Maerok
2007-06-01, 08:08 AM
Bearer of the Crimson Shirt
http://content.answers.com/main/content/wp/en/thumb/0/07/250px-Vulcannervepinch.jpg
HD: d8
Prerequisites:
BAB: +3
Skills: Any two at 6 ranks
Feats: Toughness, Run
Special: Must have died at least three times
Skill Points:
2 + Int modifier
Skills:
The bearer's class skills (and the key ability for each skill) are Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Fodder, Quick Check, Improved Follower
2nd|
+2|
+3|
+0|
+0|Improved Run, Ground Team
3rd|
+3|
+3|
+1|
+1|Bonus Fighter Feat, Aberrant Biology: D-
4th|
+4|
+4|
+1|
+1|Doomed, Dedicated
5th|
+5|
+4|
+1|
+1|Plenty to Spare[/table]
Class Features:
Weapon and Armor Proficiencies: The bearer is proficient with all martial weapons and all types of armor, but does not gain shield proficiencies.
Code Red: The bearer of the crimson shirt loses all class abilities (except the possible penalty from Ground Team) when wearing chest armor or shirts that are not red.
Fodder (Ex): When adjacent to another creature, the bearer may choose to intercept any melee or ranged attacks directed towards that creature (including targeted spells). Doing so grants the bearer a +2 morale bonus to AC. Using this ability requires expending one of its attacks of opportunity for this round.
Quick Check (Ex): Any creature making a Heal check to determine if the bearer is dead receives a +4 bonus and may do so as a standard action that does not provoke attacks of opportunity.
Improved Follower (Ex): Treat a bearer as one level lower for the purposes of being a follower. It may not take the Leadership feat, and loses it if it has done so already.
Improved Run (Ex): When running, a bearer's speed is improved to 6 times his base speed (if wearing medium, light, or no armor and carrying no more than a medium load) or 5 times (if wearing heavy armor or carrying a heavy load).
Ground Team (Ex): When embarking on a quest or encounter, the bearer gains either a +2 bonus to saves or a -2 bonus to saves; this is determined with equal probability upon first accepting (or being told of) the quest or upon the initiative roll.
Bonus Fighter Feat (Ex): The bearer gains a feat from the Fighter feat list, but must qualify for it.
Aberrant Biology: D- (Ex): At the start of an initiative check, the bearer may take a penalty of up to -5 on Knowledge checks to identify creatures and saves against their special abilities to receive an equal bonus to initiative. He also gains the bonus to their next attack against a creature he does not know.
Doomed (Ex): The bearer receives a -2 penalty to saves against death effects, coup de graces, or sources of damage that exceed their hitpoints (such as a maximized empowered fireball). If this ability would assure the death of the bearer when they use Fodder, the defended creature gains a +2 morale bonus to saves, checks, and attacks against the source of the attack.
Dedicated (Su): The bearer of the crimson shirt, assuming he has survived this long, can be brought back to life without level loss (treat any spell that would do so as a true resurrection) and the materials cost half as much. Any required level checks to do so receive a +4 bonus.
Plenty to Spare (Ex): After 2d6 days, the bearer will automatically be brought back to life, assuming its remains are still intact.
http://content.answers.com/main/content/wp/en/thumb/0/07/250px-Vulcannervepinch.jpg
HD: d8
Prerequisites:
BAB: +3
Skills: Any two at 6 ranks
Feats: Toughness, Run
Special: Must have died at least three times
Skill Points:
2 + Int modifier
Skills:
The bearer's class skills (and the key ability for each skill) are Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Fodder, Quick Check, Improved Follower
2nd|
+2|
+3|
+0|
+0|Improved Run, Ground Team
3rd|
+3|
+3|
+1|
+1|Bonus Fighter Feat, Aberrant Biology: D-
4th|
+4|
+4|
+1|
+1|Doomed, Dedicated
5th|
+5|
+4|
+1|
+1|Plenty to Spare[/table]
Class Features:
Weapon and Armor Proficiencies: The bearer is proficient with all martial weapons and all types of armor, but does not gain shield proficiencies.
Code Red: The bearer of the crimson shirt loses all class abilities (except the possible penalty from Ground Team) when wearing chest armor or shirts that are not red.
Fodder (Ex): When adjacent to another creature, the bearer may choose to intercept any melee or ranged attacks directed towards that creature (including targeted spells). Doing so grants the bearer a +2 morale bonus to AC. Using this ability requires expending one of its attacks of opportunity for this round.
Quick Check (Ex): Any creature making a Heal check to determine if the bearer is dead receives a +4 bonus and may do so as a standard action that does not provoke attacks of opportunity.
Improved Follower (Ex): Treat a bearer as one level lower for the purposes of being a follower. It may not take the Leadership feat, and loses it if it has done so already.
Improved Run (Ex): When running, a bearer's speed is improved to 6 times his base speed (if wearing medium, light, or no armor and carrying no more than a medium load) or 5 times (if wearing heavy armor or carrying a heavy load).
Ground Team (Ex): When embarking on a quest or encounter, the bearer gains either a +2 bonus to saves or a -2 bonus to saves; this is determined with equal probability upon first accepting (or being told of) the quest or upon the initiative roll.
Bonus Fighter Feat (Ex): The bearer gains a feat from the Fighter feat list, but must qualify for it.
Aberrant Biology: D- (Ex): At the start of an initiative check, the bearer may take a penalty of up to -5 on Knowledge checks to identify creatures and saves against their special abilities to receive an equal bonus to initiative. He also gains the bonus to their next attack against a creature he does not know.
Doomed (Ex): The bearer receives a -2 penalty to saves against death effects, coup de graces, or sources of damage that exceed their hitpoints (such as a maximized empowered fireball). If this ability would assure the death of the bearer when they use Fodder, the defended creature gains a +2 morale bonus to saves, checks, and attacks against the source of the attack.
Dedicated (Su): The bearer of the crimson shirt, assuming he has survived this long, can be brought back to life without level loss (treat any spell that would do so as a true resurrection) and the materials cost half as much. Any required level checks to do so receive a +4 bonus.
Plenty to Spare (Ex): After 2d6 days, the bearer will automatically be brought back to life, assuming its remains are still intact.