Tactics
Key Ability: Int | Trained Only: Yes | Armor Check Penalty: No
You have learned how to organize operations and resources for battle.
Check: The DC and effect of a tactics check depend on the task you attempt.
Task | DC |
---|---|
Secure camp | 10 |
Plan for battle | 15 |
Organize withdrawal | 15 |
Attack from higher ground | 15 |
Set up ambush | 20 |
Extend aid | 20 |
Secure camp: You know where and how to set up a camp to make it hard for creatures to approach unnoticed. With a successful check when setting up a campsite, you and your allies who are on watch gain a +1 competence bonus on spot rolls to detect approaching dangers. If you beat the DC by an increment of 5, your allies gain an extra +1 competence bonus on spot checks for each 5 by which you exceed the DC -- +2 with DC15, +3 with DC20, etc.
Plan for battle: When you know the approximate number and types of creatures you will engage in battle, and you have time to strategize, you can make a plan of attack that gives you and your allies within 30 ft a +1 competence bonus on initiative checks when you launch your attack. If you beat the DC by an increment of 5, your allies gain an extra +1 on initiative for each 5 by which you exceed the DC -- +2 with DC20, +3 with DC25, etc.
Organize withdrawal: If you can observe a battle and can communicate with your allies, you can use a standard action to help your team move in battle. With a successful check, allies within 30 ft can use the withdraw action until the start of your next turn and provoke no attacks of opportunity by moving (normally you provoke AoOs only when leaving the first square; with a successful check, you and your allies provoke no AoOs by leaving any square). You yourself can make a restricted withdraw with the move action you have left in the round after using this ability successfully.
Attack from higher ground: With a successful check, you increase the bonus for attacking from higher ground by +1, from +1 to +2 for melee attacks, and from +0 to +1 for ranged attacks launched within 30 ft of you. If you beat the DC by an increment of 10, your allies gain an extra +1 on attacks for each 10 by which you exceed the DC -- +2 with DC25, +3 with DC35, etc. This bonus lasts until the start of your next turn.
Set up ambush: With time to find the perfect spot, you and your allies within 30 ft gain a +5 competence bonus on stealth checks when laying in wait for an enemy to approach. You still need the usual cover or concealment to use stealth. You lose the bonus if you move from your square. If you stay in place, you retain the bonus even after battle starts. If you beat the DC, the stealth bonus increases by 1 for every 1 by which you rolled higher than 20.
Extend aid: Instead of making the usual Aid Another check, you can make a tactics roll vs DC20 to aid an ally within 30 if you have line of sight and can communicate with the ally. With a successful check, you grant the ally a +2 on attacks or on AC, and this bonus lasts until the start of your next turn.
Action: Secure camp, plan for battle, and set up ambush require a half hour of preparation. Organize retreat, extend aid, and attack from higher ground require a standard action.
Try Again: Varies. If you fail to secure a camp, set up an ambush, or plan for a battle, you cannot try again for that camp, ambush, or battle. If you fail to organize a retreat, extend aid, or attack from higher ground, you cannot try again that round, and you standard action is wasted, but you can try again the next round.
Untrained: No.