Tacticians gain +1 on Wisdom checks for initiative for each template they have
Threat Assessment & Tactic
Switch & Scarred
Spot Weakness & Mentor
A. Threat Assessment
For every 10 minutes looking at or 1 round fighting a creature, you can learn one of the following facts:
Mundane attack count
Mundane attack damage
Resistances (requires B)
Weaknesses (requires B)
Special attack existence (requires C)
Special attack effects (requires C)
Special attack damage (requires C)
As an action, you may have another willing ally attack a target of your choice. This is always a basic attack.
When you move, you may choose a willing ally within range. You move into that allies position, and they move to yours. This does not trigger any on-move reactions.
Whenever you take a Scar, in addition to taking a permanent penalty, take a permanent bonus of similar weight based on the lesson you learned from the scar. When you gain this ability, you may retroactively apply it to any scars you’ve gained in the past.
C. Spot Opportunity
Whenever your party rolls initiative, a random PC (including yourself) gets an opportunity against a random enemy. The opportunity gives the random PC +2 Attack, +2 Damage, and +2 to overcome the target’s Save (if applicable). This opportunity lasts until the end of the round.
D. Spot Weakness
As a standard action, you may observe a creature fight and then make an Intelligence check. If you succeed, the next time you deal damage to that creature, you deal +1d12 damage (once).
This ability also has a use outside of combat. If you succeed on an Int check, you can learn an NPC’s weakness, secret shame, or greatest fear (Referee’s choice).
Cratered Land: Scarred is super cool