While most military organizations may be a bit too rigid and orderly for the average adventuring party, that doesn’t mean that your character can’t be a military officer (or perhaps an ex-military officer). Today’s archetype for the Starfinder Roleplaying Game provides a mix of leadership-related abilities with access to special military resources and connections.
New Starfinder Archetype
Not just anyone can be a soldier, and even fewer people have what it takes to lead soldiers into battle. Military officers have trained with a specific military organization, internalizing the discipline and training of a soldier, and have learned to command squads of troops, activating their potential and helping them to achieve mission success. While some active officers are able to moonlight and adventure when not on active duty, other officers become adventurers after their military career has ended, although even these maintain close contacts with their old organizations.
Alternate Class Features
The military officer grants alternate class features at 2nd, 4th, 6th, 9th, 12th, and 18th levels.
Military Connections (Ex) 2nd Level
Whether or not you are still enlisted, you retain connections with a military organization, allowing you to call on certain favors. Once per week, you can use this ability to gain one of the following benefits.
Concentrate Fire (Ex) 4th Level
You can direct your allies to concentrate their fire on a single point, to make it more effective. As a move action, you can direct your allies to focus their attention on a single foe that you can see. If you do, each ally that can see and hear you, and can see the target, gains a +2 bonus on attack and damage rolls made against the target until the beginning of your next turn. For every two allies that have attacked the target since you used this ability, this bonus increases by 1 (for example, the third ally to attack the target will gain a +3 bonus, while the fifth ally will gain a +4 bonus, and so on, to a maximum bonus of +5).
Inspiring Command (Ex) 6th Level
You can rally one of your allies and direct him to success on the battlefield. As a standard action, you can give an inspiring command to a single ally within 30 feet. The ally may immediately perform any standard action of its choice, although if it chooses to perform actions that align with the command you gave, it gains a +1 bonus on all d20 rolls made as part of that action.
Snap Out of It, Soldier! (Ex) 9th Level
You can help your allies break free of harmful conditions. As a standard action, you can remove the confused, dazzled, or shaken conditions from an ally, or suppress the effects of the fatigued or sickened conditions for 1 minute. Alternatively, if the target is currently frightened, panicked, or cowering, you can cause them to be shaken, instead, for 1 round. Finally, if the target is currently affected by a mind-affecting effect, you can allow him to make a new saving throw to resist that effect, with a +2 bonus. You can remove only a single condition or mind-affecting effect per use of this ability, and any given creature can only be affected by this ability once per day.
Tactician (Ex) 12th Level
Your advanced knowledge of tactics grants a variety of benefits to your allies. All allies within 30 feet of you gain the following benefits:
Orbital Strike (Ex) 18th Level
You can use your connections with the military to order an orbital satellite strike. You can use this ability once per week, and must have an active radio or internet connection, as well as be in a place with satellites, ships, or some other artillery in the control of the military organization with which you are associated (subject to GM’s discretion). The orbital strike takes the form of a vertical cylinder with a 10-foot radius, which deals 15d6 points of damage (typically electricity and fire damage, but subject to GM discretion) to each creature in the area. A successful Reflex save (DC = 10 + 1/2 your level + your Intelligence modifier) halves the damage.