Captain

A tactically minded leader. The captain is skilled at advising his compatriots on how best to fight. And, when things get hairy he can fall in and fight with the rest, always ready to get his hands dirty.

Ability Score Increase:

  Level 1: +2 Rhetoric   Level 4: +1 Rhetoric +1 Intellect +1 Endurance   Level 7: +2 Rhetoric +1 Intellect +1 Foresight +1 Perception   Level 10: +3 Rhetoric +2 Intellect +2 Strength +1 Endurance +1 Foresight +1 Perception  

Class Level Abilities

 

Level 1

Active Abilities
Lead from Behind: When the Captain is not last in initiative, he can choose to use as a partial action to put himself at the end of Initiative. Doing this gives all allies who were behind him in initiative and within 10m a +8 to Initiative and a +5m to movement for the duration of combat.   Marked for Death: The Captain may use a partial action to mark an enemy within 12 meters. Attacks against this target gain +10*Captain Level to attack rolls and ignore ½ the target’s DR rounded down. . This effect lasts rounds equal to the Captain’s Level, or until he marks another target.   No Dying on my Watch: When an ally would take lethal damage within 2m of the Captain, he can choose to redirect damage onto himself. This damage can be directed to any body part or onto a shield if a shield check is successful. On a failed shield check, the damage is applied to the shield arm.  
Conditional Abilities
Team Spirit: The Captain gives a +X to all combat & skill based rolls to every friendly character within 6m of the Captain where X is the number of friendly creatures within range.  
Passive Abilities
Enlisted: A Captain is a enlisted soldier. This status gives him +12 to one of the following skills: Military Etiquette, Military History, Military Appraisal, or Interrogate. He also recieves a +8 to Melee or Ranged.   Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee.  

Level 2

Active Abilities
You First: The Captain may change initiative scores with any player below him in initiative as a free action.  
Conditional Abilities
I am the Law!: Due to the captain’s commanding stature, he gets a +12 to Rhetoric for checks made versus members of Military or Law Enforcement.  
Passive Abilities
Basic Training: His military background grants the Captain a basic understanding of weaponry. Gain a +6 to either Melee or Ranged.   Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee.   Promotion I: A Captain is a ranked official. This status gives him +12 to one of the following skills: Military Etiquette, Military History, Military Appraisal, or Interrogate.  

Level 3

Active Abilities
Rally: The Captain can inspire allies to fight harder. As a partial action, the Captain can make a Diplomacy check to give a target friendly creature Bravado points equal to the Captain's Rhetoric. Bravado points may be spent on attack rolls, dodge rolls or applied to WDR within the next hour. They are spent after the roll, but before the opposing party rolls. Each bravado point gives a +1 to the roll.  
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee.   Marked for Death 2.0: The Captain may instead mark up to three creatures at one time. The Captain can mark up to ½ Captain level (rounded down) in creatures with each partial action.   Promotion II: A Captain is a ranked official. This status gives him +12 to one of the following skills: Military Etiquette, Military History, Military Appraisal, or Interrogate.  

Level 4

Active Abilities
Get back out there!: When an ally within 10m would go unconscious due to falling into negative health, the Captain can spend his reaction to inspire a rush in the ally allowing them to keep conscious for rounds equal to the Captain’s Rhetoric. The creature must make Metu Mortis rolls as normal. Only one creature may be inspired like this at a time. The Captain may not target himself.  
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee.   Field Training: His military background grants the Captain a basic understanding of weaponry. Gain a +6 to either Melee or Ranged.   Promotion III: A Captain is a ranked official. This status gives him +12 to one of the following skills: Military Etiquette, Military History, Military Appraisal, or Interrogate.  

Level 5

Active Abilities
Powered Up!: A Captain can rally an ally for rounds equal to their average level between the Captain and the target rounded down. This rally gives the target double Strength, Endurance, Perception and Foresight for the duration. Can only be applied to one person at a time. This ability has a cooldown in rounds equal to twice the average level.  
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee.   Promotion IV: A Captain is a ranked official. This status gives him +12 to one of the following skills: Military Etiquette, Military History, Military Appraisal, or Interrogate.  

Level 6

Active Abilities
Great Speaker: While outside of combat the Captain can give a rousing speech. This grants a bonus to all allies that heard the speech. They gain Bravado points equal to the Captain’s Diplomacy skill. Bravado points may be spent on attack rolls, dodge rolls or applied to WDR within the next hour. They are spent after the roll, but before the opposing party rolls. Each bravado point gives a +1 to the roll.  
Conditional Abilities
Passive Abilities
Combat Training: His military background grants the Captain a basic understanding of weaponry. Gain a +6 to either Melee or Ranged.   Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee.   Promotion V: A Captain is a ranked official. This status gives him +12 to one of the following skills: Military Etiquette, Military History, Military Appraisal, or Interrogate.  

Level 7

Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee.   Marked for Death 3.0: When an ally hits a marked target with an attack, they may choose the attack to be a critical hit. If they do so, the target loses its mark.   Promotion VI: A Captain is a ranked official. This status gives him +12 to one of the following skills: Military Etiquette, Military History, Military Appraisal, or Interrogate.  

Level 8

Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee.   Promotion VII: A Captain is a ranked official. This status gives him +12 to one of the following skills: Military Etiquette, Military History, Military Appraisal, or Interrogate.   Veteran Training: His military background grants the Captain a basic understanding of weaponry. Gain a +6 to either Melee or Ranged.  

Level 9

Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee.   Promotion VIII: A Captain is a ranked official. This status gives him +12 to one of the following skills: Military Etiquette, Military History, Military Appraisal, or Interrogate.  

Level 10

Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee.   Grand Promotion: A Captain is a high ranked official. This status gives him +12 to all of the following skills: Military Etiquette, Military History, Military Appraisal, and Interrogate.
Class Currency Modifier: 1.3