AW: The Red Star
Als Base Class:
Western Transnational Alliance Officer
Hit Die: 1d8
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.
Class Skills
The Western Transnational Alliance Officer’s class skills (and the key ability for each skill) are as follows.
Bluff (Cha), Computer Use (Int), Craft (any) (Int), Demolitions (Int), Diplomacy (Cha), Drive (Dex), Gather Information (Cha), Knowledge (any) (Int), Investigate (Wis), Navigate (Int), Pilot (Dex), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), Sense Motive (Wis), Spot (Wis) and Treat Injury (Wis).
Skill Points at 1st Level: (7 + Int Modifier) x 4.
Skill Points at Each Level: 7 + Int Modifier.
Required Allegiance: The Western Transnational Alliance Armed Forces
Starting Feats
In addition to the two feats all characters get at 1st level, a Western Transnational Alliance Officer begins play with the Armor Proficiency (light), Personal Firearms Proficiency, and Simple Weapons Proficiency feats.
Starting Equipment
OPS pistol and three magazines of bullets, Knife, Crew Vest and Dress Uniform. Starting Wealth Bonus +4.
Code:
Class Base Attack Fort Ref Will Defense Reputation Class
Level Bonus Save Save Save Bonus Bonus Features
1st +0 +0 +0 +2 +0 +0 Comfort (shaken), expert duelist +1, honourbound, rank, ressource access
2nd +1 +0 +0 +3 +1 +0 Bonus feat, career soldier
3rd +2 +1 +1 +3 +1 +0 Mission orders
4th +3 +1 +1 +4 +1 +1 Comfort (fatigued)
5th +3 +1 +1 +4 +2 +1 Expert duelist +2, motivate
6th +4 +2 +2 +5 +2 +1 Bonus feat
7th +5 +2 +2 +5 +2 +2 Preferred mission type
8th +6/+1 +2 +2 +6 +3 +2 Comfort (frightened)
9th +6/+1 +3 +3 +6 +3 +2 Bark orders
10th +7/+2 +3 +3 +7 +3 +3 Bonus feat, expert duelist +3
11th +8/+3 +3 +3 +7 +4 +3 Preferred mission type
12th +9/+4 +4 +4 +8 +4 +3 Comfort (exhausted)
13th +9/+4 +4 +4 +8 +4 +4 Bully 1/day
14th +10/+5 +4 +4 +9 +5 +4 Bonus feat
15th +11/+6/+1 +5 +5 +9 +5 +4 Expert duelist +4, preferred mission type
16th +12/+7/+2 +5 +5 +10 +5 +5 Comfort (panicked)
17th +12/+7/+2 +5 +5 +10 +6 +5 Bully 2/day
18th +13/+8/+3 +6 +6 +11 +6 +5 Bonus feat
19th +14/+9/+4 +6 +6 +11 +6 +6 Preferred mission type
20th +15/+10/+5 +6 +6 +12 +7 +6 Comfort (rest), expert duelist +5
Class Features
All of the following are class features of the Western Transnational Alliance Officer class.
Comfort
At 1st level a WTA Officer gains the ability to spend comfort to his allies. By taking a full round action to make a Diplomacy check against a DC of 20 + the number of allies to be affected the officer can remove the
shaken condition from his allies. At 4th, 8th, 12th and 16th level the officer learns to also use comfort to remove other conditions,
fatigued at level 4,
frightened at level 8,
exhausted at level 12 and
panicked at level 16. The removal of each condition requires a separate use of comfort. At 20th level comfort can be used to give the officer's allies all the benefits of 8 full hours of rest.
Expert Duelist
At 1st level the Officer gains a +1 bonus to initiative, attack rolls and defense while fighting a duel. This bonus increases to +2 at 5th level, +3 at 9th level, +4 at 13th level and finally +5 at 17th level.
Honorbound
If an Officer ever refuses to participate in a formal duel, he permanently loses access to the bark orders, bully, comfort, motivate and ressource access class features.
Rank
At 1st level a WTA Officer has the Rank of 2nd Lieutenant.
Ressource Access
At 1st level a WTA Officer may add his reputation bonus to any requisition checks he makes. He can also grant half this bonus on any requisition checks made by his allies.
Bonus Feats
At 2nd level and every four levels thereafter, the WTA Officer gets a bonus feat. The bonus feat must be selected from the following list, and the WTA Officer must meet all the prerequisites of the feat to select it.
Advanced Firearms Proficiency, Aircraft Operation, Armor Proficiency (medium), Armor Proficiency (heavy), Attentive, Builder, Brawl, Burst Fire, Combat Martial Arts, Combat Expertise, Combat Reflexes, Confident, Defensive Martial Arts, Double Tap, Educated, Frightful Presence, Gearhead, Gunnery, Heroic Surge, Improved Combat Martial Arts, Improved Initiative, Iron Will, Logistician, Point Blank Shot, Renown, Surgery, Surface Vehicle Operation, Strafe, Trustworthy, Vehicle Expert, Weapon Focus and Windfall.
Career Soldier
Upon reaching 2nd level and every time thereafter the WTA officer gains a new level, he may make a Reputation check against a DC of 20. If the check suceeds the officer may choose to either be promoted one rank or to take 20 on this levels profession check to increase wealth.
Mission Orders
As a full round action a WTA officer of 3rd level can perform an opposed tactics check against the enemy forces leader. If the check succeeds all allies within voice range of the officer gain a competence bonus depending on the mission orders issued. The bonus lasts a number of rounds equal to the officers Charisma modifier (minimum 1).
Divide and Conquer: All affected allies gain a +1 competence bonus on Initiative.
Flush them out: All affected allies gain a +1 competence bonus on Attack rolls.
Hit and Run: All affected allies gain a +1 competence bonus on Defense.
Hold the Line: All affected allies gain a +1 competence bonus on all Saves.
Seek and Destroy: All affected allies gain a +1 competence bonus on Damage rolls.
A character can benefit only from one mission order effect at a time. Mission order counts as a tactical aid effect for the purposes of tactical superiority.
Motivate
By spending an action point an officer of 5th level can give a motivational speech before the beginning of an encounter. The speech must have a length of at least 5 minutes and be held within half an hour of the beginning of the encounter to have an effect. All allies who attend this speech gain a morale bonus to attack rolls and skill checks during the next encounter equal to the officers reputation bonus. The bonus lasts until the officer or one of the affected allies takes damage, misses with an attack or fails a skill check.
Prefered Mission Type
At 7th level the officer selects one of the mission types given under the mission orders class features (
Divide and Conquer Flush them out Hit and Run Hold the Line or
Seek and Destroy). The competence bonus granted by this mission order increases by +1. At 11th and every four levels there after level the officer may select either a new mission type to gain this benefit, or the bonus of a mission type that has been previously selected increases by another +1.
Bark Orders
At 9th level a WTA Officer can make an Intimidate check opposed by the target's level check (see the decription of the Intimidate skill for details) as a free action to give a short command to a target. If the check is succesful and the target has an allegiance to the WTA Armed Forces it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can’t carry out your command on its next turn, the effect automatically fails. Bark orders is a language dependent, mind affecting compulsion effect.
Bully
At 13th level a WTA officer can once per day try to bully another character. This requires a full round action and the target must be within voice range of the officer as well as be able to understand him. The target is forced to make a Will Save against a DC of 10 + 1/2 the officers class levels + the officers Charisma modifier +2 for every allegiance the target has in common with the officer. The save automatically succeeds if the target is currently engaged in combat with the officer. If the save fails the officer can generally force the subject to perform as he desires, within the limits of its abilities. Once the target has been given a command, it continues to attempt to carry out that command to the exclusion of all other activities. Changing the instructions or giving a new command is a move action. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus, +4 if it is an obviously self-destructive order. The effect lasts a number of rounds equal to the officers class levels. At 17th level the officer gains an additonal use of bully per day.
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