Strategy Talent Tree

The hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the Scholarly Talent Tree.

***Exploit Weakness (Ex)**:* After 1 round of combat, the hero can designate a single opponent and try to find ways to gain an advantage by using brains over brawn. The hero spends a move action and makes an Intelligence check (DC 15). This can be an outwit skill check if the hero possesses ranks in that secret skill. If the check succeeds, for the rest of the combat the hero uses its Intelligence bonus instead of either Strength or Dexterity to modify attack rolls, as the hero finds ways to outthink its opponent and notices weaknesses in his opponent’s fighting style. To select this, the hero must possess one talent from the scholarly talent tree.

***Plan (Ex)**:* Prior to an encounter the hero can develop a plan of action to handle a situation at hand. Using this talent requires preparation; a hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute. During this 1 minute period the hero formulates a plan and makes an intelligence check. This can be a knowledge tactics check if the hero possesses ranks in that skill. The result determines the bonus given by this ability as denoted below.

 10-14
 15-24
 25 or higher

The bonus granted by the plan is a circumstance bonus, and is applied to all skill checks and attack rolls made by the hero and a number of its allies involved in the plan equal to the hero’s level. This bonus lasts for only 1 round per point of intelligence, or 3 rounds, whichever is higher. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans. The hero can choose to trigger the plan at any point, but no longer than 1 hour per two levels after it was set in which the duration begins. To select this, the hero must possess one talent from the scholarly talent tree.

***Improved Plan (Ex):*** Your plan ability lasts for one minute before it starts to degrade. In addition the bonus is applied to saving throws and armor class now as well. You must possess the plan talent to select this.

***Trick (Ex)**:* The hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero. To play a trick on a target, the hero must use a full-round action, and the target must try to think quickly and ignore the trick. The target resists the trick by making a Will saving throw (DC 10 + hero’s level + hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys from all creatures with this ability. This is a mind-affecting ability. To select this, the hero must possess one talent from the Scholarly Talent Tree.

***Tactical Miscalculation (Ex):*** When a creature fails it’s save vs. the trick ability, The target becomes fixated on avoiding damage and fails to spot even the most opportune moments to attack. Whenever a creature the target threatens would provoke an attack of opportunity from the target, the target must succeed at a Will save DC: 10+ ½ level+ Intelligence modifier or be unable to make the attack of opportunity against that creature. This lasts for 1 minute. The hero must possess the trick talent to select this.

***Tactical Acumen (Ex):*** Once per day for every point in your intelligence modifier, as a standard action, you can choose to gain an additional +1 bonus to attack rolls and armor class when gaining a bonus to attack rolls or armor class from a battlefield position such as flanking, higher ground or cover. This bonus is an insight bonus. This lasts for 1 round per two levels. This bonus increases by +1 at level 10. The hero must possess the plan talent to select this.

***Tactical Adaptation (Ex):*** Once per day, you can choose to spend a full round action to gain access to a single combat feat that you meet the prerequisites for as a bonus feat. This feat lasts for 1 round per level. This can be done an additional time per day at levels 5, 10, and 15. Only 1 feat can be gained at a time with this. The hero must possess the plan talent to select this.

***Tactician (Ex):*** The hero gains a teamwork feat as a bonus feat. The hero must meet the prerequisites for this feat. As a standard action, the hero can grant one of these feats to all allies within 30 feet who can see and hear it. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the hero has. Allies do not need to meet the prerequisites of this bonus feats. This can be selected up to 3 times, each time gaining a new bonus feat. The second time the action to use this becomes a move action and the third time it becomes a swift action. The hero must possess the plan talent to select this.