Department Head

Morrus

Well, that was fun
Staff member


Some people are destined to rise in the ranks and become department heads. These characters go to school to learn how to administer their specific department. They are usually destined to become top command personnel aboard a starship, starbase, or other assigned duty station.

[h=1]Requirements[/h]To qualify to become a Department Head, a character must fulfill the following criteria.

Class Level: 6 character levels, 3 of which must be in the advanced class of which he chooses to become the department head) (i.e., a Science Department Head would need to have 3 levels of the Science Specialist advanced class).

Feats: Leadership, Starship Gunnery, Starship Operation.

Skills: Diplomacy 6 ranks, Knowledge (military science) 3 ranks.

[h=1]Class Information[/h]
The following information pertains to the Department Head prestige class.

[bar]Department Head[/bar]
Class Level
BABFortRefWillSpecial
DefenseReputation
1st+0+0+0+1Tactical expertise+0+0
2nd+1+1+1+2Leadership61+1
3rd+2+1+1+3Tactical mastery+1+2
4th+2+2+2+4Commanding presence+2+3
5th+3+2+2+5Action trust+2+4
Hit Die: The Department Head gains 1d8 hit points per level. The character’s Constitution modifier applies.

Action Points: The Department Head gains a number of action points equal to 7 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills: The Department Head’s class skills are as follows: Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, history, military science, physical sciences, theology and philosophy), Read/Write Language (none), Sense Motive (Wis), Speak Language (none).

Skill Points at Each Level: 4 + Int modifier.

[h=1]Class Features[/h]
The following class features pertain to the Department Head prestige class.

Tactical Expertise: Starting at 1st level, as a full-round action, a Department Head can use his tactical knowledge to coordinate allies. Allies to be affected must be within sight and hearing distance of the Department Head and must be able to understand him. The Department Head must make a Knowledge (military science) 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 skill checks, attack rolls, or a dodge bonus to Defense equal to the Department Head’s Reputation bonus. The Department Head chooses which of the three benefits to impart and must impart the same benefit to all affected allies. The benefits last for 1 round. If the check fails, the Department Head’s allies gain no benefit, but the action is still spent. A Department Head cannot apply the benefits of this ability to himself.

Leadership: Beginning at 2nd level, through his supervision and guidance, a Department Head can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Department Head 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 Department Head’s Charisma bonus or Reputation bonus, whichever is greater. The ally must be within sight and hearing distance of the Department Head and must be able to understand him. A Department Head cannot use this ability on himself.

Tactical Mastery: At 3rd level, the Department Head requires less time to direct his allies. This ability is similar to Tactical Expertise gained at 1st level, but requires an attack action instead of a full-round action.

Commanding Presence: At 4th level and beyond, a Department Head can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve. Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Department Head 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 Department Head and must be able to understand him. The Department Head 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 Department Head’s class level + the Department Head’s Charisma modifier. The target must be within sight and hearing distance of the Department Head and must be able to understand him. A target that resists the Department Head’s attempt to weaken its resolve has a 24-hour immunity to the Department Head’s use of this ability.

Action Trust: At 5th level, the Department Head’s mere presence inspires, safeguards, and motivates his allies. As a free action, a Department Head may spend 1 action point to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12). The ally to be affected must be within sight and hearing distance of the Department Head to gain the benefits of the Department Head’s spent action point. A Department Head 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 his action points to the Department Head as a free action. The Department Head must consent to the transfer, and these action points become the Department Head’s to spend as he sees fit.
 

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