To qualify to become a Field Officer, a character must fulfill the following criteria.
Skills: Diplomacy 6 ranks, Knowledge (tactics) 6 ranks.
The following information pertains to the Field Officer
advanced class.
The Field Officer gains 1d8
hit points per level. The character's Constitution modifier applies.
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.
Bluff (Cha),
Computer Use (Int),
Diplomacy (Cha),
Gather Information (Cha),
Intimidate (Cha), Knowledge (behavioral sciences, civics, history, physical sciences, tactics, theology and philosophy),
Read/Write Language (none),
Sense Motive (Wis),
Speak Language (none).
Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).
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 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
Reputation 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.
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.
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,
Armor Proficiency (light),
Armor Proficiency (medium),
Armor Proficiency (heavy),
Armor Proficiency (powered),
Combat Expertise,
Dodge,
Improved Initiative,
Iron Will,
Mobility,
Precise Shot,
Quick Draw,
Renown,
Shot on the Run.
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
Reputation 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.
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
Reputation bonus to the ally's
skill check.
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.
At 10th level, the Field Officer's mere presence inspires, safeguards, and motivates his allies.
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.