Tactician (Archetype)

A barbarian may hit you with their axe, but a tactician hits you with their barbarian. Uncommonly intelligent battlefield commanders who excel at bringing their allies together and helping them to reach their maximum potential, the tactician can come from any culture and any walk of life. However, years of recorded theory on the practical side of warfare means that tacticians most often hail from the more civilized parts of the world, where they may study and hone their craft under the tutelage of old masters.

## Tactician Dedication (Feat 2)

**Prerequisites:** Intelligence 15

You have begun to walk the path of the tactician, and know that a well-organized team is more fearsome than the sum of it's parts. You gain the **On My Mark** reaction.

### On My Mark

Reaction [Tactician] [Linguistic]

**Trigger:** You roll Initiative.

You form your allies into battle position. Select a number of allied creatures (Including yourself) equal to your intelligence modifier that can hear you. The selected creatures may stride up to 10 feet before combat begins. This movement can still trigger reactions, such as attack of opportunity.

## Cooperative Nature (Feat 2)

**Prerequisites:** Tactician Dedication

You fully grasp the power of cooperation, and have an eclectic series of skills you are ready to use to help your allies. You gain a +4 Circumstance Bonus whenever you take the Aid action. This feature does not stack with the Human racial feature of the same name.

## Guard Order (Feat 4)

**Prerequisites:** Tactician Dedication

You swiftly advise the means for which your allies can defend themselves, granting you the **Guard Order** action

### Guard Order

One/Two Actions [Tactician] [Linguistic]

If used with one action, select yourself or a single ally that can hear you. If used with Two actions, select up to a number of allies that can hear you (which can include yourself) equal to your intelligence modifier.

Until the start of your next turn, the targeted creature(s) gain temporary access to the Shield Block reaction, which works even if they do not have a shield equipped. The Hardness for this instance of shield block is equal to your intelligence modifier. If the ally is already equipped with a shield, they instead add your intelligence modifier to the shield's hardness for the same duration.

## Charge Order (Feat 4)

**Prerequisites:** Tactician Dedication

You swiftly advise an aggressive advance from an ally, you are granted the **Charge Order** action.

### Charge Order

One/Two Actions [Tactician] [Linguistic]

If used with one action, select yourself or a single ally that can hear you. If used with Two actions, select up to a number of allies that can hear you (which can include yourself) equal to your intelligence modifier.

Until the start of your next turn, the affected target(s) gain a +5 status bonus to their movement speeds. Or +10 if your intelligence is at least 18.

## Field Medic (Feat 4)

**Prerequisites:** Tactician Dedication

Often there is no time to relocate to a safer position to tend to your injured, best to know how to do it yourself. When taking this feat, you gain the Battle Medicine feat for free. Additionally, you may use your intelligence modifier instead of your wisdom modifier for determining your attribute bonus to the Medicine skill.

## Analyze Weakness (Feat 4)

**Prerequisites:** Tactician Dedication

The most straightforward way to win any battle is to exploit your foe's weaknesses. As a tactician, it falls to you to sniff out what that may be. You gain the **Analyze Weakness** action.

### Analyze Weakness

Three Actions [Tactician] [Linguistic] [Mental]

Select a creature within 30 feet (You need a fairly close look.) The target becomes **Analyzed** for the remainder of the battle. An **Analyzed** target takes additional precision damage equal to your intelligence modifier whenever you or an allied creature that can hear you damages it. Additionally, you learn the target's weaknesses, resistances, and immunities to particular damage types, if any exist. Only one target may be **Analyzed** at a given time.

The single-target restriction of Analyze Weakness can be overcome if you spend at least ten minutes studying the specific target of Analyze Weakness. A creature targeted by Analyze weakness may make a deception check against your perception DC to attempt to remove the status, but only once per rest.

## According to Plan (Feat 6)

**Prerequisites:** Tactician Dedication

You need to form plans on the fly in this sort of business, and you've been growing adept at it. When you trigger **On My Mark**, in addition to it's normal effects, you may select a number of allied creatures (including yourself) equal to your intelligence modifier, and redistribute their initiative values among one another.

## Master Collaborator (Feat 8)

**Prerequisites:** Tactician Dedication

You're always prepared to direct and aid your comrades to reach new heights. Through invigoration, encouragement, and elbow grease your advice is reliably outstanding. When you take the Aid action, any success is instead treated as a critical success.

## Tactician's Formation (Feat 12)

**Prerequisites:** Tactician Dedication

By taking a stance with your allies, you can cover for one another's weaknesses, and encourage one another's strengths. When at least one ally is adjacent to you (including diagonally) you both gain a +2 bonus to all of your DCs and attack rolls. For every additional ally adjacent to you, or another member of the formation, this bonus increases by an additional +1, and applies to every member of the formation. The bonus, and maximum amount of allies benefiting from the formation bonuses, can be no greater than your intelligence modifier.