View Full Version : Bearer of the Crimson Shirt [NPC PrC]

2007-06-01, 08:08 AM
Bearer of the Crimson Shirt


HD: d8

BAB: +3
Skills: Any two at 6 ranks
Feats: Toughness, Run
Special: Must have died at least three times

Skill Points:
2 + Int modifier

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

+0|Fodder, Quick Check, Improved Follower

+0|Improved Run, Ground Team

+1|Bonus Fighter Feat, Aberrant Biology: D-

+1|Doomed, Dedicated

+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.

2007-06-01, 08:47 AM
Nice work. All those poor guys in red shirts...

2007-06-01, 09:43 AM
He's dead, Jim :)

Gotto love red-shirts, but are they really that powerful? You need BaB +3? Wouldn't "BaB can't be higher than 3" be better? :P

Now to send these against stormtroopers for unlimited power! (http://uncyclopedia.org/wiki/Stormtroopers_vs._Red_Shirts)

2007-06-01, 08:09 PM
Fantastic. I can't wait for a chance to try these out.

Can I paint the chest armor red, and retain class powers?

2007-06-01, 10:24 PM
Nice. Always gotta have the fodder.

2007-06-01, 10:58 PM
Can I paint the chest armor red, and retain class powers?
From the description, yes you most certainly can.

2007-06-02, 01:30 AM
Thats solidly awesome.