9th level. 
  Description: Substitute strength for 
  intelligence for attack and damage rolls. Due to 
  this however, the damage modifier is 
  considered a precision bonus and they use 
  strength instead if the enemy is immune. 
  Guided by the Gods 
  Prerequisites: Must worship a deity. 
  Description: All insight bonuses become Sacred 
  (if the Tactician is good) or Profane (if the 
  Tactician is evil). If the Tactician is neutral, 
  choose one. 
  Familiar 
  Prerequisites: Must be selected at 3rd level. 
  Description: Gain a Familiar as a Wizard of 
  your level. This cannot be selected alongside 
  Animal Companion. 
  Animal Companion 
  Prerequisites: Must be selected at 3rd level. 
  Description: Gain an Animal Companion as a 
  Druid of your level. This cannot be selected 
  alongside Familiar. 
  Intelligent Scrapper 
  Prerequisites: Improved Unarmed Strike, 
  Tactician 6th level. 
  Description: Unarmed Strikes deal damage as a 
  monk 5 levels lower (minimum 1st level). A 
  Monk’s Robes allows the Tactician to deal 
  damage as a monk of his level, and gains the 
  AC Bonus as a 5th level Monk as normal. 
  Sea Fairer 
  Prerequisites: Belongs to a sea vessel, 
  Tactician 9th level. 
  Description: Gain the Tactician’s correlation 
  bonus to Profession (Sailor) checks, and while 
  in combat on a ship, insight bonuses are 
  doubled, and Freedom of Movement is always 
  active, however only while on the ship.
   
  
  11 
   
  Credits:  
  Writer: Jeremy Harris 
  Artist: Jeremy Harris
  Product Identity: The following items are hereby identified as 
  Product Identity, as defined in the Open Game License 1.0a, Section 
  1(e), and are not Open Content: All trademarks, registered 
  trademarks, proper names (characters, deities, etc.), dialogue, 
  plots, storylines, locations, characters, artworks, and trade dress. 
  (Elements that have previously been designated as Open Game 
  Content are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity 
  (see above), the game mechanics of this Black Flame Studios game 
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  12 
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, 
  Inc. 
  System Reference Document. Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC. 
  Master of the Battlefield: The Tactician Copyright 2015, Black 
  Flame Studios; Author: Jeremy Harris. 
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, 
  LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme 
  Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, 
  Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K 
  Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. 
  Sutter, Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, 
  LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James 
  Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, 
  F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, 
  Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, 
  Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. 
  Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, 
  Owen KC Stephens, and Russ Taylor. 
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights 
  reserved. 
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Baphomet from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary 
  Gygax. 
  Genie, Marid from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary 
  Gygax. 
  Grippli from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax. Nereid 
  from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Black Flame Studios/Tactician.pdf