Individual and Group Tactics

Tactics are a way to expand on the character's ability to perform feats in and out of

combat, and to improve a character's ability to synergize and work better as part of a

team. A tactic can be various things, from improving one's ability to recover from being

knocked down to allowing for a team to deal deadly blows when working as a team.

The different types of tactics are expertise, formation, martial and movement, and each

focus on a certain area of expertise. While any character may choose to learn a tactic,

certain role might favor a certain tactic, or type of tactic, over another.

Expertise: An expertise tactics expands on some aspects of the skills they apply to,

usually manipulating it in ways to achieve a certain effect. Any character might elect to

learn such a tactic.

Formation: A formation tactic increases the character's ability to work as a team. While

they do not grant any benefits by themselves, they can be used to devastating effects with

others. Formation tactics are not specifically limited to a number of skills, and are used by

any combatants. Clones can grant the benefit of a formation to another character, but not

to itself (a character flanking with an ally's clone would gain benefits from Pincer Attack,

but a character flanking with his own clone would not).

Martial: Martial tactics resolve around combat and are generally used as part of an

attack, feint or maneuver. They use skills like Bluff, Jump, Knowledge (tactics), Sense

Motive or Tumble, or sometimes feats. Characters usually on the offensive during combat

favor these tactics.

Movement: A movement tactic usually involves moving from one point to another,

dodging around obstacles and recovering from being thrown. Such tactics use skills that

are used during movement, such as Balance, Jump, Move Silently and Tumble. Meleeand

ranged-based characters are well known for selecting movement tactics.

Learning a Tactic

To learn a tactic costs the character 2 skill points. Whenever the character gains skill

points, he may choose to acquire a new tactic. A character may learn any tactic that he

meets the requirements for. Any situations that would cause you to no longer meet the

requirement prevents the use of a tactic until the requirements are met again.

A character cannot learn more than one tactic per level, and no more tactics than one-half

his character level, rounded up (a level 1 character could only learn another tactic at level

3, for instance). Tactics cannot be learned multiple times, its effects do not stack.

Learning a tactic takes 3 days, minus 1 day per ally learning the same tactic (minimum 1

day). A day of training takes 8 hours, and can be interrupted for up to 4 hours.

Using Tactics

A tactic is done either as part of an action you are already taking, or requires an action

specified in the tactic's description (if any). Tactics do not provoke attacks of opportunity

unless specifically stated otherwise.

Cheap Shot [Formation]

Your attacks weaken the defenses of an unaware opponent for every member of your formation.

Prerequisite:

Improved Initiative.

Benefit:

Each successful attack made against a flat-footed target increases the attack bonus of every ally using the Cheap Shot by +1 against that target for 1 round (maximum

+3).

Cover my Back [Formation]

You cover your allies, and they cover you.

Prerequisite:

Knowledge (tactics or ninja lore) 5 ranks or Spot 5 ranks.

Benefit:

When within 30 feet of any allies using the Cover my Back tactic, you gain a +1 bonus to Spot check per ally (maximum +3) and lower the attack bonus of attackers

flanking you by 1. You and your allies must be able to communicate in at least 1 language conjointly.

Canny Defenses [Formation]

You break illusions down as a team

Prerequisite:

Knowledge (ninja lore) 10 ranks or Genjutsu 14 ranks.

Benefit:

When you or an ally within 30 feet needs to make a Genjutsu check to identify or analyze a genjutsu, the check can instead be made by the ally with the Canny Defense tactic with the highest check modifier to identify a Genjutsu, if he is within 30 feet and able to communicate in a manner that can be understood. The Canny Defense can only beused once per round.

Death March [Movement]

You can run even while fatigued.

Prerequisite:

Concentration 5 ranks, Endurance.

Benefit:

You are able to run or charge while fatigued, but you take 2 points of damage every round spent doing so. Any constitution checks made to avoid running out of breath

is made at a -6 penalty while fatigued.

Field Surgery [Expertise]

You are able to treat a patient lacking proper tools.

Prerequisite:

Treat Injury 8 ranks.

Benefit:

You suffer no penalty for using the treat injury skill without a proper kit when checking to restore hit points, stabilize a dying character, treat disease and poison or revive a stunned, dazed or unconscious character.

Frog's Leap [Movement]

You are able to travel great distance with more ease.

Prerequisite:

Jump 5 ranks.

Benefit:

You gain a +10 bonus to Jump checks made while Land Hopping. In addition, you can Land Hop for 6 hours instead of 4 without suffering penalties.

Pincer Attack [Formation]

You and your allies are adept at delivering deadly attacks to your foes.

Prerequisite:

Knowledge (ninja lore or tactics) 8 ranks.

Benefit:

When flanking an opponent with any creature with the Pincer Attack tactic, your melee attacks deal an additional 2 points of damage.

Strength in Numbers [Formation]

You and your allies make the most of each other's presence.

Prerequisite:

Knowledge (tactics or ninja lore) 6 ranks, 8 or more ranks in at least 3 skills.

Benefit:

When within 30 feet of any allies using the Strength in Numbers tactic, you are able to take 10 on skill checks while stressed or threatened.