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Babale
2011-09-26, 05:42 PM
Doing this for a player in one of my games, who wants to play a Mosad Agent.

Mossad Agent

Requirements

To qualify to become a Mossad Agent, a character must fulfill the following criteria.

Base Attack Bonus: +3.

Feats: Combat Martial Arts, Advanced Firearms Proficiency.

Special: Israeli nationality, Allegiance to Israel.

Class Information

Hit Die: 1d8

Action Points: 6 + one-half character level, rounded down, every time the Mosad Agent attains a new level in this class.

Class Skills

The Mosad Agentís class skills (and the key ability for each skill) are: Bluff (Cha), Demolitions (Int), Diplomacy (Cha), Drive (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, history, popular culture, tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str).

Skill Points at Each Level: 6 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Feature

1st|
+1|
+1|
+1|
+0|
Weapon Focus

2nd|
+2|
+2|
+2|
+0|
Krav Maga Feat

3rd|
+3|
+2|
+2|
+1|
Always Ready

4th|
+4|
+2|
+2|
+1|
Living Weapon 1d6

5th|
+5|
+3|
+3|
+1|
Weapon Specialization

6th|
+6|
+3|
+3|
+2|
Krav Maga Feat

7th|
+7|
+4|
+4|
+2|
Krav Maga Feat

8th|
+8|
+4|
+4|
+2|
Living Weapon 1d8

9th|
+9|
+4|
+4|
+3|
Jack of All Guns

10th|
+10|
+5|
+5|
+3|
Krav Maga Feat, Living Weapon 1d10
[/table]

Reputation and Defense: As Soldier.

Class Features:

Weapon Focus: At 1st level, a Mossad Agent gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Mossad Agent chooses a specific weapon. The Mossad Agent can choose unarmed strike or grapple as the weapon. The Mossad Agent must be proficient with the chosen weapon.

The Mossad Agent adds +1 to all attack rolls made using the selected weapon.

Krav Maga: At 2nd level the Mossad Agent gains one Krav Maga feat. The feat must be selected from the following list. All Krav Maga feats must be used unarmed, or with one of the Krav Maga weapons: Knife, Tactical Knife, Rifle Butt, Pistol Whip, or Brass Knuckles. The Mossad Agent gains more Krav Maga feats as he levels up.

Krav Maga Stun: Mossad Agents disable their opponents as fast as possible. As a full attack, your opponent is hit by a quick elbow to the face, followed by a knee to the stomach. If the first attack hits, the target must succeed on a Fort Save or be Dazed. The Save DC is Strength-Based. The second attack can only be made if the target is hit and fails his save. The knee attack is made with a +4 bonus. If it hits, the target must make a second Fort Save. If he fails, he is Stunned for one round.

Krav Maga Disarm: Mossad Agents can make their opponents less dangerous by removing their weapons. As a full action, you grab your opponent and attempt to disarm him. Make a normal melee attack at a -2 bonus. If it hits, you do normal damage; in addition, you and your opponent must make opposed Strength checks. If your opponent wins, nothing happens; if you win, you have grabbed your opponent's arm. You may disarm your opponent or attempt to break his arm. If you attempt to break his arm, you end your round. On your opponent's turn, he may make a grapple check to break free; if he fails, you still have his arm. If he succeeds, he is free. If you still have his arm at your next round, he must make another strength check. On a successful roll, he breaks free. On a failed roll, he drops his weapon, takes 1d6 damage, and looses use of his arm. All concentration checks made until his arm is treated are made at a -4 penalty.

Krav Maga Takedown: Mossad Agents are trained to disable their enemies as fast as possible. Whenever you successfully make a full attack against an opponent and every attack in the full attack sequence hits, you may choose to attempt to take down your opponent. You both make opposed Strength checks. If you win, you may make one extra attack at your full bonus against your opponent. In addition, your opponent is knocked prone.

Krav Maga Fury: Mossad Agents can go full-out when attacking with their trained weapons. When a Mossad Agent makes an unarmed full attack, he may choose to add one extra attack. This attack is made using his highest attack bonus, with a -2 penalty.

Krav Maga Sprint: A Mossad Agent may increase their movement by ten feet per round. This feat may only be taken twice.

Krav Maga Knife Mastery: Requires Weapon Focus: Throwing Knife. A Mossad Agent knows that sometimes, silence is key. When using a throwing knife against an opponent who is denied his Dexterity bonus, the Mossad Agent may add 1d6 damage to his attack. This increases to 2d6 at level 3, 3d6 at level 5, 4d6 at level 7, and 5d6 at level 9.

Krav Maga Cover: Mossad Agents are skilled in taking cover under heavy fire. With this feat, when a character has cover against ranged attacks, he can use a move action to raise his miss chance by ten percent until his next turn.

Always Ready: Mossad Agents are trained to be able to adapt to any situation. When they need to use a skill that they are not trained in, they can sacrifice a number of action points equal to their Mossad Agent level. They are then treated as having that many ranks until the task is completed or for one hour per Mossad Agent Level.

EXAMPLE: A level 4 Mossad Agent is chasing his opponent when his enemy gets into a helicopter and flies away. The Mossad Agent finds another helicopter and pilots it. The Agent has no ranks in Pilot, but he sacrifices four action points, and is treated as having four ranks in Pilot for the next four hours. If he catches up to his enemy or if they both leave their helicopters before the four hours are up, the Mossad Agent is no longer treated as having ranks in Pilot, and must sacrifice more action points if he wants to fly another plane.

Living Weapon: The Mossad Agent attacks with either fist interchangeably, or even with elbows, knees, and feet. This means that the Mossad Agent may even make unarmed strikes when his or her hands are full, and there is no such thing as an off-hand attack for a Mossad Agent striking unarmed.

The Mossad Agent also deals more damage with unarmed strikes. At 4th level, the Mossad Agent deals 1d6 points of damage with an unarmed strike. At 8th level, damage increases to 1d8. At 10th level, it increases to 1d10.

This is an increase to Combat Martial Arts damage; this has no effect on Brawl.

Weapon Specialization: At 5th level, a Mossad Agent gains weapon specialization with a specific melee or ranged weapon that he or she also has applied the Weapon Focus feat or class feature to. The Mossad Agent gets a +2 bonus on damage rolls with the chosen weapon.

Jack of All Guns: At 9th level, the Mossad Agent's weapon specialization and weapon focus feats now apply to a category of weapons, rather than just a single weapon. For a weapon to qualify for this feat, it must be very similar to the original gun: It must be the same type (Assault Rifle, Shotgun, melee weapon, etc.) the same firing type (single shot, semi-automatic, automatic, etc.) and the same size category (large, medium, small, tiny, etc.).






This class is meant to be used in an upcoming campaign. It still needs a bit of work. The Mossad Agent is meant to be a cross between the Soldier and the Martial Artist.

EdroGrimshell
2011-09-26, 05:54 PM
What, no picture of Zeva from NCIS?

Babale
2011-09-26, 07:23 PM
If anything, I'd want a picture of the Zohan.

Thormag
2011-09-28, 10:43 AM
Bumping. I'm really interested in some feedback about this class (after all, I'm going to use it in the campaign)

Berenger
2012-11-08, 06:01 AM
Love it. Especially Ready for Action. Blends in well with the badassery displayed by mossad agents in popular culture.

But the class it is a tad unbalanced when compared against the Soldier and the Martial Artist. When the campaign is limited to D20 Modern, I'd suggest to reduce the Base Attack Bonus to 7 in 10 or the Skill Points to 3 per level (or 2 for non-humans).

However, it seems to be well balanced with the Tracer or the Field Officer from D20 Future which are perfectly fit for use in a contemporary setting. If those are available, the Mossad Agent as presented above is appropriate.

Two questions:

1. Will his Living Weapon stack with the ability from Martial Artist levels? As in, Living Weapon 1d6 + Living Weapon 1d6 = Living Weapon 1d8? To, say, a maximum of 1d12?

2. How will Jack of All Guns work with Weapon Focus (throwing knife)? It'll be a common choice because of Krav Maga Knife Mastery.

DaTedinator
2012-11-08, 03:41 PM
First off, it doesn't really fit the established Advanced Class chassis of a bonus feat at 3/6/9, but I guess that's not really a necessity.

The Krav Maga feats seem a little complicated, and most of them would probably be better handled by just using preexisting feats, or even feats ported from D&D. For example, Krav Maga Stun could just be Stunning Fist.

Takedown is weird in that in penalizes you for having more attacks. A Mossad Agent with attacks at +10/+5 is gonna be way more likely to utilize Takedown than an agent with +11/+6/+1, and really, slightly more likely than an agent with +15/+10/+5.

Sprint is too good. Increased speed is a big part of the Fast Hero's shtick, and you're giving a twice-as-good version to a Strong Hero class. +5 feet per increase is fine.

Knife Mastery seems a little too strong for an advanced class. 5d6 is a lot of damage in d20 Modern.

Finally, I really, really don't think this should be an Advanced Class. Mossad Agent just *screams* Prestige Class. This shouldn't be an advanced class that cribs stuff from Soldier and Martial Artist; it should be a Prestige Class that's led into by Solider and Martial Artist. That would also make it a lot more reasonable to include some of the more powerful abilities (like Knife Throw).

Also note that, just like in D&D you could play a "Paladin" by taking levels in Cleric and Ranger, your player doesn't have to actually have levels in the Mossad Agent class to be a Mossad Agent, which makes it even more acceptable to have it be a Prestige Class. I really, really think that's the best option.

My apologies if some of this stuff is inaccurate, it's been *years* since I've played d20 Modern.