Hit Die: d10.
To qualify to become a legendary tactician, a character must fulfil all of the following criteria.
Base Attack Bonus: +5.
Skills: Diplomacy 1 rank.
Special: Must have been involved in at least three major skirmishes (battles involving at least ten foes in an opposing army), one of which must have been counted as a defeat. Must also have a group of soldiers loyal to him, though this group need not include more than five members (comprising the legendary tactician’s personal or elite guard).
The legendary tactician’s class skills are Bluff, Diplomacy, Intimidate, Knowledge (engineering), Knowledge (history), Profession, Ride, Sense Motive.
Skill Points at Each Level: 4 + Int modifier.
All of the following are class features of the legendary tactician prestige class.
Weapon and Armour Proficiency: Legendary tacticians are proficient with all simple and martial weapons, with all types of armour, and with shields.
Leadership Bonus (Ex): At 1st level, a legendary tactician gains a +1 bonus to his leadership score, enabling him to attract more powerful cohorts and followers. This bonus increases to +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level.
Inspire Courage (Su): At 2nd level a legendary tactician can inspire courage is his allies (including himself) twice per day, bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the legendary tactician speak. The effect lasts as long as the ally hears the legendary tactician continue to speak and for 5 rounds thereafter. While speaking, the legendary tactician can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic words (such as wands). Affected allies gain a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. At 5th level, and again at 8th level, this bonus increases by +1 and the legendary tactician can use the ability one additional time per day. Inspire courage is a mind-affecting ability.
Direct Troops (Su): At 3rd level, as a full-round action, a legendary tactician can give compelling directions. He can bestow a +2 competence bonus on either attacks or skill checks to all allies within 30 feet. This bonus lasts a number of rounds equal to the legendary tactician’s Charisma bonus.
Rally Troops (Su): Upon reaching 4th level, the legendary tactician’s presence is enough to grant any allies within 30 feet a second saving throw against fear and charm effects that they have already succumbed to. Even if they fail the second saving throw, any fear effects are less severe: panicked characters are only frightened, frightened characters are only shaken, and shaken characters are unaffected.
Hard March (Su): Beginning at 5th level, a legendary tactician can exhort his troops to march faster. Anyone travelling with the legendary tactician gains a +4 morale bonus to Constitution checks required for making a forced march or any other task requiring extended exertion. Animals are not affected.
Rout Enemies (Su): At 6th level, the legendary tactician can direct his troops to take better advantage of attacks on fleeing foes. By exhorting his troops and pressing the attack, the legendary tactician can drive his troops forward, urging them to follow their enemies. All allies within 30 feet of the legendary tactician gain a +1 morale bonus on attack and damage rolls on any attacks of opportunity they take against a fleeing enemy.
Battle Standard (Su): At 7th level, the mere sight of a legendary tactician’s coat of arms or other heraldic display is enough to turn the tide of battle. As long as the standard remains within 30 feet of the legendary tactician (he does not have to carry it himself, and probably has a standard bearer), all allies within 30 feet per class level of the character gain the effect of both inspire courage and rally troops (above). These effects remain as long as the standard does not fall or is not captured. If fallen or captured, all allies within range aware of the standard’s loss suffer a -1 morale penalty on attack and damage rolls, in addition to losing the beneficial effects of the standard, until it is recovered.
Strategic Retreat (Su): At 8th level, a legendary tactician may call for a strategic retreat, ordering his troops to fall back and regroup. While in a strategic retreat, all allies within 30 feet of the tactical strategist gain a morale bonus to their AC equal to the legendary tactician’s Charisma bonus against any attacks of opportunity taken against them.
The Forlorn Hope (Su): At 10th level, the legendary tactician inspires such ferocious loyalty in his troops that they will make the ultimate sacrifice for his cause. Any allies within 30 feet of the legendary tactician continue to fight while disabled or dying without penalty. They continue to fight until they reach -10 hit points, at which point they fall unconscious. If they stop fighting (including falling unconscious for reaching or exceeding -10 hit points), they must make an immediate Fortitude save (DC of 15 +1 per hit point below 0) or die immediately, regardless of their current hit point total. Allies who succeed at this saving throw are disabled and dying, which may kill them even if they succeeded at the saving throw.
Table: Legendary Tactician
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+1||+1||+0||+0||Leadership bonus +1|
|2nd||+2||+1||+1||+1||Inspire courage (+2, 2/day)|
|3rd||+3||+2||+1||+1||Direct troops, leadership bonus +2|
|5th||+5||+3||+2||+2||Hard march, leadership bonus +3, inspire courage (+3, 3/day)|
|7th||+7||+4||+2||+2||Battle standard, leadership bonus +4|
|8th||+8||+4||+3||+3||Strategic retreat, inspire courage (+4, 4/day)|
|9th||+9||+5||+3||+3||Leadership bonus +5|
|10th||+10||+5||+3||+3||The Forlorn Hope|