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Basics

Starting Characteristics: You start with a Might of 2 and a Reason of 2, and you can choose one of the following arrays for your other characteristic scores:

  • 2, −1, −1
  • 1, 1, −1
  • 1, 0, 0

Weak Potency: Reason − 2

Average Potency: Reason − 1

Strong Potency: Reason

Starting Stamina at 1st Level: 21

Stamina Gained at 2nd and Higher Levels: 9

Recoveries: 10

Skills: You gain the Lead skill (see Skills in Chapter 9: Tests). Then choose any two skills from Alertness, Architecture, Blacksmithing, Brag, Culture, Empathize, Fletching, Mechanics, Monsters, Search, Strategy, or the skills of the exploration skill group. (Quick Build: Lead, Monsters, Strategy.)

Tactician Advancement Table
Level Features Abilities Doctrine Abilities
1st Tactical Doctrine, Focus, Doctrine Feature, Doctrine Triggered Action, Field Arsenal, Mark, Strike Now, Tactician Abilities 3, 5 -
2nd Perk, Doctrine Feature, Doctrine Ability 3, 5 5
3rd Out of Position, 7-Focus Ability 3, 5, 7 5
4th Characteristic Increase, Focus on Their Weakness, Improved Field Arsenal, Perk, Skill 3, 5, 7 5
5th Doctrine Feature, 9-Focus Ability 3, 5, 7, 9 5
6th Master of Arms, Perk, Doctrine Ability 3, 5, 7, 9 5, 9
7th Characteristic Increase, Heightened Focus, Seize the Initiative, Skill, Doctrine Feature 3, 5, 7, 9 5, 9
8th Perk, Doctrine Feature, 11-Focus Ability 3, 5, 7, 9, 11 5, 9
9th Grandmaster of Arms, Doctrine Ability 3, 5, 7, 9, 11 5, 9, 11
10th Characteristic Increase, Command, Perk, Skill, True Focus, Warmaster 3, 5, 7, 9, 11 5, 9, 11