Prime Stat(s): Wisdom, Charisma
Ability Requirements: 12 Wisdom, 9 Charisma
Tacticians are leaders in battle who coordinate their allies’ efforts.
Tacticians have a bonus of 3% per level when using battle tactics.
Tacticians also grant their allies a +2 attack and AC bonus while commanding them.
When a tactician orders a tactic, he rolls a tactics check and a charisma check.
If he succeeds the tactics check, he successfully orders the tactic.
If he fails the tactics check, he messes up the orders in some fashion.
If he succeeds the charisma check, his allies listen or roll an opposed wisdom check.
If he fails the charisma check, he does not successfully communicate with his allies.
Granted Weapon Proficiencies: 4 Discretionary
Weapons: Rogue or Wizard.
Granted Nonweapon Proficiencies: Tactics, 3 Discretionary
Any Fighter or Priest nonweapon proficiencies.
Hit Dice: d8
Tacticians with higher than 16 Wisdom get a 10% experience bonus.
Cannot cast magical spells.
Can use most magical items.
Potions, Protection Scrolls, Most Rings
Enchanted Armor, Weapons, and Shields
At Name-Level, a Tactician may be approached by others with offers of retainer.
The chance of this is 10% per level, rolled each week a character spends in a city.
Chance is rolled upon entering the city the first time in a given week.
Chance is rolled seperately for each city entered in a given week.
At Name-Level, a Tactician may attract followers and companions.
The followers do not arrive on their own.
They witness the tactician’s abilities, and roll percentile.
If the roll succeeds, they request to join the tactician’s forces.
The followers expect to be paid. Pay is subject to negotiation.
Elite followers and the Leader are treated and paid better than normal.
The chance of attracting followers is 5% per level, + CHA.
The chance is modified by -10% per level of the highest level prospect.