Lieutentant Pavo Voc

Archimedes Iosus's page

56 posts. Alias of Master Dungeoneer.







Strength 13
Dexterity 20
Constitution 17
Intelligence 29
Wisdom 21
Charisma 29

About Archimedes Iosus


AC=15 (unarmored)
CMB=21 (23 trip)

Fighter Tactician:

HD: d10

Handle Animal
Knowledge (dungeoneering)
Knowledge (Engineering)
Knowledge (Geography)
Knowledge( Nobility)
Sense Motive

7 Bonus Feats (Combat, Skill focus, or Teamwork)
5 Feats
1 Feat (Starting)
1 Feat (Human)
Tactical Awareness
At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).
This ability replaces bravery.
Weapon Training 1(replaced),2,3,4
Armor Training 1, 2, 3(replaced), 4
At 1st level, a tactician receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

This ability replaces weapon training 1.
Cooperative Combatant (Ex)
At 11th level, when a tactician uses the aid another special attack, he may affect one additional ally per point of Intelligence bonus. For each ally that a tactician aids, he can pick whether to grant that ally the +2 bonus on its next attack against the opponent or the +2 bonus to AC against the opponent’s next attack on that ally, and can grant different allies different bonuses.
This ability replaces armor training 3.
Battle Insight (Ex)
At 15th level, as a swift action, a tactician can grant his Intelligence modifier as an insight bonus on the attack rolls made by a single ally within line of sight that can both see and hear the tactician. That ally gains the bonus until the end of the tactician’s next turn. The tactician can use this ability a number of times per day equal to 3 + his Intelligence modifier.


HD: d8


Battle Orders: points=Cha Mod+8
Range: 160’
Refill: Swift + move action= Regain all points

“Don’t Die on Me”
Stabilize 160ft (free action)
“Stand Your Ground”4(improved)
((Cha mod+character level)+16 times # of characters affected) Immediate or move action)costs 1 BP+2per additional character
Guided Attack(improved)
Grants ally a charge attack at highest BAB + ½ Cha Mod
Hear My Voice
Can Grant morale bonuses to anyone
Awesome Blow
Attack with ½ cha mod bonus to one ally as free action to inflict status affect
Fort save = 18+cha mod
Shake it off
Grants reroll on a saving throw with +5 bonus (costs 1 BP)
Feather yon foe
Grants allies free action to draw weapon and make 1 ranged attack with weapon using Marshal Cha mod instead of Dex mod (once per encounter)
Fuel motivation+4
Battle Orders give +4 to attack to marshal on his turn
Unbending Determination
Cha mod to save throws
Move move move 3(improved)
May allow 3 allies to make a full move, immediate action once per round
No Quarter 2
Add 6d6 to 3 allies vs single opponent (any form of damage, once per attack(no off hand bonus)
Break Free
Remove any 1 Condition: Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Entangled, Exhausted*, Fatigued*, Fascinated, Frightened, Nauseated, Panicked, Paralyzed, Petrified, Shaken, Sickened, Stunned
*These can't be removed if their source is a lack of sleep.

Dizzying Retort(improved)
Deny enemy move& Standard action next round if they fail DC18+cha mod Will Save
Costs 4 BP
Never give up
All allies below 75% regain25% HP as swift action once per encounter 3BP
Watch yourself
Prevents AoO to ally once per round 1BP
Master and Commander
May take one extra move or swift action per round, can take extra immediate action by sacrificing a swift action next round.
Step as One
3/encounter allows all allys a 5’ step when marshal takes one. 1BP

15 feats
Alertness: +2 perception and Sense Motive
Improved Initiative +4 Initiative
Combat Expertise: trade BAB for AC
Combat Reflexes: AoO increase by dex
Web of Steel: +10 AC
Sidestep: when enemy misses me I can take 5’ step
Improved Sidestep: without using my 5’ step
Practiced tactician: +2 tactician uses per day
Back to Back:+2 vs flanking opponents
Improved Back to Back: ally:+2 vs flanking opponents
Escape Route: movement adjacent to allies doesn’t provoke AoO
Sieze the Moment: Crits of Allies trigger AoO
Improved Trip
Tandem Trip: When you make a trip against an opponent threatened by any ally, roll twice and take the higher result
Weapon Focus: VibroSpear

Expert Tactician [Combat]
You benefit your allies so good they remember you long time.
Benefits: This is a combat feat that scales with your Base Attack Bonus.

+0: You gain a +4 bonus when flanking instead of the normal +2 bonus. Your allies who flank with you gain the same advantage.
+1: You may Feint as an Immediate action.
+6: As a move action, you may make any 5' square adjacent to yourself into difficult ground.
+11: For determining flanking with your allies, you may count your location as being 5' in any direction from your real location.
+16: You ignore Cover bonuses less than full cover

Imperial Tactician::
Hypercognition (Ex)
mental prowess. Starting at 1st level, a Tacticiancan hypercognition for a number of rounds per day equal to 4 + her Wisdom modifier. At each level after 1st, she can hypercognition for 2 additional rounds. Temporary increases to Wisdom, such as those gained from hypercognition and spells like fox's cunning, do not increase the total number of rounds that a Tacticiancan hypercognition per day. A Tacticiancan enter hypercognition as a free action. The total number of rounds of hypercognition per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in hypercognition, a Tacticiangains a +4 morale bonus to her Intelligence and Wisdom, as well as a +2 morale bonus on Reflex saves. In addition, she takes a –2 penalty to Armor Class. The increase to Wisdom grants the Tactician.

A Tacticiancan end her hypercognition as a free action and is fatigued after hypercognition for a number of rounds equal to 2 times the number of rounds spent in the hypercognition. A Tactician cannot enter a new hypercognition while fatigued or exhausted but can otherwise enter hypercognition multiple times during a single encounter or combat. If a Tactician falls unconscious, her hypercognition immediately ends, placing her in peril of death.

Improved Hypercognition (Ex)

At 11th level, when a Tactician activates hypercognition, the morale bonus to her Intellegence and Wisdom increases to +6 and the morale bonus on her Reflex saves increases to +3.

Perfected Hypercognition (Ex)

At 20th level, when a Tactician activates hypercognition, the morale bonus to her Intelligence and Wisdom increases to +8 and the morale bonus on her Reflex saves increases to +4.