ReaderAt2046
2012-12-08, 12:04 PM
The officer class is designed specifically to buff large numbers of allies in a fight. While not the strongest class for a conventional dungeon crawl, the officer really shines in mass melee when it is boosting dozens or hundreds of minor NPC allies.
Skill points: 6+Int modifier
HD: d6
Level BAB Will save Fort Save Ref Save Special
1 +0 +2 +0 +0
2 +1 +3 +0 +0 Tactic
3 +2 +3 +1 +1
4 +3 +4 +1 +1 Tactic, Bodyguard 1
5 +3 +4 +2 +2 Swift Tactics
6 +4 +5 +2 +2 Tactic
7 +5 +5 +3 +3 Leadership
8 +6 +6 +3 +3 Tactic, Bodyguard 2
9 +6 +6 +4 +4
10 +7 +7 +4 +4 Tactic, Sustained Tactics
11 +8 +7 +5 +5
12 +9 +8 +5 +5 Tactic, Bodyguard 3
13 +9 +8 +6 +6
14 +10 +9 +6 +6 Tactic
15 +11 +9 +7 +7 Combined Tactics
16 +12 +10 +7 +7 Tactic, Bodyguard 4
17 +12 +10 +8 +8
18 +13 +11 +8 +8 Tactic,
19 +14 +11 +9 +9
20 +15 +12 +9 +9 Tactic, Instinctive Tactics, Bodyguard 5
Tactics: At second level and every even level thereafter, the Officer may learn one tactic from the list below. Manifesting a tactic is a full-round action, while sustaining one is a standard action. All tactics are mind-affecting effects. The benefits granted by multiple tactics stack, but the benefits granted by multiple exposures to the same tactic do not stack,
Offensive Tactics: All allies that can perceive and understand the officer’s instructions may elect to subtract an amount up to half the officer’s class level from their AC in order to add twice that amount to their attack and damage rolls until the officer’s next turn. Offensive and Defensive Tactics are mutually contradictory, so any one character can only benefit from one even if both are available.
Defensive Tactics: All allies that can perceive and understand the officer’s instructions may elect to subtract an amount up to half the officer’s class level from their attack rolls in order to add twice that amount to their AC until the officer’s next turn. Offensive and Defensive Tactics are mutually contradictory, so any one character can only benefit from one even if both are available.
Maneuvering Tactics: All allies that can perceive and understand the officer’s instructions gain a bonus to attack and damage rolls on attacks of opportunity and attacks against flanked opponents equal to the officer’s class level. In addition, they cannot be flanked and gain an AC bonus equal to the officer’s class level against attacks of opportunity.
Concentrated Fire. When invoking this tactic, the officer must choose one enemy within his line of sight. All allies that can perceive and understand the officer’s orders gain a bonus on attack and damage rolls against that opponent equal to the officer’s class level. The officer may change the targeted enemy each round.
Fateful Hour: Any ally able to perceive and understand the officer and with less than ¼ their hp remaining gain a bonus equal to the officer’s class level to attack rolls, damage rolls, AC, and saves against fear. Additionally, affected allies do not fall unconscious or become disabled when they go into negative hp: They may still act as normal.
Melee Tactics: All allies able to perceive and understand the officer’s orders gain a bonus equal to half the officer’s class level on melee attack and damage rolls and on AC against melee attacks.
Ranged Tactics: All allies able to perceive and understand the officer’s orders gain a bonus equal to half the officer’s class level on ranged attack and damage rolls and on AC against ranged attacks.
Numinous Tactics: When invoking this tactic, the officer must choose a combination of metamagic feats such that the increase to spell level is less than or equal to his officer class level. All allied spellcasters able to perceive and understand the officer’s orders may elect to gain the benefits of any or all of these feats on all spells they cast. They do not have to pay higher spell slots, take longer to cast, or pay any other cost of the feats they choose to use. The officer may change the combination of feats each round.
Intimidation Tactics: When using this tactic, the officer makes a check (1d20+officer level+Cha). All enemies able to perceive the officer or his troops must make a Will save, (DC = officer’s check result). All enemies who fail the save become shaken for a number of minutes equal to the officer’s class level. All enemies who fail the save by 5 or more become frightened for the same interval, and all who fail by 10 or more become panicked for the interval. The enemies gain a +5 bonus to the save if they believe they have a significant tactical advantage, but take a -5 penalty to the save if they believe they have a significant tactical disadvantage. This is a fear effect.
Countertactics: When using this tactic, the officer may elect to subtract his officer class level from that of any opposing officer whom he can perceive. This subtraction decreases the effects of any tactics the opposing officer is using, but has no effect beyond that. If the officer employing Countertactics has a higher class level than his opponent, the opponent’s tactics have no effect whatsoever.
Bodyguard: Starting at fourth level, the officer may have allies stack with him as bodyguards. Bodyguards must stay adjacent to the officer they are guarding at all times. The stacked allies may move with the officer (note that this will cause the bodyguards to lose their move action on their turn, and they may elect not to do so, which will cause them to automatically break stack.) The bodyguards gain a bonus on attack rolls, damage rolls, saves, AC, and a DR equal to the officer’s bodyguard rating (1/4 his class level, rounded down.) The officer may have a number of bodyguards equal to his bodyguard rating at any one time. As long as the officer has any active bodyguards, he may not be the target of any attack, spell, ability, or effect that requires a target. He may allow himself to be targeted by an effect if he so wishes (for example, a buff or healing).
Swift Tactics: At fifth level, the officer gains the ability to invoke a new tactic as a standard action instead of a full-round action. Sustaining a tactic once initiated is still a standard action.
Leadership: At seventh level, the officer gains Leadership as a free bonus feat.
Sustained Tactics: At tenth level, the officer may sustain a tactic as a swift action. He may not have multiple tactics active simultaneously.
Combined Tactics: At fifteenth level, the officer may simultaneously manifest any two tactics as a full-round action. Sustaining two tactics simultaneously is a standard action.
Instinctive Tactics: At twentienth level, the time required to use all an officer’s tactical abilities drops as follows: Manifesting two tactics simultaneously drops from a full-round action to a standard action. Sustaining two tactics simultaneously drops from a standard action to a swift action. Manifesting one tactic drops from a standard action to a swift action. Sustaining a single tactic drops from a swift action to a free action.
Skill points: 6+Int modifier
HD: d6
Level BAB Will save Fort Save Ref Save Special
1 +0 +2 +0 +0
2 +1 +3 +0 +0 Tactic
3 +2 +3 +1 +1
4 +3 +4 +1 +1 Tactic, Bodyguard 1
5 +3 +4 +2 +2 Swift Tactics
6 +4 +5 +2 +2 Tactic
7 +5 +5 +3 +3 Leadership
8 +6 +6 +3 +3 Tactic, Bodyguard 2
9 +6 +6 +4 +4
10 +7 +7 +4 +4 Tactic, Sustained Tactics
11 +8 +7 +5 +5
12 +9 +8 +5 +5 Tactic, Bodyguard 3
13 +9 +8 +6 +6
14 +10 +9 +6 +6 Tactic
15 +11 +9 +7 +7 Combined Tactics
16 +12 +10 +7 +7 Tactic, Bodyguard 4
17 +12 +10 +8 +8
18 +13 +11 +8 +8 Tactic,
19 +14 +11 +9 +9
20 +15 +12 +9 +9 Tactic, Instinctive Tactics, Bodyguard 5
Tactics: At second level and every even level thereafter, the Officer may learn one tactic from the list below. Manifesting a tactic is a full-round action, while sustaining one is a standard action. All tactics are mind-affecting effects. The benefits granted by multiple tactics stack, but the benefits granted by multiple exposures to the same tactic do not stack,
Offensive Tactics: All allies that can perceive and understand the officer’s instructions may elect to subtract an amount up to half the officer’s class level from their AC in order to add twice that amount to their attack and damage rolls until the officer’s next turn. Offensive and Defensive Tactics are mutually contradictory, so any one character can only benefit from one even if both are available.
Defensive Tactics: All allies that can perceive and understand the officer’s instructions may elect to subtract an amount up to half the officer’s class level from their attack rolls in order to add twice that amount to their AC until the officer’s next turn. Offensive and Defensive Tactics are mutually contradictory, so any one character can only benefit from one even if both are available.
Maneuvering Tactics: All allies that can perceive and understand the officer’s instructions gain a bonus to attack and damage rolls on attacks of opportunity and attacks against flanked opponents equal to the officer’s class level. In addition, they cannot be flanked and gain an AC bonus equal to the officer’s class level against attacks of opportunity.
Concentrated Fire. When invoking this tactic, the officer must choose one enemy within his line of sight. All allies that can perceive and understand the officer’s orders gain a bonus on attack and damage rolls against that opponent equal to the officer’s class level. The officer may change the targeted enemy each round.
Fateful Hour: Any ally able to perceive and understand the officer and with less than ¼ their hp remaining gain a bonus equal to the officer’s class level to attack rolls, damage rolls, AC, and saves against fear. Additionally, affected allies do not fall unconscious or become disabled when they go into negative hp: They may still act as normal.
Melee Tactics: All allies able to perceive and understand the officer’s orders gain a bonus equal to half the officer’s class level on melee attack and damage rolls and on AC against melee attacks.
Ranged Tactics: All allies able to perceive and understand the officer’s orders gain a bonus equal to half the officer’s class level on ranged attack and damage rolls and on AC against ranged attacks.
Numinous Tactics: When invoking this tactic, the officer must choose a combination of metamagic feats such that the increase to spell level is less than or equal to his officer class level. All allied spellcasters able to perceive and understand the officer’s orders may elect to gain the benefits of any or all of these feats on all spells they cast. They do not have to pay higher spell slots, take longer to cast, or pay any other cost of the feats they choose to use. The officer may change the combination of feats each round.
Intimidation Tactics: When using this tactic, the officer makes a check (1d20+officer level+Cha). All enemies able to perceive the officer or his troops must make a Will save, (DC = officer’s check result). All enemies who fail the save become shaken for a number of minutes equal to the officer’s class level. All enemies who fail the save by 5 or more become frightened for the same interval, and all who fail by 10 or more become panicked for the interval. The enemies gain a +5 bonus to the save if they believe they have a significant tactical advantage, but take a -5 penalty to the save if they believe they have a significant tactical disadvantage. This is a fear effect.
Countertactics: When using this tactic, the officer may elect to subtract his officer class level from that of any opposing officer whom he can perceive. This subtraction decreases the effects of any tactics the opposing officer is using, but has no effect beyond that. If the officer employing Countertactics has a higher class level than his opponent, the opponent’s tactics have no effect whatsoever.
Bodyguard: Starting at fourth level, the officer may have allies stack with him as bodyguards. Bodyguards must stay adjacent to the officer they are guarding at all times. The stacked allies may move with the officer (note that this will cause the bodyguards to lose their move action on their turn, and they may elect not to do so, which will cause them to automatically break stack.) The bodyguards gain a bonus on attack rolls, damage rolls, saves, AC, and a DR equal to the officer’s bodyguard rating (1/4 his class level, rounded down.) The officer may have a number of bodyguards equal to his bodyguard rating at any one time. As long as the officer has any active bodyguards, he may not be the target of any attack, spell, ability, or effect that requires a target. He may allow himself to be targeted by an effect if he so wishes (for example, a buff or healing).
Swift Tactics: At fifth level, the officer gains the ability to invoke a new tactic as a standard action instead of a full-round action. Sustaining a tactic once initiated is still a standard action.
Leadership: At seventh level, the officer gains Leadership as a free bonus feat.
Sustained Tactics: At tenth level, the officer may sustain a tactic as a swift action. He may not have multiple tactics active simultaneously.
Combined Tactics: At fifteenth level, the officer may simultaneously manifest any two tactics as a full-round action. Sustaining two tactics simultaneously is a standard action.
Instinctive Tactics: At twentienth level, the time required to use all an officer’s tactical abilities drops as follows: Manifesting two tactics simultaneously drops from a full-round action to a standard action. Sustaining two tactics simultaneously drops from a standard action to a swift action. Manifesting one tactic drops from a standard action to a swift action. Sustaining a single tactic drops from a swift action to a free action.