Officer

Unlike other soldiers, officers focus less on the art of combat itself, and more on tactics and command. An officer can bring a great deal of flexibility to the battlefield; however, his abilities extend into the social spheres. Officers are expected to be able to handle themselves gracefully in diplomatic situations.

Officer and A Gentleman (Ex)

An officer is proficient in simple and martial melee weapons, one-handed firearms, light armor, and shields (but not heavy shields). He loses any other proficiencies granted by the Soldier class.

Officers gain Diplomacy, Bluff, Appraise, Sense Motive, Knowledge (Nobility), and Knowledge (Local) as class skills. They gain an extra two skill points per level, both of which must be invested in these skills (apply retroactively).

Paradigm Shifter (Ex)

At 3rd level, the officer can shift between one of six paradigms that grants nearby allies and himself a special benefit. Paradigm shifting is a swift action. A paradigm shift remains in effect until the officer uses a free action to dismiss it or shifts into another paradigm. The bonuses granted by an officer's paradigm are Morale bonuses.

The paradigm's benefits affect all allies within Close range who can see and hear him. These abilities are dismissed if the officer becomes unconscious or is slain. An officer may use this ability a number of rounds per day equal to thrice his soldier level. Abilities and feats that increase a bard's rounds per day of bardic performance increase this number.

Any particular ally may only benefit from one officer's paradigm at one time. This is a language-dependent mind-affecting ability.

- Commando: Grants a bonus to Attack rolls equal to 1+1 per 5 levels beyond 3rd.

- Medic: This paradigm grants Fast Healing 2+1 per 3 levels beyond 3rd

- Ravager: This paradigm grants a bonus to melee damage rolls equal to 2+1 per 3 levels beyond 3rd.

- Saboteur: This paradigm grants a bonus to concentration checks and spell penetration checks equal to 2+1 per 3 levels beyond 3rd.

- Sentinel: This paradigm grants a bonus to Armor Class equal to 1+1 per 5 levels beyond 3rd.

- Synergist: This paradigm grants a bonus to Saving Throws equal to 1+1 per 5 levels beyond 3rd.

Tactician (Ex)

At 7th level, an officer receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a move action, the officer can grant this feat to all allies within Close range who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the officer possesses. Allies do not need to meet the prerequisites of these bonus feats. The officer can use this ability twice per day at 7th level, plus one additional time per day at 11th level and for every 4 levels thereafter.

Greater Tactician (Ex)

At 11th level, the officer receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The officer can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.

Weapon Trainer (Ex)

At 15th level, when an officer wields a weapon he has weapon training in, all allies within 30 feet who can see and hear the officer gain half his weapon training bonus when they wield any weapon from the same weapon group.

This bonus doesn’t stack with any weapon training bonus an ally already possesses.

Master and Commander (Ex)

At 19th level, when the officer uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats. Further, the radius of all his Officer abilities is doubled.