Command feats

Command Feats

Upon becoming a ship’s captain and as long as the character remains a ship’s captain even if it is not on the same ship they may gain and use Command Feats and Command Tactics. They may not use their command feats if they are not a ship’s captain but they do not lose them either.

Upon becoming a captain that character immediately gains one command feat and one command tactic.

Every four levels after the level at which you made captain you gain 1 additional Command Feat.

Some Command feats and tactics may only be used by Admirals in Fleet Combat.

Command Tactics

Ship to Ship

Unlike most feats Command Tactics are not always in effect instead they may be used as a swift action by the ship’s captain, usually once per combat.

Pursuit Course
Your ship succeeds against all opposed maneuver checks once per combat.

Turn the Tide
If an enemy ship would damage you this turn instead that damage is negated and you gain an immediate free attack against that enemy. May only work against any number of enemies within your weapons range, and may only be used once per combat.

Evasive Action
If your ship would take damage this turn instead that damage is negated and you may immediately make an opposed maneuver check against all enemies at a +5. May only be used once per combat.

Battle Stations
If you lost a turn’s initiative you may instead go first. Your ship’s defenses such as deploy able armor or shields are immediately activated and considered in use even if they had not been, and if make an attack this turn you do so with a +1 bonus. May only be used once per combat.

All Power to Weapons
When making an attack this turn add +10 to the attack roll, but you must also take your shields off line. May only be used once per combat.

Not Where I Should Be
If detected in combat while your cloak is engaged your ship gains a 20% miss chance. If your cloak already grants a miss chance increase that miss chance by 20%. May only be used once per combat.

Not Without a Fight
You initiate a self destruct to destroy your ship. In 50 rounds (Five Minutes) your ship’s engines will go critical doing damage to all ships within ten thousand kilometers equal to 100 x the amount of remaining energy in your engines. May only be used once per combat.

Fleet Combat

Rally the Fleet
May only be used by Admirals. If you failed a maneuver check to win initiative, instead you go first. And each ring gains +1 Offense and +1 Defense for the turn. May be used only once during Fleet Combat.

Finest Hour
May only be used by Admirals. If you won the maneuver check to go first you may make an additional attack this turn. May only be used once per Fleet Combat.

Power Through
May only be used by Admirals. You may instead of your normal attack make an attack against the next Ring of Defense in from the one you are currently fighting with your current furthest reaching ring, May only be used once per Fleet Combat.

Ambush Predators
May only be used by Admirals. If any of your ships have cloaking they gain a 50% chance of avoiding damage dealt to them in fleet combat and if the ring they are in is disabled or destroyed, they may be added to the next inner most ring of defense. Once used stays in effect for the entire Fleet Combat.

If I Go You Go
May only be used by Admirals. If one of your capital ships would be destroyed this turn your enemy chooses a capital ship of their own and destroyed it as well, even if it is not in the current ring of battle. May only be used once per Fleet Combat.

Fighter Swarms
May only be used by Admirals. If you have more fighters than your enemies your fighters may make an additional attack this turn that may only target the next inner most ring of defense. May only be used once per Fleet Combat.

Bombard
May only be used by Admirals. If you have battleships they may attack this turn adding their combined Offense value to an attack made by ships in the next ring out and add their damage to the amount of damage dealt.

Command Feats

Command feats function like normal feats.

Captain of the Ship
While aboard your ship all Diplomacy, Bluff, and Intimidate checks are made with a +5 morale bonus. If you are and Admiral this bonus increases to +10.

Their Lives Are My Responsibility
Whenever a crewmen that is adjacent to you would take damage you may as a swift action switch places with that crewmen. This may be done after a save has been rolled requiring the Captain to make a save if he had not needed to before or for the captain to re-roll his save if he had previously made one. The crewman may also make a new save if he still requires one, however if he is moved out of the threat range and no longer would require a save he does not make one.

My Crew Are My Family
If a crewmen becomes unconscious or is killed within your line of sight you gain a +1 morale bonus to all attack and damage rolls made against the enemy that targeted your crewmen.

Burden of Command
For 24 hours after you inform the loved ones of a deceased crewmen that their loved one is dead you gain a -1 morale penalty to all Diplomacy, Bluff, and Intimidate checks and a +3 morale bonus to all attacks made during that duration. If you are an Admiral you no longer suffer the -1 penalty to Diplomacy, Bluff, and Intimidate.

Command Presence
you gain a +10 morale bonus to all Diplomacy, Bluff, and Intimidate checks made to influence the attitude of your crew. If you are an Admiral this bonus increases to +20.

Ship, Out of Danger?
If there is a system aboard your ship that has been disabled you may as a full round action take 10d6 force or radiation damage (your choice each time this option is chosen) to bring that system online as if you had succeed at the Craft (Technological Item) check to repair it.

The Fleet Comes First
If you are an Admiral ships in your fleet gain a +1 morale bonus to their AC after all ship contributions have been added together.

Command feats

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