THE TACTICIAN
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Required Ability scores: Int 15, Wis 11, Con 13
Prime requisites: Int, Wis
Weapon proficiencies: 3 + 1/5 levels
Non-weapon proficiencies: 3 + 1/4 levels
The Tactician is a master planner. A tactician as placed most of his time learning about strategy and historic battles. The low rate of proficiency aquisition is due to the fact that most study is spent to improve this knowledge. All tacticians have access to a mental 'pool' of knowledge. The amount of knowledge accessable increases with level.

A tactician may use any one-handed weapon or projectile, as well as a shield. Any armor of the non-bulky variety may be used. In combat, a tactician is almost as good as a fighter. THAC0 is that of a fighter of one level lower, but never worse than 20. Every tactician also devotes a significant amount of study on one particular creature's/army's style of fighting, similar to the racial enemy of a ranger, and so gains a +1 to hit for every 3 levels gained against this one enemy, to a maximum of +6 at 18th level.

The primary ability of a tactician is to access the aforementioned 'pool' of knowledge, as well as limited divination powers.

Once per day per 6 levels, to a maximum of 3 times per day at level 13, a tactician can divine the future. During this time, no armor may be worn, and the action itself is impossible if he is below 10% of his maximum hit points or has been reduced to -1 or lower hp in the last day (if you do not play with the 'neg 10' rule on dying, then ignore the latter.) Divining takes 1 turn plus 1 round per 3 days into the future forseen, rounded up, plus 1 turn for every 3 questions, rounded down. Divining may never be done more than 5 times in any 2-day period.

Maximum ability is 1 day into the future per level of the tactician, and 4+level questions. If his Int score is 17 or higher, 2 questions and 3 days are added to this. The questions will be answered as accurately as possible (the future IS mutable, after all), and be answered to the letter of the request, not the spirit. (e.g. "How many enemies will we fight in the battle?" may be answered by 100,000 if there is a war going on, even though the party may only meet a scouting party of 6!).

There is also a chance for an inaccurate reading. the chance of a failure is 70% -5% times the wisdom score. A roll of 00 on percentile dice is always a failure. severity of the failure is directly proportional to the length of time and number of questions involved. Alternatively, the divination power can be used to access the knowledge accumulated over the years in the 'pool' of knowledge created by all living creatures.

The tactician can see up to 4 years back in time per level. If combat knowledge is gained, all party members informed gain a +2 on all to-hit rolls in the next combat against the race studied. (Of course some creatures may change tactics periodically, and so this bonus may not apply, even on a successful divination).

Whenever a divination is performed, the tactician must make a constitution check. A failure means that the tactician has overexerted himself, and will be unable to divine further after the current attempt for 2 days. For every 3 levels of experience, a +1 modifier is gained. if the number of days forward viewed plus the number of questions asked, or the number of years backwards divided by 4 plus the number of questions asked, is less than or equal to 6, then an additional +2 modifier is made.

Saving throws are as for fighters, but against any directed attack (lightning bolt, acid arrow, dragon breath, etc.) a +1 is gained on the throw. At sixth level, tacticians gain a +1 mental attck bonus, in addition to any wisdom bonus he may have. If psionics are in the campaign, the Tactician learns Mind Blank as if a wild talent were discovered, although to find any other wild talent, standard rules apply. He does NOT gain any PSPs, since Mind Blank is a cost 0, maintenance 0 devotion.

TABLE 1:experience
Points:   Level:  HD (d6):
      0     1      1+1
  2,000     2      2+2
  4,250     3      3+3
  7,500     4      4+4
 13,000     5      5+5
 27,000     6      6+6
 50,000     7      7+7
 85,000     8      8+8
130,000     9      9+9
210,000    10     10+10
350,000    11     10+12
500,000    12     10+14
+150,000 xp/level; +2 HP/level after 12th