Officer Prestige Class

About

Even the best-trained troops need someone to make decisions and provide direction. The officer fills that role, but also takes responsibility when the troops fail in their appointed tasks. They frequently also suffer the disrespect of their subordinates, who often see the uniform as a symbol of oppression. Many soldiers can’t see the honor of the person inside the uniform. Very few officers earn the universal respect of their troops and their superiors, but to those who understand the concepts of leadership and valor, it often just comes naturally. An officer must be comfortable in command, willing to make tough decisions when his men need guidance, and occasionally ordering individual soldiers to their deaths so that the unit can survive. A good officer learns to so without hesitation and only agonizes over his decision when lives are no longer at stake. The best officers don’t let their distaste for life-or-death decisions paralyze them when their troops are counting on them. Those who can’t find the courage to face such dilemmas rarely stay officers for long$-$though certainly, a few somehow manage to avoid the issue by shifting blame elsewhere.

Officers generally command about a dozen troops, with higher-ranking officers having larger forces, and the highest ranking commanding other officers. The officer is responsible for ensuring that the troops have a clear understanding of their objectives, the equipment they need to accomplish their objectives, and the leadership necessary to come back alive. In time, an officer might become a respected tactician, admired by allies and enemies alike.

Requirements

To qualify to become an officer, a character must fulfill the following criteria.
Base Attack Bonus: +4
Skills: Diplomacy 6 ranks
Reputation Bonus: +2
Special:** Must belong to an organization with a military or paramilitary division. Examples include the Trade Federation, the Old Republic, the Galactic Empire, the Rebellion, the New Republic, and the Yuuzhan Vong.

Game Rule Information

Vitality: Officers gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills

The officer’s class skills, and the key abilities for each skill, are as follows.
Bluff (Cha)
Computer Use (Int)
Craft* (Int)
Diplomacy (Cha)
Gather Information (Cha)
Intimidate (Cha)
Knowledge* (Int)
Read/Write Language
Sense Motive (Wis)
Speak Language
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen. Examples include Craft (Droids), Knowledge (Jedi Lore), and Profession (Droid Programmer).
Skill Points at Each Level: 6 + Int modifier

Class Features

Starting Feats

Officers gain the following feats.
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Blaster Rifles)

Bonus Feat

At 4th and 8thlevel, the officer gains a bonus feat selected from the following list, provided the officer meets the prerequisites.
Fame
Frightful Presence
Influence
Mimic
Persuasive
Sharp-Eyed
Trustworthy

Leadership

By directing the actions of others, an officer can increase their chances of success. This requires a Diplomacy check (DC 10 + the number of allies to be assisted) and a full-round action. A success grants a competence bonus on all his allies’ skill checks for 1 minute (or a single task if it requires more than 1 minute to complete). The bonus is equal to the officer’s Charisma bonus. All allies to be affected must be within sight and voice range of the officer, and must be able to understand him.

Example: An officer with Charisma 16 directs three allies in their repair work on a starship. By making a Diplomacy check (DC 13), he adds +3 (his Charisma bonus) to each of the allies Repair checks for the duration of the repair work.

Requisition Supplies

At 3rd level, an officer can requisition supplies for individual missions. The maximum value of the supplies assigned to the officer at any given time is equal to the officer’s calls level x his Charisma modifier x 1,000 credits. Thus, a 3rd-level officer with Charisma 14 (+2 modifier) could have up to 6,000 credits’ worth of supplies (including weapons, vehicles, or any other equipment) assigned to him at any given time. A 10th-level officer with Charisma 18 (+4 modifier) could have up to 40,000 credits of gear “on loan” to him at any time.

In general, the officer should return requisitioned equipment in a reasonable time frame; however, no specific limits (other than the GM’s discretion) are assigned. If any requisitioned equipment is lost or destroyed, its value counts as a permanent penalty to the officer’s maximum value.

Tactics

Beginning at 5th level, an officer can use his tactical knowledge to direct his allies during a battle. By using his attack action, the officer can grant any one ally (not including himself) within range (see below) a compentence bonus on attack rolls or a dodge bonus to Defense and Reflex saving throws. The bonus is equal to the officer’s Intelligence bonus and lasts a number of rounds equal to 1d4 + the officer’s Charisma modifier.

With a full-round action, the officer can grant the selected bonus to all of his allies (including himself) within range (see below). In this case, the bonus lasts a number of rounds equal to the officer’s Charisma modifier.

All allies to be affected must be within sight and voice range of the officer, and must be able to understand him.

Uncanny Survival

Beginning at 7th level, the officer can add his officer levels to his Defense for 1 round, once per day. He must declare he is doing this at the beginning of his turn, and the Defense bonus lasts until his next round of actions.

This ability comes in handy when the officer’s tactics or subordinates fail him, and he is forced to withdraw from the field of combat. The boost to Defense helps to ensure that the officer escapes with his life.

Improved Tactics

At 9th level, the officer requires less time to direct his allies. He can direct a single ally with a free action or all allies with an attack action. Even so, the officer can use improved tactics only once per round.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +0 +1 +1 +1 Leadership +1 +1
2 +1 +2 +2 +2 +2 +1
3 +2 +2 +2 +2 Requisition Supplies +2 +2
4 +3 +2 +2 +2 Bonus Feat +2 +2
5 +3 +3 +3 +3 Tactics +3 +3
6 +4 +3 +3 +3 +3 +3
7 +5 +4 +4 +4 Uncanny Survival +4 +4
8 +6 +4 +4 +4 Bonus Feat +4 +4
9 +6 +4 +4 +4 Improved Tactics +4 +5
10 +7 +5 +5 +5 +5 +5
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