So, Currently I am working on an E6 campaign centered around the Star Trek Universe, during the 23rd Century. This is meant to be a less combat-focused, more skill and role play based game.

I am currently trying to create a base class for each major galactic faction, and it seemed obvious that the Federation class should be made first (seeing as this will be the class the players will most likely be using). It is mainly designed to be a skill monkey class that allows for specialization into different roles (an all in one class, if you will).

So, this is what I have so far. Any suggestions on what else I should be adding (because I could definitely use some suggestions right about now)?

Starfleet Officer
The United Federation of Planets does not have a true military, instead having its armada composed entirely of Starfleet personnel. Starfleet is an organization whose primary objectives are the defense of Federation Planets and the discovery of new races and civilizations. Starfleet believes firmly in diplomacy over violence, but at the same time are sworn to protect the interests and citizens of the Federation.

Whether keeping the peace amongst the Federation’s member planets or exploring the Beta Quadrant, Starfleet officers are at home in any environment. All Starfleet personnel have undergone four years of training at one of the many academies, the most prominent being in San Francisco, United Earth. Here, each recruit chooses one of the three divisions to focus their training. This allows for a large pool of learning, which is then further specialized by selecting certain branches.

Starfleet encourages its members to be altruistic and considerate of other cultures. It has a series of regulations aimed to keep the peace that it expects each of its members to follow. A few of the more widely known rules are the Prime Directive, procedures for events such as First Contact, and many about the proper diplomatic responses. At the same time, Starfleet encourages its members to be as out of the box and as individual as they can within the limitations of the orders given.

Being a galactic organization, individuals of a vast array of species may become Starfleet officers. By far the most common, however, are individuals of one of the four founding species of the Federation; Humans, Vulcans, Tellarites, and Andorians. Other species include Rigelians, Betazoids, Denobulans, and Bajorans. Even the occasional native to a non-Federation planet is allowed, such as Klingons and Orions.

Starfleet personnel are capable of filling practically any niche, depending on an officer’s specialization. Whether they aspire to be commanders, explorers, or scientists, any person will likely feel welcome in Starfleet.

Vitality: d6

{table=head]Level | Base Attack Bonus | Fort | Ref | Will | Special
1 | +0 | +0 | +2 | +2 | Divisional Training
2 | +1 | +0 | +3 | +3 | Selected Branch
3 | +2 | +1 | +3 | +3 | Specialized Training
4 | +3 | +1 | +4 | +4 | Specialized Training
5 | +3 | +1 | +4 | +4 | Specialized Training
6 | +4 | +2 | +5 | +5 | Specialized Training [/table]

Skills: Starfleet officers have skill lists based off of their divisional training. Regardless of their training, Starfleet officers gain a number of skill points equal to (8 + INT modifier) per level, with x4 at 1st level.

Tactical: Astrogate (Int), Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Listen (Wis), Pilot (Dex), Search (Int), Sense Motive (Wis), Speak Language (Int), Spot (Wis), Swim (Str).

Sciences: Appraise (Int), Astrogate (Int), Computer Use (Int), Craft (Int), Decipher Script (Int), Disable Device (Int), Gather Information (Cha), Heal (Wis), Knowledge (Int), Listen (Wis), Search (Int), Speak Language (Int), Spot (Wis), Swim (Str), Use Technological Device (Int).

Engineering: Appraise (Int), Astrogate (Int), Computer Use (Int), Craft (Int), Demolitions (Int), Disable Device (Int), Jump (Str), Knowledge (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Technological Device (Int).

Class Features
A Starfleet officer has the following class features:

Weapons/Armor Proficiency: A Starfleet officer is proficient with all Federation phasers and a single one-handed melee weapon of his choice. A Starfleet officer us not proficient with any types of armor or shields.

Divisional Training (Ex): At 1st level, each Starfleet officer gains an ability based off of his/her division.

Command:

Scientific Knowledge: Individuals from the Science division may make a special intelligence check in which he adds his character level to see if he knows anything about notable races, technologies, or planets. A successful scientific knowledge check made on a new form of technology or an ancient artifact will not give its full abilities, though it may give hints on its proper function.

{table=head]DC | Knowledge
10 | Common
20 | Unknown but available
25 | Obscure
30 | Extremely Obscure[/table]

Weapons Overload: When an Engineering officer is using an electronic weapon, he may spend a move action to ensure he rolls maximum damage if he attacks in the same round. Each round he performs this action in a row, there is a cumulative 10% chance that the weapon overheats. Each round afterwards that he does not use this ability, the chances of this occurring decreases by 5%.

Selected Branch: At 2nd level, a Starfleet officer chooses a specialization based upon their division. Tactical officers may choose Command or Operations; Science officers chooses Biology or Culture/Geography; Engineering officers choose Security or Technical.

Command: When an ally is within 30 ft. of a Tactical officer, they gain a morale bonus to all skill checks equal to ½ the officer’s character level, rounded down.

Operations: These Tactical officers gain a competence bonus on all Astrogate and Pilot checks equal to ½ their level.

Biology:

Astrology:

Communications: Upon specializing in this branch, the Engineering officer learns three new languages of his choice. These languages are gained without having to expend the skill points usually required to learn new languages.

Security: Upon specializing in this branch, the Engineering officer is treated as though his base attack bonus is equal to his Hit Dice.

Technical:

Specialized Training (Ex): At 3rd level and every level thereafter, a Starfleet officer continues to train in their specialized fields.

Command: At 3rd level, all allies within 30 ft. of this officer are granted a morale bonus to their armor class equal to ½ the officer’s level. At 4th, they gain a morale bonus to attack rolls as well. At 5th, the morale bonuses given by the officer are equal to his full level rather than ½ his level.

At 6th level, a commanding officer gains an NPC companion. This companion is 3rd level, and must be a Starfleet officer whose specialization is not Command.

Operations:

Biology:

Astrology:

Communications: At 3rd level, a Communications officer must select a creature type; if she chooses Humanoid, she must select a subtype. She gains a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks concerning such creatures. At 4th level, a Communications officer need not speak the same language when communicating basic ideas to other creatures of her type. By succeeding on a DC 15 Diplomacy check, she may relay her basic emotions to a creature with whom she does not share a language. By making a successful Sense Motive Check (DC 15), she may discern the basic emotions of the creature. At 5th level, the bonuses she has concerning her chosen creature type increases to +4.

At 6th level, a Communications officer can learn new languages quite easily. By spending a week trying to learn a language and succeeding on a DC 25 Sense Motive check, a Communications officer can learn a language without spending the skill points to learn it.

Security:

Technical: