blut_und_glas
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- 23. Februar 2003
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Protocol Desantnik
Requirements:
Base Attack Bonus: +3
Skills: Jump 3 ranks, Knowledge (Tactics) 3 ranks, Navigate 3 ranks, Survival 3 ranks
Required Allegiance: The Red Fleet
Hit Die: 1d10
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.
Class Skills
The protocol desantnik’s class skills (and the key ability for each skill) are as follows.
Balance (Dex), Climb (Str), Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (Current Events, History, Popular Culture, Tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Read/Write Language (none), Spot (Wis), Survival (Wis), Swim (Str), and Telekinesis (Wis).
Skill Points at Each Level: 7 + Int Modifier.
Class Features
All of the following are class features of the protocol desantnik advanced class.
Promotion
The protocol-landing forces are an elite arm of the Red Fleet. Upon being accepted into them and taking the first level of the protocol desantnik advanced class the character is automatically promoted one rank.
Advance Gate Deployment Link
After reaching 2nd level the protocol desantnik begins to profit from the AGD link protocols kast into his brain. The range of any GTP is increased by a factor equal to the protocol desantnik's class level, as long as he is within close range of the kaster when the gate is kast. Such an increased range gate can only be used by protocol desantniks of an equal or higher class level. The gate closes as soon as the protocol desantnik leaves close range to the kaster.
Bonus Feat
At 3rd level and every three levels thereafter the protocol desantnik gets a bonus feat. The bonus feat must be selected from the following list, and the protocol desantnik must meet all the prerequisites of the feat to select it.
Acrobatic, Advanced Combat Hook, Advanced Combat Martial Arts, Advanced Defensive Rotation Shield, Advanced Firearms Proficiency, Alterness, Athletic, Bersk Wrestling, Bersk Wrestling Pin, Bersk Wrestling Kill, Bersk Wrestling Strike, Burst Fire, Cleave, Combat Expertise, Combat Hook, Combat Martial Arts, Combat Reflexes, Dead Aim, Defensive Martial Arts, Defensive Rotation Shield, Diehard, Double Tap, Endurance, Engine Pull Champion, Heroic Surge, Improved Combat Martial Arts, Dead Aim, Exotic Firearms Proficiency, Extended Defensive Rotation Shield, Guide, Improved Combat Hook, Improved Combat Martial Arts, Improved Defensive Rotation Shield, Improved Disarm, Improved Initiative, Improved Trip, Offensive Rotation Shield, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Precise Shot, Precise Strike, Railfighting, Shot on the Run, Telekinetic Firearms Proficiency, Telekinetic Warrior, Stealthy, Weapon Focus
Uncanny Dodge
A 4th level protocol desantnik retains his Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The character still loses his Dexterity bonus to Defense if immobilized.)
Flanking Maneuver
Beginning at 5th level a protocol desantnik can flank an opponent with a ranged attack. The opponent must be within 10m of the protocol desantnik.
Improved Uncanny Dodge
A protocol desantnik of 7th level or higher can no longer be flanked; he can react to opponents on opposite sides of himself as easily as he can react to a single attacker.
Improved Flanking Maneuver
When an 8th level protocol desantnik flanks an opponent, that opponent is considered flat-footed.
Gatekrasher
In the round a 10th level protocol desantnik emerges from a gate he automatically confirms critical threats as critical hits when attacking, eliminating the need to make a second roll to confirm the critical hit. Additionally all enemies are considered flat-footed against his attacks during this round.
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Requirements:
Base Attack Bonus: +3
Skills: Jump 3 ranks, Knowledge (Tactics) 3 ranks, Navigate 3 ranks, Survival 3 ranks
Required Allegiance: The Red Fleet
Hit Die: 1d10
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.
Class Skills
The protocol desantnik’s class skills (and the key ability for each skill) are as follows.
Balance (Dex), Climb (Str), Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (Current Events, History, Popular Culture, Tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Read/Write Language (none), Spot (Wis), Survival (Wis), Swim (Str), and Telekinesis (Wis).
Skill Points at Each Level: 7 + Int Modifier.
Code:
Class Base Attack Fort Ref Will Defense Reputation Class
Level Bonus Save Save Save Bonus Bonus Features
1st +1 +2 +1 +0 +1 +0 Promotion
2nd +2 +3 +2 +0 +1 +0 Advance Gate Deployment link
3rd +3 +3 +2 +1 +2 +1 Bonus feat
4th +4 +4 +3 +1 +2 +1 Uncanny dodge
5th +5 +4 +3 +1 +3 +1 Flanking maneuver
6th +6 +5 +3 +2 +3 +2 Bonus feat
7th +7 +5 +4 +2 +4 +2 Improved uncanny dodge
8th +8 +6 +4 +2 +4 +2 Improved flanking maneuver
9th +9 +6 +4 +3 +5 +3 Bonus feat
10th +10 +7 +5 +3 +5 +3 Gatekrasher
Class Features
All of the following are class features of the protocol desantnik advanced class.
Promotion
The protocol-landing forces are an elite arm of the Red Fleet. Upon being accepted into them and taking the first level of the protocol desantnik advanced class the character is automatically promoted one rank.
Advance Gate Deployment Link
After reaching 2nd level the protocol desantnik begins to profit from the AGD link protocols kast into his brain. The range of any GTP is increased by a factor equal to the protocol desantnik's class level, as long as he is within close range of the kaster when the gate is kast. Such an increased range gate can only be used by protocol desantniks of an equal or higher class level. The gate closes as soon as the protocol desantnik leaves close range to the kaster.
Bonus Feat
At 3rd level and every three levels thereafter the protocol desantnik gets a bonus feat. The bonus feat must be selected from the following list, and the protocol desantnik must meet all the prerequisites of the feat to select it.
Acrobatic, Advanced Combat Hook, Advanced Combat Martial Arts, Advanced Defensive Rotation Shield, Advanced Firearms Proficiency, Alterness, Athletic, Bersk Wrestling, Bersk Wrestling Pin, Bersk Wrestling Kill, Bersk Wrestling Strike, Burst Fire, Cleave, Combat Expertise, Combat Hook, Combat Martial Arts, Combat Reflexes, Dead Aim, Defensive Martial Arts, Defensive Rotation Shield, Diehard, Double Tap, Endurance, Engine Pull Champion, Heroic Surge, Improved Combat Martial Arts, Dead Aim, Exotic Firearms Proficiency, Extended Defensive Rotation Shield, Guide, Improved Combat Hook, Improved Combat Martial Arts, Improved Defensive Rotation Shield, Improved Disarm, Improved Initiative, Improved Trip, Offensive Rotation Shield, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Precise Shot, Precise Strike, Railfighting, Shot on the Run, Telekinetic Firearms Proficiency, Telekinetic Warrior, Stealthy, Weapon Focus
Uncanny Dodge
A 4th level protocol desantnik retains his Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The character still loses his Dexterity bonus to Defense if immobilized.)
Flanking Maneuver
Beginning at 5th level a protocol desantnik can flank an opponent with a ranged attack. The opponent must be within 10m of the protocol desantnik.
Improved Uncanny Dodge
A protocol desantnik of 7th level or higher can no longer be flanked; he can react to opponents on opposite sides of himself as easily as he can react to a single attacker.
Improved Flanking Maneuver
When an 8th level protocol desantnik flanks an opponent, that opponent is considered flat-footed.
Gatekrasher
In the round a 10th level protocol desantnik emerges from a gate he automatically confirms critical threats as critical hits when attacking, eliminating the need to make a second roll to confirm the critical hit. Additionally all enemies are considered flat-footed against his attacks during this round.
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