Post by Iron Bonny Shades on Dec 7, 2003 16:27:54 GMT -5
Officer - Prestige Class
On both sides of the mason-dixon line, there are officers dedicated to their duty. Leading their men against their enemies, these dashing men All Civil War officers were required to carry the field and staff sword, which played a vital role in an officer's ability to command his troops. Armed with a calvary saber and flagstaff. They are often the man who has to make the decision when his company come face to face to one of the reckoners "creations."
Not all are up to the task
The south has a proud tradition of officiers, coming from such military academies as (The) Citadel (South Carolin, Porter Military Academy (South Carolina), St. Charles College (Mississippi), Virginia Military Academy (Virginia) whereas the north has but one major institution, west point, New york.
Hit Dice: d8
Requirements
Base Attack Bonus: +4
Skills: Diplomacy 4 or better, Riding 4 or better
Feats: Martial Weapon: Calvary Saber, simple firearms.
Special: The officer must attend a military academy and be trained for at least 3 months.
Class Skills
The key skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gambling (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Engineering)(Int), Knowledge (History)(Int), Knowledge (Indian Lore)(Int), Knowledge (Local)(Int), Knowledge (all skills) (Int), Profession (wis), Ride (Dex), Ridicule (Int), Sense Motive (Wis), Speak Language (None), Speed Load (Dex), Spot (Wis), Swim (Str), and Wilderness Lore (Wis) See Chapter 4 skills in the Player's Handbook for skill descriptions.
Weapon and Armor Proficiency:
Skill Points at Each Level: 6+ Int modifier.
Officer Gun I: The newly trained officer starts out with a standard revolver of choice with one modification, or a Lemat Pistol and shotgun (if in the south), as well as a calvary saber on top of other equipment.
Leadership (cha) Skill: Besides the skills above, the Officer has a an additional exclusive class skill known as leadership. It is based on charisma and is used for a number of abilities within the officer prestige class.
Officer Gun II: The officer is able to requisition a Gatling Pistol (if from the north) or a Lemat's Undertaker with 30 special shots (if in the south - see Lone Star the Texas Ranger for details).
Command Voice: A shout is normally only heard under 60 feet. At 2nd level, the Officier is able to be heard up to 120 feet away. Additionally, if a soldier is under his command is suffering from the effects of fear, they get a new will save at +2. However, if this fails, there is no retry after this.
Bonus feats: At level 4 and 8, the Officer gets a bonus feat, chosen from the following list: Alertness, Ambidexterity, Combat Reflexes, Dodge(mobility, spring attack), Improved Critical*, Improved Initiative, Marksman, Point Blank Shot (Fannin', Far Shot, Slip Shot, Precise Shot, Rapid Shot), Quick Draw (Special Draw), Reknown, and Weapon Focus*. Feats listed in parentheses require the feats listed before them as prerequisites. Feats listed with an asterisk may be selected more than once, but if they apply to a weapon, they must be applied to a different weapon each time.
Tactician: At 6th level, the officer is able to make a roll against an opposed leadership roll against the opposing leader. If he wins, all characters under his command, and within ear shot gain a +2 to initiative. In addition, the officer gets a +2 to noticew an ambush.
Tactical aid I: At 7th level, the Officier can use an attack action can provide tactical aid to one single ally (but not himself) provided they are located within sight and voice range of the mercenary's position.
+1 competence bonus to strike
+1 to A.C.
+2 to skill.
+1 Initiative
If the Soldier so desires, he can take one full round round and he can give one of these bonus to all of his/her ally's, including self. Note: If the character has tactical aid from a previous class, the effects double (aka, +2 to strike, +2 to ac, +4 to skill or +2 to initative)!!
Master Tactitian: As Tactician, but instead the commandees get a +4 to initative.
On both sides of the mason-dixon line, there are officers dedicated to their duty. Leading their men against their enemies, these dashing men All Civil War officers were required to carry the field and staff sword, which played a vital role in an officer's ability to command his troops. Armed with a calvary saber and flagstaff. They are often the man who has to make the decision when his company come face to face to one of the reckoners "creations."
Not all are up to the task
The south has a proud tradition of officiers, coming from such military academies as (The) Citadel (South Carolin, Porter Military Academy (South Carolina), St. Charles College (Mississippi), Virginia Military Academy (Virginia) whereas the north has but one major institution, west point, New york.
Level BAB Fort Ref Will Special
1 +0 +1 +1 +1 Officer's Gun I, Leadership Skill
2 +1 +2 +2 +2 Command Voice
3 +2 +2 +2 +2
4 +3 +2 +2 +3 Bonus Feat
5 +3 +3 +3 +3 Officer's Gun II
6 +4 +3 +3 +3 Tactician
7 +5 +4 +4 +4 Tactical Aid I
8 +6 +4 +4 +4 Bonus Feat
9 +6 +4 +4 +4
10 +7 +5 +5 +5 Master Tactician
Hit Dice: d8
Requirements
Base Attack Bonus: +4
Skills: Diplomacy 4 or better, Riding 4 or better
Feats: Martial Weapon: Calvary Saber, simple firearms.
Special: The officer must attend a military academy and be trained for at least 3 months.
Class Skills
The key skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gambling (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Engineering)(Int), Knowledge (History)(Int), Knowledge (Indian Lore)(Int), Knowledge (Local)(Int), Knowledge (all skills) (Int), Profession (wis), Ride (Dex), Ridicule (Int), Sense Motive (Wis), Speak Language (None), Speed Load (Dex), Spot (Wis), Swim (Str), and Wilderness Lore (Wis) See Chapter 4 skills in the Player's Handbook for skill descriptions.
Weapon and Armor Proficiency:
Skill Points at Each Level: 6+ Int modifier.
Officer Gun I: The newly trained officer starts out with a standard revolver of choice with one modification, or a Lemat Pistol and shotgun (if in the south), as well as a calvary saber on top of other equipment.
Leadership (cha) Skill: Besides the skills above, the Officer has a an additional exclusive class skill known as leadership. It is based on charisma and is used for a number of abilities within the officer prestige class.
Officer Gun II: The officer is able to requisition a Gatling Pistol (if from the north) or a Lemat's Undertaker with 30 special shots (if in the south - see Lone Star the Texas Ranger for details).
Command Voice: A shout is normally only heard under 60 feet. At 2nd level, the Officier is able to be heard up to 120 feet away. Additionally, if a soldier is under his command is suffering from the effects of fear, they get a new will save at +2. However, if this fails, there is no retry after this.
Bonus feats: At level 4 and 8, the Officer gets a bonus feat, chosen from the following list: Alertness, Ambidexterity, Combat Reflexes, Dodge(mobility, spring attack), Improved Critical*, Improved Initiative, Marksman, Point Blank Shot (Fannin', Far Shot, Slip Shot, Precise Shot, Rapid Shot), Quick Draw (Special Draw), Reknown, and Weapon Focus*. Feats listed in parentheses require the feats listed before them as prerequisites. Feats listed with an asterisk may be selected more than once, but if they apply to a weapon, they must be applied to a different weapon each time.
Tactician: At 6th level, the officer is able to make a roll against an opposed leadership roll against the opposing leader. If he wins, all characters under his command, and within ear shot gain a +2 to initiative. In addition, the officer gets a +2 to noticew an ambush.
Tactical aid I: At 7th level, the Officier can use an attack action can provide tactical aid to one single ally (but not himself) provided they are located within sight and voice range of the mercenary's position.
+1 competence bonus to strike
+1 to A.C.
+2 to skill.
+1 Initiative
If the Soldier so desires, he can take one full round round and he can give one of these bonus to all of his/her ally's, including self. Note: If the character has tactical aid from a previous class, the effects double (aka, +2 to strike, +2 to ac, +4 to skill or +2 to initative)!!
Master Tactitian: As Tactician, but instead the commandees get a +4 to initative.