Aetherial Tacticians don’t simply plan a battle; they manifest their will upon it, weaving the very fabric of the Lifestream or ambient magical energy to dictate the flow of combat. They are the ultimate puppet masters, seeing beyond the immediate clash of steel and spell to perceive the unseen currents that govern fortune and misfortune.
Hit Die: d10 if veteran, d8 if wiseman (see below)
Requirements
To qualify to be an aetherial tactician, a character must fulfill all the following criteria.
Skills: Knowledge (Local) 5 ranks, Perception 7 ranks, Sense Motive 7 ranks.
Feats: Alertness.
Class Skills
The aetherial tactician’s skills (and the key ability for each skill) are Acrobatics (Dex), Diplomacy (Cha), Intimidate (Cha), Knowledge (Local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis).
Skill Points Per Level: 4 + Int modifier
Table: Aetherial Tactician
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|
1st | +0 | +1 | +0 | +1 | Tactician's Discipline, Reaction Tactic, Support Tactic, Limit Break |
2nd | +1 | +1 | +1 | +1 | Reaction Mode, Movement Mode |
3rd | +1 | +2 | +1 | +2 | Reaction Tactic, Support Tactic |
4th | +2 | +2 | +1 | +2 | Reaction Tactic, Movement Tactic |
5th | +2 | +3 | +2 | +3 | Reaction Tactic, Support Tactic |
Class Features
All of the following are class features of the aetherial tactician prestige class.
Weapon and Armor Proficiency
Aetherial tacticians gain no proficiency with any weapon or armor.
Limit Break (Su)
At 1st level, the aetherial tactician receives the Limit Break (Perfect Tactics).
Perfect Tactics (Su): The aetherial tactician gains the benefits of all known tactics for 1 round per aetherial tactician level. His reaction tactics are each usable once per round during this duration. This limit break requires only a swift action.
Tactician’s Discipline (Ex)
At 1st level, the aetherial tactician chooses one of two disciplines which dictate how the class enhances their abilities:
- Veteran: This discipline changes all levels of the class to increase BAB by +1, instead of only the 2nd and 4th.
- Wiseman: This discipline changes levels of the class except 1st to grant MP per day and spells known as if the aetherial tactician had also gained a level in a spell-casting class to which he belonged before adding the prestige class level (chosen once this discipline is picked), along with an increased effective level of spellcasting.
Reaction Tactics (Ex/Su)
At each level of this prestige class, the aetherial tactician gains an available reaction tactic. He may choose one to gain the benefits of at the start of each day and may only benefit from one at a time. As a swift action, he may switch which reaction tactic he benefits from. These abilities only function if opponents and/or hazards are present during combat.
Conditional reaction tactics – these abilities are only usable once per round unless specified otherwise, and require their trigger to be used. Only opponents’ actions can trigger them. They are free actions usable outside of the aetherial tactician’s turn:
- Absorb MP (Su): Trigger: Affected by spell. Effect: After the spell resolves, gain the MP spent on it.
- Adrenaline Rush (Ex): Trigger: Damage taken. Effect: Movement speed increased by 10ft until end of next turn.
- Auto-Potion (Ex): Trigger: Damage taken. Effect: Retrieve and drink a potion, even if hands are occupied.
- Bonecrusher (Ex): Trigger: Brought below 10 HP. Effect: Perform an attack of opportunity against an opponent within range but does not count towards limit of attacks of opportunity per round. The attack is an automatic confirmed critical hit.
- Counter (Ex): Trigger: Attacked. Effect: After the attack, perform an attack of opportunity against the attacker. Does not count towards limit of attacks of opportunity per round. Prerequisite: Aetherial tactician 2.
- Counter Tackle (Ex): Trigger: Targeted with combat maneuver. Effect: Before the opponent’s maneuver, attempt the same maneuver against them without provoking. If your result is higher than the attacker’s, the maneuver is avoided (the effects of your maneuver also apply).
- Critical: Quick (Ex): Trigger: Brought below 10 HP. Effect: Immediately take a standard action. Prerequisite: Aetherial tactician 3.
- Critical: Recover HP (Ex): Trigger: Brought below 10 HP. Effect: Recover HP equal to Constitution score. Prerequisite: Aetherial tactician 3.
- Critical: Recover MP (Su): Trigger: Brought below 10 HP. Effect: Recover MP equal to highest mental score modifier. Prerequisite: Aetherial tactician 3.
- Dragonheart (Su): Trigger: Death. Effect: Immediately recover from death, as if by the Raise spell. If successful, may stand up and retrieve dropped items without provoking. Prerequisite: Aetherial tactician 4.
- First Strike (Ex): Trigger: Attacked. Effect: Before the attack, perform an attack of opportunity against the attacker. Does not count towards limit of attacks of opportunity per round. Prerequisite: Counter reaction tactic.
- Fury (Ex): Trigger: Damage taken. Effect: Gain bonus to attack rolls equal to class level until end of next turn.
- Magick Boost (Su): Trigger: Damage taken. Effect: Gain bonus to caster level equal to his prestige class level until end of next turn.
- Magick Counter (Su): Trigger: Affected by spell. Effect: After the spell resolves, cast a damaging spell of the highest level you know on the opponent who cast the triggering spell.
- Mana Shield (Su): Trigger: Damage taken. Effect: The damage is reduced by available MP, at the cost of draining it.
- Nature’s Wrath (Su): Trigger: Attacked, physical. Effect: After the attack, use Geomancy on attacker. Prerequisite: Geomancy class feature.
- Parry (Ex): Trigger: Attacked, melee. Effect: Before the attack, make a melee attack roll. If the result is higher than the attacker’s, the attack is avoided.
- Regenerator (Su): Trigger: Damage taken. Effect: Gain fast healing 2 for rounds equal to prestige class level. Duration can refresh.
- Soul Bind (Su): Trigger: Damage taken. Effect: Split damage taken between self and opponent, as if by Shield Other.
- Vanish (Su): Trigger: Attacked. Effect: After the attack, turn invisible for rounds equal to prestige class level. Duration can refresh.
- Vigilance (Ex): Trigger: Damage taken. Effect: Gain +4 dodge bonus to AC until end of next turn.
Passive reaction tactics – these abilities may grant passive effects, but are still reactionary in nature:
- Archer’s Bane (Ex): Gain the Deflect Arrows feat, ignoring prerequisites.
- Cup of Life (Su): When healed above maximum hit points, distribute excess healing to allies within 30 feet. Prerequisite: Aetherial tactician 2.
- Shirahadori (Ex): Automatically evade the first melee attack made against you each round. Prerequisite: Aetherial tactician 5.
- Sticky Fingers (Ex): Gain the Snatch Arrows feat, ignoring prerequisites, but cannot throw caught weapons at attackers. Prerequisite: Deflect Arrows feat or Archer’s Bane reaction tactic.
Support Tactics (Ex/Su)
At 1st, 3rd and 5th levels of this prestige class, the aetherial tactician gains an available support tactic. He may choose one to gain the benefits of at the start of each day and may only benefit from one at a time. As a swift action, he may switch which support tactic he benefits from. These abilities only function if opponents and/or hazards are present during combat. All support tactics are purely passive abilities.
- Arcane Strength (Su): First spell with elemental damage each round deals extra damage equal to his prestige class level.
- Attack Boost (Ex): First melee attack made each round deals extra damage equal to his prestige class level.
- Defense (Su): Gain elemental resistance equal to his prestige class level. Prerequisite: Aetherial tactician 3.
- Defense Boost (Ex): First instance of damage taken each round is reduced by his prestige class level.
- Doublehand (Ex): If wielding a one-handed weapon with two hands, its damage die is increased by two steps.
- Equip Armor (Ex): Gain proficiency with one type of armor (light, medium or heavy) or shields (including tower shields), chosen when the tactic is gained. This tactic may be gained multiple times to designate different types of armor (or shields).
- Equip Weapon (Ex): Gain proficiency with one fighter weapon group, chosen when the tactic is gained. This tactic may be gained multiple times to designate different weapon groups.
- Halve MP (Su): Halves the MP cost of first spell cast each round, rounded down. Prerequisite: Aetherial tactician 5.
- HP Boost (Su): Maximum hit points increased by his prestige class level times four. These hit points are lost if the ability is swapped out.
- Safeguard (Ex): Worn and carried items cannot be sundered, disarmed or stolen.
- Swiftness (Ex): Gain the improved initiative feat.
- Throw Items (Ex): Gain the Throw Anything feat, and increase the range increment of thrown items by 10 feet.
- Vehemence (Ex): Gain bonus to hit and damage and penalty to AC equal to his prestige class level.
Movement Tactics (Ex/Su)
At 2nd and 4th levels of this prestige class, the aetherial tactician gains an available movement tactic. He may choose one to gain the benefits of at the start of each day and may only benefit from one at a time. As a swift action, he may switch which movement tactic he benefits from. These abilities only function if opponents and/or hazards are present during combat.
- Float (Su): Gain the Float status effect.
- Fly (Su): Gain a fly speed equal to base movement speed, and ranks in fly skill equal to character level. Prerequisite: Aetherial tactician 4.
- Ignore Terrain (Ex): Ignore difficult terrain.
- Jump +3 (Ex): Gain +30 bonus on Acrobatics skill checks to jump.
- Lava Walking (Su): Take no damage from heated/burning terrain or fire hazards, and can walk on lava as if solid.
- Lifefont (Su): Once per turn, after moving at least 10 feet, recover HP equal to his prestige class level. Prerequisite: Aetherial tactician 4.
- Manafont (Su): After your turn ends, if you moved at least 10 feet and spent MP, recover 1 MP. Prerequisite: Aetherial tactician 4.
- Move +3 (Ex): Increase base movement speed by 15.
- Teleport (Su): When moving in any way, can teleport (without provoking) instead of moving normally. Does not increase movement speed. Prerequisite: Aetherial tactician 4.
- Water Walking (Su): Take no damage or pushback from water hazards, and can walk on water as if solid.