Officer (3.5e Class)

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The Officer

A man who has lead others in combat, he commands and inspires.

Making a Officer

Improves those around him and is more than capable in combat, lacks ability when alone or separated from group.

Abilities: Charisma, Intellect, Dexterity,Constitution, Wisdom, Strength. Most Important to Least.

Races: Human mostly or any race with a structured military..

Alignment: Majorly non-chaotic

Starting Gold: .

Starting Age: .

Table: The Officer

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 0 0 Aura of Anticipation, Inspiring Speech, Rallying Call, Bonus Feat
2nd +2 +3 0 0
3rd +3 +3 +1 +1 Improved Aide Another, Convince
4th +4 +4 +1 +1
5th +5 +4 +1 +1 Aura of Confidence
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2 Greater Aide Another
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3 Inspire Greatness
10th +10/+5 +7 +3 +3 Tactical Style, Bonus feat
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Speech of Freedom, Battle Study
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5 Inspire Heroics
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5 Sacrificial Inspiration
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6 Mass Intimidation
20th +20/+15/+10/+5 +12 +6 +6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff, Climb, Craft, Decipher Script, Diplomacy, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge(nobility), Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Spot, Swim.

Class Features

. All of the following are class features of the Officer.

Weapon and Armor Proficiency: Simple, and martial. The Officer is proficient in all armor types.

Aura of Anticipation : The Officer's keen sense for danger rubs off on those around him. Allies and himself within 15ft radius gain a +2 on initiative checks and an additional +1 for every 5 levels of Officer class. (+3 at Level 5, +4 at Level 10 etc....)

Inspiring Speech : 2x + 2x per 5 Officers levels, He may attempt to inspire those around him. Affects allies that can hear him. If successful perform check on speech, affected allies receive +1 on attack and damage rolls for the turn of the speech +5 rounds. (can use up 2 speeches in an attempt to double the effect, but if you fail you still lose 2 speeches for the day)

Rallying Call : As a move action, 2 times per day (+1 every 5 Officer levels after 1st) the Officer can call for their party to rally around them. All of the officer's allies can choose to make an immediate action to move up to half their base movement speed towards the Officer. Any movement made through this immediate action still provokes attacks of opportunity if moving through a threatened square. This ability can only be used once per encounter.


Improved Aide Another ): The Officer applies his Diplomacy check to his aide, if successful, and adds a +4 instead of +2 to the aide.

Convince: 2x per day (and +1 every 5 officer levels at level 5) the Officer can either reroll or add +2 to a Diplomacy, Bluff, or Intimidate check. (only can be used once per day per NPC)

Aura of Confidence: The Officer's allies are not easily scared in combat with their Officer nearby. All allies within 15ft get a +2 saving throw against fears and charm of any kind, while the officer takes a +4.

Greater Aide Another: See Improved Aide Another, except adds an additional +2 to the bonus.


Inspire Greatness: AT 9th level, an Officer with 12 or more ranks in perform may attempt to inspire himself or an ally (+1 additional ally every 3 levels from level 9, so additional +1 at 12th, +2 at 15th, so on) within 30ft to be greater than they are in normal circumstances. Lasts as long as the ally hears the speech and 5 rounds after that. Those inspired gain 2 hit dice (d10s), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Tactical Style: At 7th level, an officer advances his tactical acumen and adapts quickly to situations. An officer upon entering combat can choose a tactical style offensive, defensive, or specialist tactics. He may change his choice once per encounter as a standard action. Bonuses provided through Tactical Style affect all allies which can hear the Officer, including the Officer himself.

Offensive: +1 bonus on attack rolls or +1 bonus versus spell resistance. Once per encounter, an officer can enable one ally within range of Tactical Style to reroll their initiative. If the new roll is higher than the original roll they now act on that new count. If it is lower, the ally may choose which roll they wish to act on.

Defensive: +1 bonus to AC, +1 bonus on all saving throws.

Specialist: +2 bonus to all Bull Rush, Disarm, Feint, Overrun, Sunder, and Trip attempts.

Speech of Freedom: An officer of 12th level or higher with 15 or more ranks in a Perform skill can use speech to create an effect equivalent to the break enchantment spell (caster level equals the character’s officer level). Using this ability requires 1 minute of uninterrupted concentration and speech, and it functions on a single target within 30 feet. An officer can’t use speech of freedom on himself.

Battle Study: During combat, the officer may study a target. If studied successfully for 3 rounds he can detect a weakness in the enemy and lowers it's AC by 2 for the remainder of the encounter. You may start studying at any point in combat, but cannot reap its effect until the 10th round of combat.

: <-class feature game rule information->

<-class feature->: <-class feature game rule information->


<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information

Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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