Starship Captain
Requirements
To qualify to become a starship captain, a character must fulfill the following criteria.
Skill: Computer Use 3 ranks, Knowledge (tactics) 6 ranks, Navigate 3 ranks, Pilot 3 ranks.
Feat: Starship Operation (light), Spacer.
Talent: any one of the following - Cool Under Pressure, Inspiration or Plan.
Class Information
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 starship captain's class skills (and the key ability for each skill) are: Computer Use (Int), Craft (electronic, mechanical) (Int), Investigate (Int), Knowledge (behavioral sciences, current events, earth and life sciences, history, physical sciences, tactics, technology) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), and Speak Language (none). Also, the starting occupation the character selects can provide additional class skills to choose from.
Skill Points at Each Level: 8 + Int modifier.
Code:
Lvl BAB Fort Ref Will Special Defence Rep
1 +0 +0 +1 +2 Command +1 +1
2 +1 +0 +2 +3 Back to Basics +1 +1
3 +2 +1 +2 +3 Bonus Feat +2 +1
4 +3 +1 +2 +4 Starship Operator (medium-weight) +2 +2
5 +3 +1 +3 +4 Back to Basics +3 +2
6 +4 +2 +3 +5 Bonus Feat +3 +2
7 +5 +2 +4 +5 Starship Operator (heavy) +4 +3
8 +6/+1 +2 +4 +6 Back to Basics +4 +3
9 +6/+1 +3 +4 +6 Bonus Feat +5 +3
10 +7/+2 +3 +5 +7 Starship Operator (super heavy) +5 +4
Class Features
The following features pertain to the starship captain advanced class.
Command
This ability encompasses several aspects of the starship captain advanced class. It is used to determine many factors, from ship to ship combat, diplomacy and even morale. The starship captain may apply a bonus, equal to their levels in the starship captain class, to various circumstances. There is no limit to how many times this ability can be used and it is considered to always be in effect, unless mentioned otherwise, even when the character is unconscious. A character can voluntarily 'turn off' this effect if they wish to disguise themselves, however the bonus in this case is considered a penalty to the disguise check, because the more famous, infamous and skilled one becomes as a starship captain, the harder it is to hide.
The following abilities gain the command bonus only when the recipients are 'under command'. This requires that the captain be in charge of operations and not incapacitated in any way. All those who would gain from the benefit, must either be within visual range or in direct communication with the captain.
Combat & Tactics: all crew gain the captain's command bonus as a morale bonus to their primary function as a crew member. In most cases, this comes down to one particular skill or ability. For instance, the Starship Gunner gains this bonus to his Knowledge (tactics) skill, the Starship Pilot gains this bonus to their Pilot skill, the Starship Engineer gains it to their Knowledge (engineering) skill, etc. This only comes into effect when the ship is in some sort of danger, usually combat, however it can also be in any pressure situation where the captain gives active leadership and encouragement.
Custom Maneuvers: all captains develop custom maneuvers that, whilst not necessarily making them famous, saves their asses time and time again. Often, captains will come up with variations on this maneuver or even several that play upon the fact that he is famed for a particular maneuver but then switch to something else. Whatever the case, all captains will have a repetoire that they can call on in emergency circumstances. Upon spending an action point, the captain can add his command bonus to any single skill check made by him or another of his crew who is under command.
Brilliant Maneuver: a starship captain sometimes has to think outside the box and come up with solutions to impossible problems. This often involves some brilliant strategy or tactic that either saves the day or gives them enough of an edge to survive whatever encounter that is currently threatening them. Upon spending an action point, the starship captain can add their command bonus to any attack roll, defense check made by the captain's vessel.
The following abilities do not require anyone to be under command.
Dangerous Liaisons: when in a pressure situation involving communication with another starship operator, the starship captain can apply their command bonus to either Bluff, Diplomacy or Intimidate rolls used to influence the other party.
Morale & Loyalty: anyone who has personally met the captain and is a permanent part of his crew gains the command bonus which is added to any morale check against fear-effects, or any mind-influencing affect that would negatively impact the captain, the crew or the vessel. For instance, a charm effect would not be affected, however, a suggestion to sabotage the ship would invoke the bonus.
Back to Basics
At 2nd, 5th and 8th level, the starship captain can choose one level dependent ability from another class, and apply their starship captain levels to the ability. For instance, Inspiration can be used on a number of people equal to one-half the Charismatic Hero's level. So if the starship captain wishes, their starship captain levels are counted towards determining this limit.
Bonus Feats
At 3rd, 6th, and 9th level, the starship captain gets a bonus feat. The bonus feat must be selected from the following list, and the starship captain must meet all the prerequisites of the feat to select it: Charismatic Plus, Dedicated Plus, Smart Plus, Starship Battle Run, Starship Dodge, Starship Feint, Starship Gunnery, Starship Mobility, Starship Strafe.