Class: Strategist

The Strategist

 
ClassName Description filled with Flowery Text
 

Strategist Mindset

 

Playing a Strategist

Not every hero wields the finest steel or spells. You are such a hero, having a power that goes beyond the most adept mage or the mightest warrior: the power of word and thought. You're able to make snap decisions that change the outcomes of battles and wars, set into motion the end of nations with but but a pen and an idea. You have plans within plans, either for your foes or your allies. Sometimes, even the gods fear you, and if they don't you've got a plan just for the occasion. Such is the life of the unseen hand that moves behind the party, the brains behind the brawn, or the being that makes all of the rules. That is your perogative, as an otherwise normal person who can do so much with so little.  

Roleplay

During Social Encounters; few can stand up against your scrutiny. You always have a way of understanding the sway of the conversation, even if you are not the most charming. As social situations change rapidly, you're watch things unfold, or set up others to get the ball rolling.

While Exploring; you look for clues in your environment. You often prove yourself to be a valuable ally by serving as a party scout, analyzing the intricacies of puzzles or mysterious phenomena, and pursuing leads that could reveal beneficial information.

In Downtime; you study up on subjects new and old, make new allies you can share information with, and pursue hobbies that keep your active mind satisfied. You might make a bit of coin on the side working as a private detective or consulting with the local constabulary.

 
You Might...
  • Look far into the future for answers, even if the question hasn't been asked.
  • Strive to uncover the deeper meanings behind anything you encounter and to identify the social machinations that truly drive events behind the scenes. Even if such is proven to be overly convoluted. Or, nothing to worry about.
  • Get so involved with your plans that you ignore other matters, deeming them trivial.
Others Probably...
  • Find the cascades of information you spout forth extremely helpful, difficult to fully comprehend, and/or annoyingly distracting.
  • Get a bit annoyed that you're such a know-it-all. Doubly so if your genius is wrapped in other vices, such as recreational use of substances. Or revenge.
  • Rely on you to solve mysteries, puzzles, or other challenges requiring intellectual curiosity and reasoning.
   

Mechanical Talk

  How to play, etc etc.  

Key Attribute(s):

  • Intelligence. Intelligence helps most of the skills and everything else a Strategist can do. Even damage from weapons, do to the Keen⚙️ weapon keyword.
  •  

    Key Terms

      BONUS/PENALTY DICE): Bonus and Penalty die are important to all characters. For the Strategist, your kit will give you bonus die on fear effects...   PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Strategist, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...   Name them all.  

    Strategist Class Table

     
    Class Level Class Features
    1
    • Initial Character Additions
      • Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
    • Multiclass Additions
      • Class Hit Dice
      • Added Proficiencies
    • Class Features
      Class Features Here
    2 X (Subclass),
    3 Class Feature, Subclass Feature
    4 +Y: Y, 1st Class Mastery Choices
    5 Token Class Feature (PS, AA, etc), Class Features
    6 Subclass Feature
    7 +Y: Y, 2nd Class Mastery Choices
    8 Class Feature
    9 Subclass Feature
    10 +Y:Y, 3rd Class Mastery Choices
    11 Class Feature/td]
    12 Subclass Feature
    13 +Y: Y, 4th Class Mastery Choices
    14 Build on Class Feature
    15 Subclass Feature
    16 +Y: Y, 5th ClassMastery Choices
    17 Named Class Feature
    18 Subclass Feature
    19 +Y: Y, Last Class Mastery Choices
    20 Class Capstone
     

    ClassName Basics

     

    Initial Character Additions

      If the Strategist is your starting Class, you gain the following features and proficiencies:  

    Ancestry, Background, etc

    You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.
     

    Attribute Boosts

    You gain two Attribute Boosts. One of which must be used on Intelligence. The other can be whatever you wish.  

    Health

      Starting / Leveled Health: 6 (4 or 1d6 )  

    Proficiencies and Gear

     
    Gear Profs
      Armor: No Armor Proficiencies   Weapons: Two Weapon Groups of your choice, except Engineering Kits, Firearms, Shieldstrikes, and Wands.   Saving Throws: Fortitude (Con/Cha), Reflex (Str/Dex), or Will (Int/Wis)  
    Skill Profs
      Choice of 4 primary skills from the following list:     Choice of 4 secondary skill from the following list:     Finally, choose any 4 skill talents you qualify for, gaining them at level 1.   Note A: For each additional Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain Skill Talents of your choice that you qualify for.   Note B: For each Skill listed abovet that is also given by your Ancestry or Background, you may pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the Origin Customization Rule.  
    Starting Gear
    You gain either 3d6 times 10 sp (or 105 sp / 10 gp 5 sp) as starting gold to spend on gear, OR gear from any one of the following starter packs: Investigator Class, Expert Group, Detective's Pack, Dungeoneer's Pack, or Explorer's Pack.  

    Multiclass Additions

      Minimum Requirements: Dex and Int stat +2 or more   If you are multiclassing into the Engineer, you gain the following proficiencies:
  • +2 Skill Talents of choice
  • Proficiencies
  • +2 Primary and Secondary Skills of your choice
  •  

    Other ClassName Info

      Class Hit Die: D6   Class Group(s): Expert   Favorite Class Bonus:WIP.  

    Core Class Features

    As a Stategist, you gain Class Features associated with your class at certain class levels.
    At levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.   At class levels 4, 7, 10, 13, 16, and 19 you will gain Class Mastery Features, or features that that improve on your main features; and a mini-feat called a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a Dedication Template instead).
      You gain the following class features:  

    (1st) Master of Investigation

    Unlike others, who start off their adventuring careers learning the basics of their toolset, you've spent far longer honing your skills of deduction. To this end, you offer a new vector to encounters.

    You project an aura around you in all directions, called your Aura of Detection. You project this aura around you in all directions, with a radius in feet equal to 20 x your Proficiency Bonus, + 20. It is used by your other class features, often affecting enemies and allies.

    Additionally, you gain the Mark Weakness ability, and it does not cost you any resources to use. You also gain the Devise a Strategem ability.

     

    (1st) Tools of Deduction

    You gain Proficiency with a Knowledge Primary Skill of your choice, and any two Secondary Skills of your choosing.

    Additionally, you gain a Stance based fighting style of your choice, from the Full List of Fighting Styles Strategists often don't rely on direct combat, but they can still defend themselves when needed.

    Your Maneuvers are governed by the Attribute you attack with (traditionally Strength or Dexterity), and you may add your proficiency bonus to these attacks or their Save DC (your default ability save DC is 10 + your proficiency bonus + your ability modifier + other modifiers, should they exist).

    With your maneuevers, you gain the Focus Point Pool, Full common feature to use with all your fighting styles.

    Finally, All weapons you are proficient in have the Keen⚙️ trait regardless of the weapon's other properties.

     
     

    (2nd) Methods of a Strategist (Subclass Choice)

    At class lvl 2, all Strategists follow the methods of those that came before them, friend or foe. This is their subclass. Your subclass gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19).
     

    (2nd) Little Peculiarities

    You've honed your abilities further, granting you insight on things others wouldn't quite know firsthand.   You gain the Know Thy Enemy skill talent. Additionally, you may use Mark Weakness ability on all applicable targets within range of your aura, as long as you know they are there (e.g., they are not Concealed, 3+ from you).   Finally, your allies can activate your Mark Weakness's damage when they successfuly attack applicable enemies.
     

    (2nd) Old Sayings and Adages (Class Talents)

    As a Strategist, you know there are many ways to circumvent enemies, and you do so in ways that even a simpleton can understand. Although quaint, such little sayings can host a lot of power. Especially when applied correctly. For you, this takes the form of Adages, or Class Talents that give you passive, but special ways to augment your Adventuring Career, and your Aura of Detection.

    You gain 2 Adages of your choice at this level, and you will gain 1 more for every level in this class. The full list of Adage will be listed at the end of the Feature Summary. You hain the benefit of these Adages yourself at all times.

    Finally, and importantly, your Adages can be applied to your allies within range of your Aura of Detection in the same way your Mark Weakness can to enemies, by spending an action and a resource point, you apply the Adage's passive effect. An ally can only benefit from 1 adage from you at a time, and this benefit lasts for the duration of combat.

    Visually, this benefit can take on any appearance, mundane or magical. It can be something as simple as someone grabbing something from the background to a magical aura you've conjured into being, to even a harmless shot from a firearm that richochets to the favor your ally.

     

    (2nd) Expert Talent Gain

    You gain Skill Talents more often than others while leveling this class. At 2nd class level and every even level thereafter (4th, 6th, 8th, etc), you gain a Skill Talent, as if you gained an odd character level.
     

    (3rd) Real Time Strategy

    Your influence on the battle is not limited to your perception.

    Your Aid Actions cost 1 action less.

    Additionally, you can perform the Aid Action on anyone within your Aura of Detection. Your ally must be able to see or hear you.

      Finally, you may use a focus point to give instructions on someone else's turn, using the Aid Action or an ability or feature that costs actions and/or resource points. This follows the same rules as a reaction, but does not consume your reactions.
     

    (3rd) Strategic Strikes

    You strike carefully and with forethought, dealing telling blows.

    You, and you alone are no longer limited to activating your Mark Weakness's damage component once per turn. Each of your allies may activate Mark Weakness's damage component once per round individually.

    Additionally, once per round, you may make your Mark Weakness inflict double its damage.

     

    (3rd) Subclass Feature(s)

    At 3rd class level, and every 3rd level after until 18th class level (6th, 9th, 12th, 15th, and 18th), you will get features from your subclass.
     

    (4th) MF: Feature Name, Y

    Your Y feature improves with your mastery. does one or two ribbons. Like a feat.
      You also gain your choice of the following below.  
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
      These choices are also listed in the Classname Mastery Array, and will also be presented with every Mastery Feature. You will gain similar Mastery features and talents at class levels 7th, 10th, 13th, 16th, and 19th.  

    (5th) Applied Expertise

    At 5th class level, you're able to apply your knowledge to many of the subjects you're proficient in.

    You have Expertise in a number of skills you're trained, with the number being Half-Proficiency.

     

    (5th) Careful Eye

    Nothing slips by you, no matter how small.

    You gain a bonus dice (base d4) to all skill checks, and another (base d6) to all skill checks made to spot spot clues, hidden/Obscured things, and/or locate whatever you are looking for. If you move no more than half your Movement for the turn, you gain another to the aforementioned checks (base d8).

       

    (5th) Intense Focus

    Your words carry more weight with others, allowing you intensify the meaning of your adages.

    While applying an Adage to someone else, you may choose to Intensify the Effect for the cost of 1 more resource point. Each Intensified effect will be listed on your Adages.

     

    (7th) MF: Y, Y

    Your X feature improves with your mastery.   :y
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (8th) One Step Ahead

    Not only are you a bit unpredictable, but you're able to see through others' machinations long in advance.

    You gain an amount of Luck Points equal to your Proficiency Bonus. Once per round, you are able to use your Luck Points' effects on any ally or foe within your Aura of Detection.

    Additionally, you learn an additional number of adages equal to Half-Proficiency.

     

    (8th) Strategic Expertise

    Your application of Expertise becomes that much more keen.

    Skills you have Expertise in can be made with your Intelligence if they aren't keyed to it already.

         

    (10th) MF: Y, Y

    Your X feature improves with your mastery.   Improves a prior ability that defined the class, and welcomes the class into a new tier of content.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (11th) Inspiration from Unlikely Places

    You're able to make miracles and turn tides of battle with but a thought and simple execution. Some think it supernatural, when in reality you are able to look at sources others have missed.

    Your pool of Luck Points grows by an amount equal to your INT. Additionally, you can spend Luck Points to add a 1d6 to any results from your Mark Weakness or Develop a Strategem abilities.

     

    (11th) Perceptive Dodger

    At 11th level, you've studied up on tricks that many a Rogue has.

    When you take damage from a source you can see, hear, or otherwise perceive hits you with an ability, attack, or feature; you can halve the damage against you. You can do this as a free action, a number of times per Swift Rest equal to half-proficiency.

     

    (13th) MF: Y, Y

    Your X feature improves with your mastery.   Builds on something, etc.
     
    • A:.
    • B: :.
    • C: Player Choice: YYou may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (14th) Deeper Meaning

    You under the deeper meaning of the skills you have, and even ones you don't.

    You become proficient in all saves, and advantage on all saves and skills you are proficient in. Additionally, you add a bonus dice (base d4) to all skill checks you have Expertise in.

    If you already have advantage on any skill check, you add another stage of a bonus dice (base d4, base d6 for Expertise)

     

    (16th) MF: Y, Y

    Your X feature improves with your mastery.   :y
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (17th) Inspiration of the Elementary

    You've become a powerful, and long lived, Strategist that will go down in history as one of the best at their job. Your foes speak your name both highly and in fear, and in that respect it's only fair you live up to the name.

    Your Luck come back after you complete a Swift Rest, and your pools of points doubles.

       

    (19th) MF: Y, Last Class Enhancement

    Your X feature improves with your mastery.   Something Big, and usually something that does something cool or pinnacle-like.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (20th) Capstones

    When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.   There's always at least 3-4 choices. 1-2 from the class, 1 from the Class Group, and 1 from the Subclass.
     

    !!th: Expert's Pinnacle

    You've achieved a level of expertise that confounds even the gods. Worlds over know your name, and tell stories of your knowledge as if it were a legend.

    Double the amount of bonus dice you'd get for any skill check you can make. Quadruple it if it involves the Lore: Basket Weaving secondary skill.

     

    All Adage Talents

       

    ClassName Mastery Array

     
    Class Level Feature Enhanced Choice A Choice B Choice C
    4th +4: 4 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    7th +4:4 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    10th +10: 10 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    13th +13: 13 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    16th +16: 16 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    19th +19: 19 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    Subclasses and Archetypes

    Subclasses

    None

    None

    Archetypes

    None

     

    Sample Builds

      To come.

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