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field_officer

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Content-Type: text/x-zim-wiki Wiki-Format: zim 0.4 Creation-Date: 2013-07-25T19:19:08-04:00

Field Officer

Created Thursday 25 July 2013

The Field Officer coordinates armed forces in the field. A natural leader with the heart of a warrior, he knows how to direct allies and lead by example. His tactical knowledge gives his team an edge in any conflict, and he's not afraid to get dirty or bloody in the process of completing a mission. A Field Officer might command a small counter-terrorist team, a group of well-trained soldiers assigned to “black ops” missions, or a team of undisci-plined mercenaries who require strong lead-ership. Select this advanced class if you want your character to be the one who takes charge in a crisis or leads others in the field.

CLASS FEATURES The following class features pertain to the Field Officer advanced class. Leadership By providing supervision and guidance, a Field Officer can improve an ally's chances of succeeding at a skill check. Instead of making a skill check to aid, 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 Reputation bonus, whichever is greater. The ally must be within sight and hearing dis-tance 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 De-fense, as well) He must declare he is doing this at the beginning of his turn, and the De-fense bonus lasts until his next round of ac-tions. Bonus Feats At 3rd, 6th, and 9th level, the Field Officer gets a bonus feat. The bonus feat must be se-

The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible. REQUIREMENTS To qualify to become a Field Officer, a charac-ter must fulfill the following criteria. Base Attack Bonus: +2. Skills: Diplomacy 6 ranks, Knowledge (tactics) 6 ranks. Feat: Personal Firearms Proficiency. HIT DIE The Field Officer gains ld8 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 lev-el, 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), Diplo-macy (Cha), Gather Information (Cha), Intimi-date (Cha), Knowledge (behavioral sciences, civics, history, physical sciences, tactics, theol-ogy and philosophy), Read/Write Language (any) (N/A), Sense Motive (Wis), Speak Lan-guage (any) (N/A). Skill Points at Each Level: 4 + Int modifier 285 The FIELD OFFICER Class Base Attack Fort Ref Will Class Defense Reputation Level Bonus Save Save Save Features Bonus Bonus 1st +1 +0 +0 +2 Leadership +1 +1 2nd +2 +0 +0 +3 Uncanny Survival +1 +1 3rd +3 +1 +1 +3 Bonus Feat +2 +1 4th +4 +1 +1 +4 Tactical Expertise +2 +2 5th +5 +1 +1 +4 August Leadership +3 +2 6th +6 +2 +2 +5 Bonus Feat +3 +2 7th +7 +2 +2 +5 Tactical Mastery +4 +3 8th +8 +2 +2 +6 Commanding Presence +4 +3 9th +9 +3 +3 +6 Bonus Feat +5 +3 10th +10 +3 +3 +7 Action Trust +5 +4 Tactical Mastery At 7th level the Field Officer requires less time to direct his allies. This ability is similar to tacti-cal 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 ac-tion and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate anyone of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shak-en, 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 ld6 + one-half the Field Officer's class level + the Field Officer's Charis-ma 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 pres-ence 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 bene-fits 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 nor-mal 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.

lected from the following list, and the Field Officer must meet all the prerequisites of the feat to select it. Active Dodge, Advanced Firearms Pro-ficiency, Alien Cohort, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Authorized Channels, Black Mar-keteer, Cohort, Combat Expertise, Combat Sense, Confident, Defensive Movement, Dodge, Expert Tactician, Helping Hand, Im-proved Initiative, Influential, Iron Will, Long-Term Learning, Mentor, Military Scientist, Mo-bility, Precise Shot, Quick Draw, Poise, Re-nown, Shot on the Run, Squad Leader, Zero-G Training. 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 compe-tence bonus on attack rolls or a dodge bonus to Defense equal to the Field Officer's Reputa-tion 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 al-lies gain no benefit, but the action is still spent. A Field Officer cannot apply the bene-fits 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 bo-nus and his Reputation bonus to the ally's skill check.

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