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Berenger
2016-02-26, 03:32 PM
I made four classes for our groups d20 Modern / d20 Future game. Those are the Grenadier (a power-armored front-line soldier / space marine), the Ranger (a wilderness-oriented scout-sniper), the Pilot (exactly what it says on the tin) and the Noble (specializing in social skills, wealth and minions). All except the Pilot could conceivably be used for games set in earlier epochs with slight alterations (the Grenadier could be changed into the Knight by messing with the weapon and armor proficiencies and the skill list, for example).

Enjoy or review, as you like. :smallwink:


Disclaimer: Most of the class features are taken from other classes in the d20 Modern SRD and only slightly (if at all) altered. As such, they are not creations of my own.

Berenger
2016-02-26, 03:33 PM
Grenadier

Requirements

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

Base Attack Bonus: +2.
Skill: Knowledge (tactics) 3 ranks.
Feats: Personal Firearms Proficiency, Medium Armor Proficiency.


Class Information

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 Grenadier’s class skills (and the key ability for each skill) are: Climb (Str), Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), Navigate (Int), Pilot (Dex), Profession (Wis), Read/Write Language (none), Repair (Int), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis).

Skill Points at Each Level: 5 + Int modifier.




Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Class Feature

Defense Bonus

Reputation Bonus



1st
+1
+1
+0
+1
Grenadier Training
+1
+0


2nd
+2
+2
+0
+2
Fearless, Unhindered
+2
+0


3rd
+3
+2
+1
+2
Bonus Feat
+2
+0


4th
+4
+2
+1
+2
Weapon Focus
+3
+0


5th
+5
+3
+1
+3
Improved Critical
+3
+1


6th
+6
+3
+2
+3
Bonus Feat
+3
+1


7th
+7
+4
+2
+4
Superior Conditioning
+4
+1


8th
+8
+4
+3
+4
Improved Reaction
+4
+1


9th
+9
+4
+3
+4
Bonus Feat
+5
+2


10th
+10
+5
+3
+5
Critical Strike
+5
+2





Class Features

The following features pertain to the Grenadier advanced class.


Grenadier Training

A Grenadier gains the bonus feats Powered Armor Proficiency and Combat Martial Arts.


Fearless

A Grenadier gains a +4 morale bonus on Will saves to resist fear effects and on level checks to oppose Intimidate checks.


Unhindered

A Grenadier treats any suit of armor worn as though its armor penalty were 2 better.


Bonus Feats

At 3rd, 6th, and 9th level, the Grenadier gets a bonus feat. The bonus feat must be selected from the following list, and the Grenadier must meet all the prerequisites of the feat to select it.

Advanced Combat Martial Arts, Advanced Firearms Proficiency, Athletic, Brawl, Burst Fire, Cleave, Combat Expertise, Combat Reflexes, Endurance, Great Cleave, Improved Brawl, Improved Bull Rush, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Knockout Punch, Improved Trip, Knockout Punch, Mobility, Power Attack, Run, Spring Attack, Strafe, Streetfighting, Sunder, Toughness.


Weapon Focus

At 4th level, a Grenadier gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Grenadier chooses a specific weapon. The soldier can choose unarmed strike or grapple as the weapon. The Grenadier must be proficient with the chosen weapon.


Improved Critical

For the weapon the Grenadier has applied weapon specialization to the Grenadiers’s threat range increases by one.


Superior Conditioning

Beginning at 7th level, a Grenadier learns how to shake off adverse conditions. When a Grenadier is subjected to one of the following conditions, the duration of the condition’s effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken, and stunned. If the condition’s duration is only 1 round, the Grenadier is not affected at all.


Improved Reaction

At 8th level, a Grenadier gains a +2 competence bonus on initiative checks.


Critical Strike

At 10th level, a Grenadier gains the ability to automatically confirm a threat as a critical hit when attacking with the weapon he or she has applied weapon specialization to, eliminating the need to make a roll to confirm the critical hit.

Berenger
2016-02-26, 03:34 PM
Ranger

Requirements

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

Base Attack Bonus: +2.
Skills: Hide 3 ranks, Move Silently 3 ranks, Survival 6 ranks.
Feats: Personal Firearms Proficiency or Archaic Weapons Proficiency, Far Shot.


Class Information

Hit Die: 1d8.

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


Class Skills

The Ranger’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Demolitions (Int), Drive (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (earth and life sciences, tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Pilot (Dex), Profession (Wis), Read/Write Language (none), Repair (Int), Ride (Dex), Search (Int), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex).

Skill Points at Each Level: 7 + Int modifier.




Class Level

Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
Defense Bonus
Reputation Bonus


1st
+0
+1
+1
+1
Survivalist
+1
+0


2nd
+1
+2
+2
+2
Swift Strike +1d6, Trailblazing
+2
+0


3rd
+2
+2
+2
+2
Bonus Feat
+2
+0


4th
+3
+2
+2
+2
Terrain Stride
+3
+0


5th
+3
+3
+3
+3
Swift Strike +2d6
+3
+1


6th
+4
+3
+3
+3
Bonus Feat
+3
+1


7th
+5
+4
+4
+4
Sharp-Shooting
+4
+1


8th
+6
+4
+4
+4
Swift Strike +3d6
+4
+1


9th
+6
+4
+4
+4
Bonus Feat
+5
+2


10th
+7
+5
+5
+5
Shock and Awe
+5
+2




Class Features

The following features pertain to the Ranger advanced class.


Survivalist

At 1st level, the Ranger gains the bonus feats Guide and Track.


Swift Strike

At 2nd level, the Ranger becomes skilled at taking down unwary targets quickly. He deals +1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or nonlethal, as determined by the choice of weapon and the manner in which it’s used. The extra damage increases to +2d6 at 5th level and +3d6 at 8th level.


Trailblazing

A Ranger can discern the best route through unfamiliar or rugged terrain. When travelling in poor weather conditions or difficult terrain, a Ranger can make a Survival check to save travel time. With a check result of 15 or better, a Ranger reduces the total travel time by 25%. With a 25 or better, the time is reduced by 50%. A Ranger can take 10 on this check, but he can't take 20. This ability applies only for long-range travel, not for tactical movement. Travel time is reduced for anyone in the immediate vicinity of the Ranger. An entire platoon can benefit from a Rangers trailblazing. Travellers following behind a Ranger, however, don't benefit and must pass through the terrain normally.


Bonus Feats

At 3rd, 6th, and 9th level, the Ranger gets a bonus feat. The bonus feat must be selected from the following list, and the Ranger must meet all the prerequisites of the feat to select it.

Advanced Firearms Proficiency, Alertness, Attentive, Athletic, Dodge, Dead Aim, Double Tap, Elusive Target, Endurance, Improved Initiative, Mobility, Precise Shot, Run, Shot on the Run, Skip Shot, Stealthy.


Terrain Stride

A Ranger can move through natural difficult terrain at his normal speed while within his chosen terrain. Magically altered terrain affects him normally. He also gains a +2 competence bonus on Hide, Move Silently and Survival checks in his chosen terrain. A Ranger can pick one favored terrain (Desert, Forest, Jungle, Mountain, Plains or Swamp).


Sharp-Shooting

At 7th level, if the Ranger uses a personal firearm to attack a target, the cover bonus to the target’s Defense for one-quarter, one-half, three-quarters, or nine-tenths cover is reduced by 2.


Shock and Awe

A Ranger knows how to hit his target with precision, speed and power. At 10th level, he gains a +4 bonus in initiative and his base speed increases by 5 feet.

Berenger
2016-02-26, 03:35 PM
Pilot

Requirements

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

Skills: Pilot 6 ranks.
Feats: Starship Operation (any one), Spacer.


Class Information

Hit Die: 1d8.

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


Class Skills

The Pilot’s class skills (and the key ability for each skill) are: Bluff (Cha), Computer Use (Int), Craft (electronic, mechanical) (Int), Disable Device (Int), Drive (Dex), Gamble (Wis), Gather Information (Cha), Knowledge (popular culture, streetwise, tactics, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read/Write Language (none), Repair (Int), Speak Language (none).

Skill Points at Each Level: 7 + Int modifier.




Class Level

Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
Defense Bonus
Reputation Bonus


1st
+0
+0
+2
+0
Pilot Training
+1
+0


2nd
+1
+0
+3
+0
Love my... +1
+2
+0


3rd
+2
+1
+3
+1
Bonus Feat
+2
+0


4th
+3
+1
+4
+1
Evasive Action
+3
+1


5th
+3
+1
+4
+1
Love my... +2
+3
+1


6th
+4
+2
+5
+2
Bonus Feat
+3
+2


7th
+5
+2
+5
+2
Keep it together
+4
+2


8th
+6
+2
+6
+2
Love my... +3
+4
+2


9th
+6
+3
+6
+3
Bonus Feat
+5
+3


10th
+7
+3
+7
+3
One with the Ship
+5
+3




Class Features

The following features pertain to the Pilot advanced class.


Pilot Training

At 1st level, the Pilot gains the bonus feats Vehicle Specialization (any one) and Zero-G Training.


Love my... [Starship Name]

Starting at 2nd level, a Pilot gains a bonus on Pilot and Repair checks when applied to the starship he designates as familiar. The same bonus is applied to the Pilots attack rolls with the familiar starships weapons. This bonus is +1 at 2nd level, +2 at 5th level and +3 at 8th level. To designate a starship as familiar the Pilot must have operated it for at least one month. A Pilot can only be familiar with one starship at a time.


Bonus Feats

At 3rd, 6th, and 9th level, the Pilot gets a bonus feat. The bonus feat must be selected from the following list, and the Pilot must meet all the prerequisites of the feat to select it.

Builder, Dodge, Gearhead, Renown, Starship Battle Run, Starship Dodge, Starship Feint, Starship Gunnery, Starship Mobility, Starship Operation, Starship Strafe, Weapon Focus (starship weapons only).


Evasive Action

At 4th level, the Pilot can make a Pilot check to lessen the damage dealt by a successful attack against his familiar starship. If the check result exceeds the attack roll, the damage is reduced by half (round down, minimum 1 damage). The pilot can make an Evasive Action once every round.


Keep it together

At 7th level, a Pilot can continue to operate a starship even after it has been reduced to negative hit points and has begun breaking apart. The ship may take one move action or one attack action each round. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Pilot and all other personnel aboard the ship are considered shaken, taking a –2 penalty on attack rolls, saving throws, and skill checks.


One with the Ship

At 10th level, the Pilot develops supernatural reflexes in the cockpit, effectively reacting as if starship and body were one. When the Pilot is in control of his starship, he can add his Defense Bonus to that of the starship.

Berenger
2016-02-26, 03:37 PM
Noble

Requirements

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

Skills: Diplomacy 6, Knowledge (any) 6.
Special: +2 Reputation.

Class Information

Hit Die: 1d6.

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

Class Skills

The Noble’s class skills (and the key ability for each skill) are: Bluff (Cha), Computer Use (Int), Craft (Visual Art, Writing) (Int), Decipher Scipt (Int), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Gable (Wis), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Behavorial Sciences, Business, Civics, Current Events, History, Popular Culture, Tactics, Theology and Philosophy) (Int), Perform (Dance, Sing) (Cha), Pilot (Dex), Profession (Wis), Read / Write Language (none), Research (Int), Ride (Dex), Sense Motive (Wis), Speak Language (none).

Skill Points at Each Level: 7 + Int modifier.




Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Class Features

Defense Bonus

Reputation Bonus



1st
+0
+1
+1
+2
Unlimited Access
+0
+1


2nd
+1
+2
+2
+3
Revenues
+1
+1


3rd
+1
+2
+2
+3
Bonus Feat
+1
+1


4th
+2
+2
+2
+4
Retainers
+1
+2


5th
+2
+3
+3
+4
Revenues
+2
+2


6th
+3
+3
+3
+5
Bonus Feat
+2
+2


7th
+3
+4
+4
+5
Exceptional Retainers
+2
+3


8th
+4
+4
+4
+6
Revenues
+3
+3


9th
+4
+4
+4
+6
Bonus Feat
+3
+3


10th
+5
+5
+5
+7
Imposing Reputation
+3
+4




Unlimited Access

When others would normally make a Diplomacy check or Bluff check to smooth-talk or trick their way into a private party or invitation-only event, the Noble adds a bonus equal to his or her Personality level. When a Noble buys a ticket to a show or for transportation, he or she can make a Diplomacy check to get that ticket upgraded. DCs are given below.

Upgrade

Diplomacy DC



Seat at a sporting event to field pass.
10


Hotel room to suite.
15


Concert or theater ticket to backstage pass.
20


Economy transportation to first-class.
25





Revenues

At 2nd, 5th and 8th level, a Noble gains a Wealth Bonus increase of +4.


Bonus Feats

At 3rd, 6th, and 9th level, the Noble gets a bonus feat. The bonus feat must be selected from the following list, and the Noble must meet all the prerequisites of the feat to select it.

Animal Affinity, Archaic Weapons Proficiency, Attentive, Confident, Creative, Deceptive, Educated, Exotic Melee Weapons Proficiency, Frightful Presence, Renown, Studious, Trustworthy, Windfall.


Retainers

At 4th level, the Noble is accompanied by a band of loyal retainers. These retainers can include bodyguards, aides and servants of every description. Each retainer is loyal to the Noble (with allegiance to him and his cause) and treats him according to his exalted position. At 4th level and once per character level thereafter, the Noble may attempt a special check to attract new followers. Roll 1d20 and add his Reputation bonus plus his Noble level. If the result is 20 or higher, he succeeds, and new retainers arrive in 10 +2d6 days. If the check fails, the Noble cannot try again until he gains another character level. Failure does not prevent the Noble from hiring employees in a normal fashion, but these individuals are not as steadfastly loyal as true retainers. The maximum character level of any single retainer is two levels lower than the Noble’s character level. The total levels of his retainers cannot exceed his Reputation bonus plus her current Noble level. Within those parameters, the Noble may select the number, class, and level of the retainer he attracts, subject to the GM’s approval.


Exceptional Retainers

When the Noble reaches 7th level, the maximum total levels of his retainers increases to twice the sum of his Reputation bonus plus her total character levels. The maximum character level for any single retainer is still two levels below his own character level.


Imposing Reputation

A 10th level Nobles’s reputation precedes him, making him more effective in the use of certain social interaction skills. His Reputation bonus applies to all Bluff, Intimidate, Diplomacy, and Gather Information checks he makes. Furthermore, it becomes more difficult for anyone to use one of those skills against him or his retainers. If such an attempt involves an opposed check, the Noble (or his minion) gains a bonus equal to the Nobles’s Reputation bonus on the opposing check. Otherwise, the DC for the opponent’s check increases by an amount equal to the Noble’s Reputation bonus.