Well, that was fun
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To qualify to become a Captain, a character must fulfill the following criteria:
Base Attack Bonus: +4
Feats: Iron Will, Leadership, Skill Focus (Knowledge [military science]), Starship Gunnery, Starship Operation.
Skills: Computer Use 6 ranks, Craft (electronic) 6 ranks, Craft (mechanical) 6 ranks, Knowledge (military science) 6 ranks, Knowledge (technology) 6 ranks, Pilot 4 ranks, Repair 6 ranks, Sense Motive 5 ranks, Survival 4 ranks.
The following information pertains to the Captain prestige class.
Hit Die: The Captain gains 1d6 hit points per level. The character’s Constitution modifier applies.
Action Points: The Captain 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.
The Captain’s class skills are as follows. Balance (Dex), Bluff (Cha), Computer Use (Int), Concentration (Con), Craft (mechanical, structural) Diplomacy (Cha), Drive (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (military science, streetwise) (Int), Listen (Wis), Pilot (Dex), Profession (Wis), Read/Write Language (none), Search (Wis), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), Treat Injury (Wis).
Skill Points at Each Level: 4 + Int modifier.
The following class features pertain to the Captain prestige class.
Cunning Plans: At 1st level, a Captain hones his ability to form airtight battle plans. If the Captain spends 2 uninterrupted rounds explaining his plan to his allies, he may make a Knowledge (military science) skill check. The result divided by 10 may be applied as a bonus to attack and damage rolls, as well as defense (a total roll of 20 would yield a +2 modifier). The Captain and all his allies then receive this bonus for the duration of the next combat.
Rallying Call: At 2nd level, the Captain may shout encouragement to any faltering allies within earshot (communications devices may be used) as a standard action. All allies hearing the call may make an immediate Will save (DC 15 minus the Captain’s Charisma modifier) to recover from any cowering, frightened, panicked or shaken effects. This ability may be used once per day.
Special Abilities: On attaining 3rd level, and at every level thereafter, a Captain gains a special ability of his choice from among the following options:
Aura of Fear: The Captain’s legend has grown such that enemies don't wish to fight him. All opponents within 50 feet of the Captain must make a Will saving throw. If the subject succeeds on a Will save, it is shaken for 1 round. Opponents with 6 or more hit dice are immune to this effect. The DC for the saving throw is 3 + the Captain's level.
Inspire to Greatness: Captains of this level are legends. Those who fight with them feel privileged and honored to serve under such a Captain and would gladly die for the character. During battle, all allies within range of the Captain receive a + 2 Inspiration bonus to all die rolls. Effective range is five feet times the Charisma modifier of the Captain.
Legendary Leadership: The Captain receives a bonus to his Leadership score equal to twice his Captain level.
Legendary Speech: The Captain has become a true leader of men, regardless of his prior background. Before entering battle, the Captain may make an inspiring speech to the men he leads. This takes one minute and affects all allies who can hear his words. At the end of this time, the Captain makes a Charisma check (DC 15). If successful, all allies will gain a +1 morale bonus to all saving throws, attack and damage rolls for the next 1d3 hours. In addition, they will not surrender during this time. At the Gamemaster’s discretion, Legendary Speech may be used to gain other bonuses, such as swaying potential allies to join the Captain’s side in a forthcoming battle or war. Legendary Speech may be used once per month.
Master Planner: The Captain has truly mastered combat tactics. At a moment's notice he may formulate a seamless plan. He may take 10 on Knowledge (military science) check. Note that taking 10 on this skill only takes one round. Strategy of Legend: The Captain is legendary in his ability to formulate tactics and strategies. He may take 20
on Knowledge (military science) checks. Note that taking 20 on this skill only takes one round. Furthermore, the Captain now only requires one round when using his Cunning Plans ability.
Way of Command: The Captain exudes an aura of confidence while under fire that steadies those under his command and makes them more receptive to his orders. It doesn’t matter if the character is in command of a starship, a battle group, or a wing, all allies within the ship or group of ships gain a +1 bonus to any attack roll, ability check, skill check, or saving throw.