Captain (SFB)


Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 5 2-- -- [-]
3 10 3-- -- [-]
4 20 31- -- [-]
5 40 32- -- [-]
6 80 42- -- [-]
7 160 421 -- [-]
8 320 431 -- [-]
9 640 432 -- [-]
10 1280 432 1- [-]
11 2500 542 1- [-]
12 2800 543 2- [-]
13 3100 543 21 [-]
14 3400 543 22 [-]
15 3700 543 32 [-]
16 4000 543 33 [-]
17 4300 544 33 [-]
18 4600 544 43 [-]
19 4900 544 44 [-]
20 5200 554 44 [-]
21 5500 555 44 [-]
22 5800 555 54 [-]
23 6100 555 55 [-]
24 6400 655 55 [-]
25 6700 665 55 [-]
26 7000 666 55 [-]
27 7300 666 65 [1]
28 7600 666 66 [1]
29 7900 766 66 [2]
30 8200 776 66 [2]
31 8500 777 66 [3]
32 8800 777 76 [3]
33 9100 777 77 [4]
34 9400 877 77 [4]
35 9700 887 77 [5]
36 10000 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 9, Dex 9, Con 13, Int 16,
Wis 13, Chr 16
Alignment: any
HD/level: d10
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War
Reference: SFB {Reduced Legendary Officer}
Groups: Warrior, Concordant (x1), Technology
 
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 27. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).

Captain (SFB)


Captain (SFB) Spells

Level Field Spell
1 Command Can identify and operate any TechL=LVL or lower technological device.
1 Defense Can interpose self in front of any and everyone in your group, you take double damage though
1 Engineering Your items that use charges use only half the number of charges (retain fractions)
1 Helm/Nav. 0, while moving: Leave a group without generating any parting shots.
1 Medic 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
1 Pers.Combat Your summons gain XP (possibly levels) in the dungeon.
1 Psionic 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
1 Science Eidetic Memory, can "download" your thoughts/memories to computers
1 Weapons No range penalties; Can shoot bows in your group without penalty
2 Command Your summons and familiars can never betray you, regardless of what happens.
2 Defense If you set off a Trap or Trick, there is a 50% chance it will fizzle and do nothing (and is removed)
2 Engineering You can trade spells between your spell progressions and PSPs between psionic pools.
2 Helm/Nav. Can move in reverse as fast as you can move forward.
2 Medic 0, 1/r: Cure or Cause 1d6 hp to one target
2 Pers.Combat Need not breathe; Fly LVL" (C)
2 Psionic 1M, 1V, 1/t: Move to another group. You are simultaneously in 2 groups (your old and your new)
2 Science Troll-like regen 1 hp/s; True Seeing; Far Seeing (Eagle Eye Vision)
2 Weapons 0, 2 attacks with a weapon: Do 1 attack, it is Permanent hp of damage
3 Command 1N, 1/d: Remove a Hold, Stun, Paralysis, Domination, or Magic Jar effect on yourself.
3 Defense 1N, 1/t: Put an effect back up that you just dropped for a 0 action (has to be done within 1r).
3 Engineering 0 or 1D, 1/t: Ignore a Sharpness or Vorpal effect.
3 Helm/Nav. Roll 1d6+6 for initiative instead of 1d12.
3 Medic 0, 2 attacks with a weapon: Do 1 attack, if hits, causes 1d3 negative levels (no save)
3 Pers.Combat Your summons have "1S: 10*LVL damage (random element) to 1 target." (LVL=your level)
3 Psionic You are allowed to have 2 of the same familiar or Specialty God pick, they fully stack
3 Science You get the opportunity to use an extra action in response to a nasty effect; Resist Time
3 Weapons 0: Ignore the phrase "Cannot be targetted" for someone.
4 Command Charm spells cannot be used by enemies in the room (x1 Special)
4 Defense Immune Telekinesis
4 Engineering You can sell items anywhere, divide price by 1d6. You can buy normal items anywhere.
4 Helm/Nav. You have a 50% chance of taking only half damage from gross effects (like fireballs)
4 Medic Grant a person one Captain spell slot you have (any SL).
4 Pers.Combat 1V, 1/d: Counter an effect that would cause someone to kill themself.
4 Psionic You have two hit point totals, your second hp total is 10, need both to drop before dropping
4 Science 1M, 1/d: Research a new spell using the spell research rules (doesn't cost Background Pts.)
4 Weapons Roll 1d30-5 or 1d10+5 to hit (your choice; <=1 is auto-miss, >=20 is auto-hit)
5 Command Wishoid for two SL 1-4 Concordant (x1) spells.
5 Defense Your shields (items) protect you all-around (this lets you effectively wear a shield on the back).
5 Engineering 1N, 1/reset: Retroactively buy a magic item from the magic shop.
5 Helm/Nav. Immune Boulders, Gas, Space-Time Discontinuities
5 Medic 0, 1/d: Mass Heal
5 Pers.Combat 0, 1/t: Set a trap that does 35 damage to a group if anyone tries to enter or leave
5 Psionic Immune to the weird psionic effects of the T'kan Energy Barrier
5 Science Considered 1 multiplier higher with one specific effect (by name)
5 Weapons You are allowed to backstab a target twice, backstabbing costs ½0 action to use.
L.O. 1 (11) Command Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
L.O. 1 (11) Defense 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
L.O. 1 (11) Engineering Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
L.O. 1 (11) Helm/Nav. ¼V: Move from one group to another group within LVL feet
L.O. 1 (11) Medic 0, 1/r: Cureall
L.O. 1 (11) Pers.Combat 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
L.O. 1 (11) Psionic 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
L.O. 1 (11) Science You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
L.O. 1 (11) Weapons Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier