The student of warfare takes his extensive knowledge of historical battles and tactics and applies it to the situation at hand. He can convert theory into practical advice which aids his allies in a variety of situations. Ultimately he can use his historical knowledge in place of his physical senses to analyze the situation, never surprised as strategies repeat themselves endlessly through time.

Field Skill: Knowledge (history).

Field Studies: alarm (3rd), tactical acumen (6th), good hope (9th), dimensional anchor (12th), telepathic bond (15th), heroes' feast (18th).

Field Feats: Cavalry Formation, Coordinated Charge, Expert Driver, Master Siege Engineer, Practiced Tactician, Siege Commander, Siege Engineer, Siege Gunner, Skilled Driver, Skill Focus (Knowledge [history]).

Field Abilities: The following are the granted abilities of the warfare field.

Battlefield Advice: Your advice is identical to bardic performance (using oratory), allowing you to use the following performances as a bard of your level, usable a total number of rounds per day equal to 3 + your Intelligence bonus.

Inspire Awareness (Ex): You can use your advice to draw your allies' attention to things that would have otherwise passed unnoticed. To be affected, an ally must be able to perceive your performance. Affected allies receive a +1 morale bonus on Perception and Sense Motive skill checks, a +1 bonus on Initiative checks, and a +1 bonus to CMD against dirty trick, disarm, and steal combat maneuvers. At 5th level, and every six levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire awareness uses audible components.

Siege Gang (Ex): Your advice aids your allies in their operation of siege equipment. To be affected, an ally must be able to perceive your performance. Affected allies receive a +1 competence bonus on attack and damage rolls with siege engines. At 5th level, and every six levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Siege gang uses audible components.

At Home On Board (Ex): Vehicular combat is central to many battles, and you'd rather your allies be comfortable with vehicles when the time comes. To be affected, an ally must be able to perceive your performance. Allies affected by this performance receive a +2 favored terrain bonus on initiative checks and Perception and Stealth skill checks while aboard vehicles. They also apply this bonus to their driving skill modifier. At 5th level, and every six levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. At home on board uses audible components.

Tactician (Ex): At 3rd level, you receive a bonus teamwork feat, provided you meet its prerequisites. As a standard action, you can grant this feat to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two scholar levels. Allies do not need to meet the prerequisites of these bonus feats. You can use this ability once per day at 3rd level, plus one additional time per day at 8th level and every 5 levels thereafter, to a maximum of four times per day at 18th level.

Coordinate Attacks (Ex): At 9th level, you can use the aid another special attack at a range of up to 30 feet. When you do so, you can affect one additional ally per point of your Intelligence bonus. For each ally that you aid, you can pick whether to grant that ally the +2 bonus on its next attack against the opponent or the +2 bonus to AC against the opponent's next attack on that ally, and you can grant different allies different bonuses.

Strategic Genius (Ex): At 15th level, you may use Knowledge (history) in place of Perception and Sense Motive skill checks. When substituting in this way, you use your total Knowledge (history) bonus, including class skill bonus, in place of your Perception and Sense Motive bonuses. In addition, you add your Intelligence bonus (if any) to the DC of Diplomacy and Intimidate skill checks made against you, in addition to the usual modifiers. Finally, you may substitute your ranks in Knowledge (history) for your base attack bonus when calculating your combat maneuver defense.

Perfect Battlefield Direction (Ex): At 20th level, when you use the aid another special attack, the bonuses your allies receive are doubled to +4. The radius of your tactician and coordinate attacks abilities increases to 60 feet. Finally, you learn the following performance.

Fluid in Battle (Ex): Your advice helps your allies achieve perfect fluidity on the battlefield. To be affected, an ally must be able to perceive your performance. Allies affected by this performance do not provoke attacks of opportunity when moving, and are under constant expeditious retreat and freedom of movement effects. Fluid in battle uses audible components.