
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


