FIELD
OFFICER
The
fastest path into this advanced class is from the Charismatic hero basic class,
though other paths are possible. The Field Officer is from the d20 Future SRD.
Note that this class has been changed somewhat from the original because of the
fact that this game uses Leadership rather than Rep. Since a Field Officer is
likely to have high Leadership scores his Leadership bonus has been increased
and his Defense bonus decreased for balance.
Requirements
To qualify
to become a Field Officer, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Diplomacy 6
ranks, Knowledge (tactics) 6 ranks.
Feat: Personal Firearms
Proficiency.
CLASS
INFORMATION
The following
information pertains to the Field Officer advanced class.
Hit Die
The Field
Officer gains 1d8 hit points per level. The character’s Constitution modifier
applies.
Action Points
The Field Officer
gains a number of action points equal to 6 + one-half his character level,
rounded down, every time he attains a new level in this class.
Class Skills
The Field
Officer’s class skills are as follows.
Bluff
(Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha),
Intimidate (Cha), Knowledge (psychology, administratum, Imperium, physical
sciences, tactics, religion), Read/Write Language (none), Sense Motive (Wis),
Speak Language (none).
Skill Points at Each Level: 5 + Int modifier.
Table: The Field Officer |
|||||||
Class Level |
Base Attack |
Fort Save |
Ref Save |
Will Save |
Special |
Defense |
Leadership |
1st |
+1 |
+0 |
+0 |
+2 |
Leader |
+0 |
+3 |
2nd |
+2 |
+0 |
+0 |
+3 |
Uncanny
survival |
+0 |
+3 |
3rd |
+3 |
+1 |
+1 |
+3 |
Bonus
feat |
+1 |
+3 |
4th |
+4 |
+1 |
+1 |
+4 |
Tactical
expertise |
+1 |
+4 |
5th |
+5 |
+1 |
+1 |
+4 |
August
leadership |
+2 |
+4 |
6th |
+6 |
+2 |
+2 |
+5 |
Bonus
feat |
+2 |
+4 |
7th |
+7 |
+2 |
+2 |
+5 |
Tactical
mastery |
+3 |
+5 |
8th |
+8 |
+2 |
+2 |
+6 |
Commanding
presence |
+3 |
+5 |
9th |
+9 |
+3 |
+3 |
+6 |
Bonus
feat |
+4 |
+5 |
10th |
+10 |
+3 |
+3 |
+7 |
Action
trust |
+4 |
+6 |
CLASS
FEATURES
The
following class features pertain to the Field Officer advanced class.
Leader
The Field
Officer can improve an ally’s chances of succeeding at a skill check. Instead
of making a skill check to aid another, the Field Officer makes a Diplomacy
check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence
bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or
Leadership bonus, whichever is greater. The ally must be within sight and
hearing distance of the Field Officer and must be able to understand him.
A Field Officer
cannot use this ability on himself.
Uncanny Survival
Beginning
at 2nd level, a Field Officer can add one-half his class level to his Defense
for 1 round, once per day. (The bonus applies to the Field Officer’s touch and
flat-footed Defense, as well.) He must declare he is doing this at the
beginning of his turn, and the Defense bonus lasts until his next round of
actions.
Bonus Feats
At 3rd,
6th, and 9th level, the Field Officer gets a bonus feat. The bonus feat must be
selected from the following list, and the Field Officer must meet all the
prerequisites of the feat to select it.
Advanced
Firearms Proficiency, Armour Proficiency (light), Armour Proficiency (medium),
Armour Proficiency (heavy), Armour Proficiency (powered), Combat Expertise,
Dodge, Improved Initiative, Iron Will, Mobility, Precise Shot, Quick Draw,
Renown, Shot on the Run.
Tactical Expertise
Starting
at 4th level, as a full-round action, a Field Officer can use his tactical
knowledge to coordinate allies. Allies to be affected must be within sight and
hearing distance of the Field Officer and must be able to understand him.
The Field
Officer must make a Knowledge (tactics) check with a DC equal to 15 + the
number of allies affected. He cannot take 10 or take 20 on the check. If the
check succeeds, all affected allies gain a competence bonus on attack rolls or
a dodge bonus to Defense equal to the Field Officer’s Leadership bonus. The
Field Officer chooses which of the two benefits to impart and must impart the
same benefit to all affected allies. The benefits last for 1 round.
If the
check fails, the Field Officer’s allies gain no benefit, but the action is
still spent.
A Field
Officer cannot apply the benefits of this ability to himself.
August Leadership
The Field
Officer gains this ability at 5th level. It works like the leadership ability
(see above), except the Field Officer adds his Charisma bonus and his
Leadership bonus to the ally’s skill check.
Tactical Mastery
At 7th
level, the Field Officer requires less time to direct his allies. This ability
is similar to tactical expertise (see Tactical Expertise, above) but requires
an attack action instead of a full-round action.
Commanding Presence
At 8th
level and beyond, a Field Officer can use an attack action and his commanding
presence to enable an ally or weaken a single foe’s resolve.
Enabling
an ally requires an attack action and a successful Diplomacy check (DC 20). If
the check succeeds, the Field Officer can negate any one of the following
harmful conditions affecting a single ally: cowering, dazed, fatigued,
nauseated, panicked, shaken, or stunned. The ally to be affected must be within
sight and hearing distance of the Field Officer and must be able to understand
him.
The Field
Officer cannot use this ability on himself.
Weakening
a foe’s resolve requires an attack action and a successful Intimidate check (DC
= target’s level check) . If the check succeeds, the target is shaken for a
number of rounds equal to 1d6 + one-half the Field Officer’s class level + the
Field Officer’s Charisma modifier. The target must be within sight and hearing
distance of the Field Officer and must be able to understand him. A target that
resists the Field Officer’s attempt to weaken its resolve is immune to the
Field Officer’s use of this ability for 24 hours.
Action Trust
At 10th
level, the Field Officer’s mere presence inspires, safeguards, and motivates
his allies.
As a free
action, a Field Officer may spend one of his action points to modify an ally’s attack
roll, skill check, ability check, level check, or saving throw result by +2d6
(applying a bonus of +2 to +12).
The ally
to be affected must be within sight and hearing distance of the Field Officer
to gain the benefits of the Field Officer’s spent action point. A Field Officer
may use this ability once per round, and not on himself (he gains the normal
benefits for spending an action point on himself).
Any
character may transfer some or all of her action points to the Field Officer as
a free action. The Field Officer must consent to the transfer, and these action
points become the Field Officer’s to spend as he sees fit.
SAMPLE
FIELD OFFICERS
An Imperial Guard Captain, a Veteran Space Marine Squad
Leader, a Dark Eldar Dracon, an Ork Nob, a Kroot Shaper and a Tau Shas’ui.