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    Default Mass Effect D20 (Full Conversion, PEACH)

    Recently I started working on a conversion for d20 Modern, trying to change the game to best reflect the Mass Effect game while using a base system that was easy for all of my players to adapt to. The goal was also to fix some of the common problems with d20 modern.
    This is a hefty read, so while it'd be appreciated, I'd understand if any PEACH-ing is focused on one class/race/advanced class/whatever.

    Races:
    Spoiler
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    Asari:
    The asari, native to the planet Thessia, are often considered the most powerful and respected sentient species in the known galaxy. This is partly due to the fact the asari were the first race after the Protheans to achieve interstellar flight, and to discover and inhabit the Citadel.
    A mono-gender race—distinctly feminine in appearance—the asari are known for their elegance, diplomacy, and biotic talent. Their millennia-long lifespan and unique physiology—allowing them to reproduce with a partner of any gender or species—give them a conservative but convivial attitude toward other races. The asari were instrumental in proposing and founding the Citadel Council, and have been at the heart of galactic society ever since.

    Size: Medium. Asari are medium in size, and have no special bonuses or penalties due to size.

    Ability Modifiers: +2 Wisdom, +2 Dexterity, -2 Strength. Asari are all capable of biotics, and are endowed with a natural grace, but tend to be slight of stature, which reduces their strength.

    Base Speed: 30 feet

    Embrace Eternity: The Asari are naturally good at connecting with all species, as it forms a critical part of their reproductive cycle. Asari get a +2 on Bluff, Diplomacy, Gather Information, and Intimidate checks.

    Lifetimes of Knowledge: Asari live for much longer than any other species. Asari may make knowledge checks untrained.

    Asari Mobility: Asari have the ability to use the biotics that they all possess to perform short range teleportation, allowing them to move quickly and easily around the battlefield. Asari may take 5 foot steps even when difficult terrain would normally prevent it.

    Drell:
    The drell are a reptile-like race that were rescued from their dying home-world by the hanar following first contact between the two. Since then, the drell have remained loyal to the hanar for their camaraderie and have fit comfortably into galactic civilization. The drell now thrive co-existing with the hanar and have been a part of the galactic civilization for roughly two centuries. The debt of gratitude that the drell owe the hanar is referred to as the Compact, which the drell fulfill by taking on tasks that the hanar find difficult, such as combat. Any drell may refuse to serve, but as being requested to serve is a great honor, few turn down the offer.

    Size: Medium. Drell are medium in size and have no bonuses or penalties due to size.

    Ability Modifiers: +2 Strength, +2 Dexterity, -2 Constitution. Drell have very dense muscle tissue, giving them a wiry strength, and they are naturally agile. However, almost all Drell have Kepral's syndrome at some degree, and thus tend to be less resilient.

    Base Speed: 30 feet.

    Drell Agility: The Drell are almost preternaturally nimble, especially when it comes to acrobatic maneuvering. Drell gain a +2 bonus to Balance, Jump, and Tumble.

    Faith: Drell are a naturally religious race, and while fewer and fewer young Drell follow their ancestor's beliefs, they are being replaced by those of the Hanar Enkindlers or the Asari Philosophers. Drell are immune to fear or fear-like effects.

    Acrobatic Charge: Drell move with an amazing grace. By passing a Tumble check with a DC of 5/5ft of distance, a Drell may charge regardless of what obstacles lie between him and his target, short of a full wall.


    Krogan:
    The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The krogan managed to not only survive on their unforgiving home-world, but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced, so did their weaponry.
    Four thousand years ago, at the dawn of the krogan nuclear age, battles to claim the small pockets of territory capable of sustaining life escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland. The krogan were reduced to primitive warring clans struggling to survive a nuclear winter of their own creation, a state that continued until they were discovered by the salarians two thousand years later.
    With the help of the salarians, the krogan were "uplifted" into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). Ironically, after the rachni were eradicated, the rapidly-expanding krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the turians to unleash the genophage. This genetic "infection" dramatically reduced fertility in krogan females, causing a severe drop in births secondary to prenatal and postnatal death and, ultimately, population, eliminating the krogan numerical advantage.

    Size: Medium. Krogan are medium in size and do not have any special bonuses or penalties due to size.

    Ability Modifiers: +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma. Krogan are tougher and stronger than most races, but their instinctive aggression often makes them difficult to deal with, and few have the patience for complicated technical or academic matters.

    Base Speed: 30 feet

    Powerful Build: Krogan are big, and they function in many ways as if they were one size category larger. Whenever krogan are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), krogan are treated as one size larger if doing so is advantageous to them. Krogan are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect them. Krogan can use weapons designed for a creature one size larger without penalty. However, their space and reach remain those of a creature of their actual size.

    Blasted Hellscape: Tuchanka was never a pleasant place to live, and growing up on it after a nuclear winter has made the Krogan incredibly hardy. Krogan gain a +4 to fortitude checks against poison, disease, heat, or cold.

    Blood Rage:Krogan often enter a rage state during combat. After a Krogan character takes more than 5 points of damage in a single attack, he may enter a rage. This rage gives him a +2 morale bonus to Strength and Constitution, a +1 morale bonus to Will saves, and a -2 penalty to defense. This rage lasts until either the end of the combat, or the krogan makes a DC 12 Will save. While in a rage the character may only attack enemies.

    LA: +1

    Quarians:
    The quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their home-world Rannoch was conquered, the quarians live aboard the Migrant Fleet, a huge collection of starships that travel as a single fleet.

    Size: Medium. Quarians are medium in size, and have no special bonuses or penalties due to size.

    Ability Modifiers: +2 Dexterity, +2 Intelligence, -2 Constitution. Quarians are slender in frame and generations of living in space have made them clever beyond many other races. However, their critically weak immune systems makes them very vulnerable to injury and disease.

    Base Speed: 30 Feet

    Jury-Rig: Quarians spend most of their lives before adulthood, and often most of their adulthood, on board starships, and thus almost all Quarians have some training in the basics of damage control. Quarians gain a +2 on all repair checks made to attempt temporary or jury-rigged repairs.

    Suit Rupture: Quarians live in a sterile environment their entire lives, either on board their starships or simply in the suits they wear their entire lives to avoid infection. Whenever a quarian takes any damage from a non-environmental source (i.e. gunfire but not radiation), she makes a note. At the end of any scene in which the quarian took damage, she must make a fortitude save against a DC of 10+the number of times she took damage. If she fails this save, she is infected, and takes a -4 to all actions until she receives long-term care as under the Treat Injury skill for a number of days equal to the number of times she took damage divided by 3.

    Closed Environment: Quarian environment suits provide a great deal of protection for their wearers. The suit grants a +10 equipment bonus on Fortitude saves against radiation, disease, chemicals, or poisons (airborne or contact only). An NBC suit comes with an internal air supply that lasts for one hour, and is replenished automatically by the Quarian remaining in a non-hazardous breathable atmosphere for half an hour. The suits also protect against vacuum.

    Improvised Cover: Quarians who expect to survive combat quickly learn to find the best cover available, and how to best use cover of a lesser quality. A quarian who is benefiting from a cover bonus to defense may, as a move action, upgrade that cover by one step, to a maximum of 9/10ths.

    Salarians:
    The second species to join the Citadel, the salarians are warm-blooded amphibians native to the planet Sur'Kesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To salarians, other species seem sluggish and dull-witted, especially the elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; salarians over the age of 40 are a rarity.
    Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing, and it is generally accepted that they always know more than they are letting on.


    Size: Medium. Salarians are medium in size, and do not receive any bonuses or penalties due to size.

    Ability Modifiers: +4 Intelligence, -2 Strength. Salarians are very bright, learn incredibly quickly, and have photographic memories. However, they have fairly thin bodies, and lack the brute strength of other races.

    Base Speed: 30 feet.

    Rapid Metabolism: Salarians have incredibly fast metabolisms, and while this means that they tend to have very short lives, usually around 40 years, they also can think and act faster than any other species. When a Salarian attempts a skill check with a duration of more than 5 minutes, it takes half the time.

    Scientist Salarian: Salarians have a natural aptitude with technology, they receive a +2 to
    Craft:Electronic and Knowledge: Technology checks.

    Amphibious: Salarians are amphibious, and have a swim speed of 20 feet. They can breathe water as easily as air.

    Fight with your head: Salarians know how to use their intelligence to their advantage. They may, at character creation only, choose whether to use their dexterity or their intelligence to determine their defense.

    Turians:
    Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians deployed a salarian-created biological weapon called the genophage, which virtually sterilized the krogan and sent them into a decline. The turians then filled the peacekeeping niche left by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts.
    Originally from the planet Palaven, turians are best known for their military role, particularly their contributions of soldiers and starshipsto the Citadel Fleet. They are respected for their public service ethic—it was the turians who first proposed creating C-Sec—but are sometimes seen as imperialist or rigid by other races. There is some animosity between turians and humans, largely due to the turian role in the First Contact War. This bitterness is slowly beginning to heal—as shown by the cooperation of the two races on the construction of the SSV Normandy—but many turians still hate humans, and vice versa.


    Size: Medium. Turians are medium in size and do not receive any bonuses or penalties due to size.

    Ability Modifiers: +2 Dexterity, +2 Constitution, -2 Wisdom. Turians tend to be excellent shots, and can take a great deal of punishment, but Turian biotics are rare.

    Base Speed: 30 feet.

    Turian Honor: Turians are renowned for a truthfulness and a strong sense of personal accountability. Turians receive a +2 bonus to Diplomacy, Gather Information, and Intimidate checks.

    Military Order: Turians follow orders. If a Turian is commanded to march, he'll do so past the point that most races would have died of shock. Turians may continue acting normally at 0 or fewer hit points until they reach a negative number of hit points equal to their character level.

    Hold the Line: Turians do not run. A retreating Turian army falls back in an orderly fashion, setting traps and ambushes all the way. Turians automatically succeed on saving throws against fear or fear-like effects.


    Base Classes
    Spoiler
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    Soldier:
    The soldier is a highly trained operative who has received advanced combat training. He is a tough warrior, able to deal with a range of combat situations. The Soldier gets improved health, has the widest selection of weapons, and is eventually able to wearheavy armor. Gameplay focus is on getting into the thick of the fight, picking the right weapon for tactical situations, and outlasting opponents. Ashley Williams and Richard L. Jenkins, as well as the default Commander Shepard all have this class.
    Soldiers are the full spectrum warrior of the squad whose talents focus on improving durability and damage. They may specialize in any weapon they choose and are the only class to have access to the assault rifle talent. Soldiers begin with medium armor and are also the only class that may upgrade to heavy armor. Their major weaknesses are their complete lack of biotic and tech abilities, relying on squadmates to pick up the slack in those areas.



    Game Rule information

    Abilities:
    Soldiers benefit from a variety of physical ability scores. Soldiers who like to get up close and personal, killing their enemies with omniblades in hand to hand combat, will enjoy a high strength score. This is archetypical of Krogan soldiers. Other soldiers are expert marksmen and will have a high dexterity score. All soldiers benefit greatly from high Constitution scores, as they tend to seek out enemy fire to protect the rest of their team. Wisdom can be useful, as most Soldiers prefer to avoid traps and ambushes.

    Vitality:
    Soldiers gain 1d12 vitality per level. The characters Constitution modifier applies. A 1st level soldier receives vitality equal to 12 + his or her Constitution modifier.

    Hit Points:
    Soldiers at 1st level receive hit points equal to their constitution score + 4.

    Recovery Potential:
    Soldiers have a recovery potential of 3 + ½ Constitution modifier per level.

    Action Points:
    Soldiers gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they gain a new level in this class.

    Class Skills:
    The Soldier's class skills, and the key ability for each skill, are as follows:
    Climb (Str), Concentration (Con), Craft (Chemical) (Int), Demolitions (Int), Diplomacy (Cha), Drive (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (current events, popular culture, streetwise, tactics) (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Ride (Dex), Speak Language (None), Spot (Wis), Survival (Wis), and Swim (Str).
    Also, the starting occupation you select can provide you with additional class skills to choose from.
    Skill Points at 1st Level: (3+Int modifier) x 4
    Skill Points at Each Additional Level: 3 + Int modifier

    Weapon and Armor Proficiency:
    Soldiers are proficient with all simple and military weapons, as well as light and medium armor.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+1|+1|+0|+0|Weapon Talents, Storm|+1|+1

    2nd|+2|+2|+1|+0|Combat Profile, Bonus Feat|+2|+1

    3rd|+3|+2|+1|+1|Combat Talent|+2|+2

    4th|+4|+3|+2|+1|Defensive Talent, Bonus Feat|+3|+2

    5th|+5|+3|+2|+1|Heavy Armor|+3|+3

    6th|+6/+1|+4|+3|+2|Combat Talent, Bonus Feat|+4|+3

    7th|+7/+2|+4|+3|+2|Defensive Talent|+4|+3

    8th|+8/+3|+5|+4|+2|Combat Talent, Bonus Feat|+5|+4

    9th|+9/+4|+5|+4|+3|Defensive Talent|+5|+4

    10th|+10/+5|+6|+5|+3|Combat Expert, Bonus Feat|+6|+4[/table]

    Class Features:

    Weapon Talents:
    A weapon talent grants a +1 to either attack or damage each level, chosen at each level, with all weapons covered by the character's talents. The Soldier has talents with the following weapons: Pistols, Heavy Pistols, Submachine Guns, Assault Rifles, Shotguns, and Sniper Riles.

    Storm:
    Soldiers may charge and then make a full attack action.

    Combat Profile:
    As a move action, a Soldier may change his Combat Profile. The Available combat profiles are:
    High Profile: The Soldier actively steps in front of bullets, trusting his armor and shields to protect him. He may not be able to return fire well, but his allies will get better opportunities. He receives a -2 to hit, but enemies must pass a Will save with a DC equal to the character's Defense in order to attack any other character. In the event that more than one Soldier is in high profile at a time, a single Will save at the DC of the Soldier with the highest Defense allows the enemy to target any character. This save must be made each round.
    Neutral Profile: The Soldier fights as best he can. This profile has no bonuses or penalties.
    Low Profile: The Soldier keeps his head down, and focuses his skill on staying alive. He receives a -4 to hit, but gains a +4 to Defense.

    Combat Talent:
    The Soldier may choose one Combat Talent from the list below.
    Concussive Shot: The soldier fires a concussive round in the place of a standard attack. The Soldier makes an attack. If this attack hits, the enemy takes half normal damage. He must then pass a Fortitude save with a DC of 12+ ½ level or be knocked prone and stunned for one round. This ability recharges in 1d4 rounds.
    Adrenaline Rush: The Soldier enters a blaze of adrenaline-powered combat skill. The Soldier may make up to three additional attacks this round. Additional attacks are made at the highest attack bonus. Adding one attack places a -3 penalty on all attacks that round, another attack increases the penalties to -6 on all attacks, and using all three attacks makes the penalty -9 on all attacks made that round. This ability recharges in 1d6 rounds.
    Omniblade Catalyzer: The Soldier can make attacks of opportunity with his Omniblade even if he does not have it readied.
    Heat Overload: The Soldier bypasses the safety cut-outs on his weapon, feeding the excess heat into his armor. He activates this as a move action, and can disable it with a free action. This ability adds two bonus dice of damage to his weapon, but deals 2d6 damage to the Soldier's shields each round. If the Soldier's shields are depleted, the damage is dealt directly to the Soldier, and in addition each round the Soldier has a 25% chance of lighting on fire.

    Defense Talent:
    The soldier may choose one Defense Talent from the list below.
    First Aid: The Soldier can use his skill in directly applying Medigel to vastly improve the injured character's recovery potential. He takes a standard action and expends a use of Medigel, and the injured character gains 150% recovery potential in vitality.
    Go to Ground: The Soldier is incredibly talented at holding a patch of ground. The Soldier can take a move action and drop prone. As long as he does not move, he gets a +2 Defense and a +4 on all Fortitude saves.
    Fortification: The Soldier floods his armor with a non-newtonian fluid that hardens when struck. The next attack that hits the Soldier does no damage. This power recharges in 1d6+3 rounds

    Heavy Armor: The Soldier gains proficiency in heavy armor.

    Combat Expert: The Soldier is a veteran of a thousand firefights, and his voice commands respect on the battlefield. While in combat, the Soldier receives a bonus equal to ½ his class level on Cha-based skill checks.

    Bonus Feats:
    At 2nd level and every even level thereafter, the Soldier receives a bonus feat which he may select from the following list:
    Alertness, Athletic, Brawl, Confident, Endurance, Great Fortitude, Improved Brawl, Improved Bull Rush, Improved Feint, Knockout Punch, Power Attack, Streetfighting, Toughness, Vehicle Expert


    Infiltrator:
    The Infiltrator is an assassin, a covert operative, a spy. Where the Soldier and Vanguard excel at destroying a path between themselves and their objectives, the Infiltrator can accomplish a mission without anyone knowing she was there at all. The Infiltrator is a tech-savvy warrior, able to win battles by quickly disabling and killing enemies. These soldiers focus on unlocking alternate routes, gaining access to good equipment, and obtaining an advantageous position over enemies in combat.
    Infiltrators possess a mixture of combat and tech talents. They may gain specialist training with pistols and sniper rifles, begin with light armor (though they can eventually gain the ability to wear medium armor), and possess a variety of tech abilities that focus on disabling and crippling the enemy.



    Game rule information

    Abilities:
    Infiltrators tend to be defined by their dexterity ability. It affects her skill with her weapons, as well as her ability to sneak past enemies. Wisdom can also be useful for the Infiltrator to preven tothers from sneaking up on her. Finally, some Infiltrators prefer to talk their way past some obstacles, for them, charisma can be a crucial ability.

    Vitality:
    Infiltrators gain 1d8 vitality per level. The character's Constitution modifier applies. A 1st level Infiltrator receives vitality equal to 8 + her Constitution modifier.

    Hit Points:
    Infiltrators at 1st level receive Hit points equal to their constitution score + 2

    Recovery Potential:
    Infiltrators have a recovery potential of 2 + ½ Constitution modifier per level.

    Action Points:
    Infiltrators gain a number of action points equal to 5 + ½ their character level, rounded down, at 1st level and each time they gain a level in this class.

    Class Skills:
    The Infiltrator's class skills (and the key ability for each skill) are:
    Balance (dex), Craft (mechanical, electronic) (Int), Computer Use (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Drive (Dex), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak Language (none), and Tumble (Dex).
    Also, the starting occupation you select may provide you with additional class skills.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: (6 + Int Modifier)

    Weapon and Armor Proficiency:
    Infiltrators are proficient with all simple and military weapons, as well as light armor.
    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+0|+0|+2|+1|Tactical Cloak, Weapon Talents|+2|+0

    2nd|+1|+0|+3|+2|Bonus Feat, Technical Talent|+3|+0

    3rd|+2|+1|+3|+2|Combat Talent|+3|+0

    4th|+2|+1|+4|+3|Bonus Feat, Technical Talent|+4|+0

    5th|+3|+1|+4|+3|Medium Armor, Combat Talent|+4|+1

    6th|+4|+2|+5|+4|Bonus Feat, Technical Talent|+5|+1

    7th|+5|+2|+5|+4|Combat Talent|+5|+1

    8th|+6/+1|+2|+6|+5|Bonus Feat, Technical Talent|+6|+1

    9th|+7/+2|+3|+6|+5|Combat Talent|+6|+2

    10th|+8/+3|+3|+7|+6|Bonus Feat, Covert Operative|+7|+2[/table]
    Class Features
    Tactical Cloak:
    The Tactical Cloak is a tech power that utilizes mass effect technology to bend light around the user, making them completely invisible. The Infiltrator has been trained so she may use this to line up perfect shots against her foes. The character spends a move action to activate the power, whose effects last for the character's class level in rounds or until the character makes an attack of any sort, uses a combat talent, or dismisses it as a free action. The character gains complete concealment, and if the character has sneak attack dice, gains an additional die of sneak attack damage.

    Weapon Talents:
    A weapon talent grants a +1 to either attack or damage each level, chosen at each level, with all weapons covered by the character's talents. The Infiltrator has talents with the following weapons: Pistols, Heavy Pistols, Submachine Guns, and Sniper Riles.

    Technical Talent:
    The Infiltrator may select one Technical talent from the list below:
    A.I. Hacking: The Infiltrator is trained in exploiting the necessary security holes in the tactical software used by modern combat synthetics. The Infiltrator spends a standard action, and makes a Disable Device check opposed by the synthetic's Will save. If the Infiltrator is successful, she may give the Synthetic one order, which it will follow to the best of its ability. It will not accept an obviously suicidal order. This order will be followed for a number of rounds equal to ½ the Infiltrator's level, with a minimum of 1 round. This talent recharges 5d4 rounds after its effect ends.
    Sabotage: The Infiltrator hacks into critical heat management software of the enemy's weaponry and overloads the heat-sinks. The Infiltrator spends a move action and chooses an enemy. The weapon that enemy currently has readied overheats, disabling it for a number of rounds equal to ½ the Infiltrator's class levels, minimum 1. This talent recharges in 1d8 rounds
    Incinerate: The Infiltrator fires a micro-grenade synthesized by her omni-tool, causing a burst of fire. In the place of a normal attack, the Infiltrator makes a ranged touch attack. If it hits, the enemy takes 2d8 + 1 per class leve] in fire damage and may make a reflex save against a DC of 10+Int modifier+ ½ class level for half damage. If the enemy fails its save, there is a 25% chance that the enemy is set on fire for 2d6 damage per round for 1d6 rounds, or until the enemy spends a full round action putting out the fire.
    Damping: The Infiltrator initiates an electro-magnetic feedback pulse that disables targeting computers and can stun enemies. She uses a standard action and picks a 5ft square. Every enemy in a 5ft (+5ft for every 3 class levels) radius takes a -2 on attacks and must make a fortitude save against a DC of 10+Int modifier+1/2 class level. If the enem(ies) fail this save, they are also stunned for one round. This ability recharges in 2d4 rounds.

    Combat Talent:
    The Infiltrator may select one Combat Talent from the list below:
    Assassinate: The Infiltrator spends a careful moment lining up the perfect shot. She spends a full round action and selects a target, aiming her weapon. The next turn the first action she may take is an attack action against her chosen target. This is resolved as a normal attack with a +2 bonus to attack and 1d6 precision damage per 3 levels, minimum 1d6. This ability cools down in 1d12 rounds
    Sneak Attack: The Infiltrator is trained to take maximum advantage of the smallest mistakes made by her opponent. Whenever she successfully attacks an enemy who is flat-footed or denied his dexterity to Defense, she deals an extra 1d6/2 class levels of sneak attack damage.
    Phantom Strike: If an Infiltrator can sneak up to an enemy without them realizing, her strikes are even deadlier than normal. An enemy who is unaware of the Infiltrator's presence, she may take a full round action and make a move silently check opposed by the enemy's listen. If the Infiltrator wins, then she may make an attack roll. This is a normal attack, but if it hits, damage is done directly to the opponent's hit points.
    Target Acquisition: Infiltrators can zero-in on a single target and dramatically improve their ability to damage that target. As a move action, an Infiltrator can select a target. As long as the target does not get ¾ or better cover from the Infiltrator, she gains a +1 bonus to damage per 2 class levels.

    Covert Operative:
    The Infiltrator is a master of stealth and surveillance equipment, and can defeat even sophisticated detection technology, and she can use those skills to provide herself with a sort of invisibility to machines. As a full round action, the Infiltrator can become completely invisible to machine surveillance and synthetic organisms. This ability lasts for up to class level in minutes, or until the Infiltrator uses an attack of any sort, a combat talent, or dismisses it as a free action. This ability recharges in 1d4 hours.

    Bonus Feats:
    At 2nd level and every even level thereafter, the Infiltrator receives a bonus feat which she may select from the following list:
    Acrobatic, Combat Expertise, Combat Throw, Defensive Martial Arts, Double Tap, Elusive Target, Focused, Improved Disarm, Mobility, Point Blank Shot, Stealthy, Weapon Finesse



    Engineer:
    The Engineer is a tech expert, perfect for dealing with unknown technological systems. He is a scientist and a prodigy at developing and implementing technological tools. The engineer tends to be less adept with normal combat equipment and tactics, but makes up for it with high-tech munitions and an advanced combat V.I. Drone.



    Game Rule Information

    Abilities:
    The engineer's bread and butter is his brain. An engineer without a good head is an engineer that will die sooner rather than later. Therefore, intelligence is the most important attribute for an engineer. An Engineer who expects to spend a lot of time in the field will often increase his dexterity as well, as it all at once makes him harder to hit and far more likely to hit with his own tech abilities.

    Vitality: Engineers gain 1d6 vitality per level. The character's Constitution modifier applies. At 1st level, the character gains 6 + the character's Constitution modifier in vitality points.

    Hit Points: At 1st level, the Engineer gains his Constitution score in hit points.

    Recovery Potential: Engineers have a recovery potential of 1 + ½ their Constitution modifier per level.

    Action Points:
    Engineers gain a number of action points equal to 5 + ½ their level rounded down every time they take a level in this class.

    Class Skills:
    The Engineer's class skills, and the key ability for each skill are as follow below:
    Computer Use (Int), Craft (Any) (Int), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Intimidate (Cha), Investigate (Int), Knowledge (Any) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), Speak Language (none), and Treat Injury (Wis).

    Skill points at 1st level: (10 + Intelligence modifier) x 4
    Skill points at each additional level: 10 + Intelligence modifier

    Weapon and Armor Proficiency:
    Engineers are proficient with all simple weapons, pistols, heavy pistols, shotguns, and submachineguns.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+0|+0|+0|+1|Weapon Talents, Combat Drone|+0|+1

    2nd|+1|+0|+0|+2|Technical Talent, Bonus Feat|+1|+2

    3rd|+1|+1|+1|+2|Drone Talent|+1|+2

    4th|+2|+1|+1|+2|Technical Talent, Bonus Feat|+1|+2

    5th|+2|+1|+1|+3|Advanced Weapon Training, Drone Talent|+2|+3

    6th|+3|+2|+2|+3|Technical Talent|+2|+3

    7th|+3|+2|+2|+4|Drone Talent|+2|+4

    8th|+4|+2|+2|+4|Technical Talent|+3|+4

    9th|+4|+3|+3|+4|Drone Talent|+3|+4

    10th|+5|+3|+3|+5|Bonus Feat, Fabrication Specialist|+3|+5[/table]

    Class Features:

    Weapon Talents:
    A weapon talent grants a +1 to either attack or damage each level, chosen at each level, with all weapons covered by the character's talents. The Engineer has talents with the following weapons: Pistols and Heavy Pistols.

    Combat Drone:
    The Engineer can use his Omni-Tool to generate a combat drone controlled by a V.I. program. A standard action is required to fabricate the drone. At 1st level, the drone has the following statistics:

    Combat Drone
    Small Synthetic
    Vitality 2d8-2 (7)
    SpeedHover 50 ft. (10 squares)
    Init: +2
    AC 14 (+2 Dex, +2 Natural); touch 12; flat-footed 12
    BAB +1
    AttackStatic Charge +3 melee (1d6+1)
    Full-Attack Static Charge +3 melee (1d6+1)
    Space 5 ft.; Reach 5 ft.
    Special Qualities No Manipulators, Network Connectivity, Direct Control
    Saves Fort +1 Ref +5 Will +1
    Abilities Str 13, Dex 15, Con 6, Int 4, Wis 12, Cha 6
    Skills Special, see below
    Feats Weapon Focus (Static Charge)

    Special Qualities:
    No Manipulators: The Combat Drone has no ability to physically manipulate its surrounding. It may not wield any item.
    Network Connectivity: The Combat Drone has a built-in wireless access point, allowing it to interact with computer systems that are in a range of 50 ft without any standard input systems.
    Direct Control: The Combat Drone may not move further than 100 ft from its operator, but uses its operator's Computer Use skill to defend against A.I. hacking atempts. The Drone does not have the ability to make any skill checks itself, but the operator may use his skill bonus for the Drone (i.e. the operator may make a move silently check for the drone using his skill bonus.) This requires the operator to take the same action the drone is to direct it. The Operator may give the drone a direction and then allow it to execute the directions without supervision, but the drone only gains the benefit of half the operator's skill points in this situation.

    The Engineer can give the drone specific orders, which requires a move action, or allow the onboard V.I. to direct its actions. If the onboard V.I. is allowed to direct its actions, it will move to the nearest enemy and attack until the enemy moves out of operational range or dies, and then will acquire the next closest target. If the drone is destroyed, the Engineer may generate a new one in 1d6 + 9 minutes. The Engineer may dismiss a drone, in which case he may recall it without the above-mentioned cool down.

    Technical Talent:
    The Engineer may select on Technical talent from the list below:

    A.I. Hacking: The Engineer is trained in exploiting the necessary security holes in the tactical software used by modern combat synthetics. The Engineer spends a standard action, and makes a Disable Device check opposed by the synthetic's Will save. If the Engineer is successful, he may give the Synthetic one order, which it will follow to the best of its ability. It will not accept an obviously suicidal order. This order will be followed for a number of rounds equal to ½ the Engineer's level, with a minimum of 1 round. This talent recharges 5d4 rounds after its effect ends.
    Sabotage: The Engineer hacks into critical heat management software of the enemy's weaponry and overloads the heat-sinks. The Engineer spends a move action and chooses an enemy. The weapon that enemy currently has readied overheats, disabling it for a number of rounds equal to ½ the Engineer's class levels, minimum 1. This talent recharges in 1d8 rounds
    Incinerate: The Engineer fires a micro-grenade synthesized by his omni-tool, causing a burst of fire. In the place of a normal attack, the Engineer makes a ranged touch attack. If it hits, the enemy takes 2d8 + 1 per class level in fire damage and may make a reflex save against a DC of 10+Int modifier+ ½ class level for half damage. If the enemy fails its save, there is a 25% chance that the enemy is set on fire for 2d6 damage per round for 1d6 rounds, or until the enemy spends a full round action putting out the fire.
    Damping: The Engineer initiates an electromagnetic feedback pulse that disables targeting computers and can stun enemies. He uses a standard action and picks a 5ft square. Every enemy in a 5ft (+5ft for every 3 class levels) radius takes a -2 on attacks for one round and must make a fortitude save against a DC of 10+Int modifier+1/2 class level. If the enem(ies) fail this save, they are also stunned for one round. This ability recharges in 2d4 rounds.
    Overload: The Engineer releases a burst of electricity from capacitors built into his omni-tool. In the place of a normal attack, the Engineer makes a ranged touch attack. If it hits, the enemy takes 2d6 + 1 per class level in electricity damage, and must make a fortitude save against a DC of 10+Int modifier + ½ class level. If the enemy fails this save, the enemy loses all shields for 1d6 rounds, or until the enemy spends a full round action restarting their shields.

    Drone Talent:
    The Engineer may select one drone talent from the list below. In addition, he selects two upgrade trees to gain an upgrade in per talent from the Drone Upgrade table.
    Advanced Multitasking: The Engineer is highly practiced at delivering quick, concise orders to his drone, gaining many of the benefits of direct supervision while allowing him to focus on other tasks. The Engineer may give the Drone a command to use a skill unsupervised with the drone gaining an effective skill bonus of ¾ the Engineer's bonus in that skill, instead of the default ½.
    Leash Extension: An advanced signal repeater and encryption code is added to the drone's schematics, greatly increasing it's secure operational range. The Engineer's drone may move up to ½ his class level x 100 ft. from the Engineer.
    Lifting Surfaces: The Engineer redesigns his drone so that it can truly fly, instead of the normal short-range hover systems. The drone loses it's hover speed, and gains a Flight speed of 50 ft. with perfect maneuverability.
    Advanced Drone Rigging: The Engineer's omni-tool is upgraded to increase both the efficiency of its micro-fabricator, and also its ability to receive and transmit data. This allows the Engineer to fabricate and use two drones instead of only one. However, this set-up does require more attention, and while two drones are deployed the drones are unable to take action by themselves, and must receive direct orders from the Engineer.

    Drone Upgrades:

    {table=head]Upgrade|Effects|Prerequisites

    Defense Tree

    Carbon-Polymer Shell|+2d8 Vitality|-

    Redundant Mass Effect Fields|+2 Natural Armor|Carbon-Polymer Shell

    System Back-up|+2 to all saves|Redundant Mass Effect Fields

    Micro-Shield Generator|DR 2/-(10) Shields|System Back-up

    Attack Tree

    Shock Capacitor|+2 to attack|-

    Micro-Reactor|Static Charge deals +1d6 damage|Shock Capacitor

    Static Relay Projector|When the Drone hits with a Static Charge attack, it may make an additional attack against an enemy adjacent to the original target.|Micro-Reactor

    Rocket Fabricator|Drone gains Rocket attack. Attack deals 2d10 damage with a range increment of 50 ft.|Static Relay Projector

    Design Tree

    Drone Design Optimization|Add 2 to two ability scores of your choice.|-

    Drone Fabrication Efficiency|Subtract 4 minutes from Drone cooldown|Drone Design Optimization

    Drone Auto-Activation|Deploying the Drone becomes a free action|Drone Fabrication Efficiency

    Proto-Blue Box|The Drone gains +2 to Int, Int score x 4 skill points, and may act independently. See Below|Drone Auto-Activation, Drone Int score of 6.[/table]

    Proto-Blue Box: The Engineer's drone gains a highly limited self-awareness. This shackled A.I. allows the Drone to have its own skill points, and acts in combat according to either its own best judgment or the commands of the Engineer, whose commands it will follow absolutely. Drones with this upgrade are illegal in Citadel space.

    Advanced Weapon Training:
    Select a weapon category. If the character is not proficient in the weapon category, he becomes proficient, if he is already proficient in it, he gains a weapon talent in that weapon category.

    Fabrication Specialist:
    The Engineer is a master at constructing advanced technology. The time investment in all craft checks is divided in half, minimum one action. The Engineer further reduces the cost to build equipment to half the equipment's sale price.

    Bonus Feats: At 2nd level and every even level thereafter, the Engineer gains a bonus feat which he may select from the following list:
    Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Meticulous, Studious, Vehicle Expert, Weapon Focus.

    Vanguard:
    The Vanguard melds the best elements of the Soldier and of the Adept. She is a skilled gunwoman, and her biotic powers synergize with this to make her a formidable opponent. Up close, a Vanguard is possibly the most dangerous opponent short of a battle-raging Krogan. Vanguards move quickly from target to target, using high-powered weaponry and biotic attacks. The Vanguard is an expert in close-up fighting, and is proficient in light armor, although she can become trained in medium armor down the line.



    Game Rule Information:

    Abilities:
    Strength is the most important ability for a vanguard, as it powers both her melee attacks and her biotics. Constitution is also important for a vanguard, as it allows her to absorb the hits that her style of combat exposes her to. Wisdom is important for vanguards, just as it is for all biotic classes to help boost their biotic abilities.

    Vitality:
    Vanguards gain 1d10 Vitality per level. The character's constitution modifier applies. A first level vanguard receives Vitality points equal to 10 + her Constitution modifier.

    Hit Points:
    Vanguards at first level receive hit points equal to their constitution score + 3

    Recovery Potential:
    Vanguards have a recovery potential of 2 + ½ their constitution modifier per level.

    Action Points:
    Vanguards receive a number of action points equal to 5 + ½ their character level, rounded down, at first level and every time they gain a level in this class.

    Class Skills:
    The Vanguard’s class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (mechanical, structural) (Int), Diplomacy (Cha), Drive (Dex), Intimidate (Cha), Knowledge (current events, popular culture, streetwise) (Int), Profession (Wis), Read/Write Language (none), Ride (Dex), Speak Language (none), Spot (Wis), and Survival (Wis).\
    Skill Points at 1st Level: (4 + Int modifier) x 4
    Skill Points at Each Following Level: 4 + Int modifier)

    Weapon and Armor Proficiency:
    Vanguards are proficient with all simple and military weapons, and light armor.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus
    1st|+1|+2|+0|+1|Weapon Talents, Biotic Charge|+1|+1

    2nd|+2|+3|+1|+2|Bonus Feat, Combat Talent|+2|+1

    3rd|+3|+3|+1|+2|Biotic Talent|+2|+2

    4th|+4|+4|+1|+2|Bonus Feat, Combat Talent|+3|+2

    5th|+5|+4|+2|+3|Medium Armor, Biotic Talent|+3|+3

    6th|+6/+1|+5|+2|+3|Bonus Feat, Combat Talent|+4|+3

    7th|+7/+2|+5|+2|+4|Biotic Talent|+4|+3

    8th|+8/+3|+6|+3|+4|Bonus Feat, Combat Talent|+5|+4

    9th|+9/+4|+6|+3|+4|Biotic Talent|+5|+4

    10th|+10/+5|+7|+3|+5|Bonus Feat, No Guts, No Glory|+6|+4[/table]

    Class Features

    Weapon Talents:
    A weapon talent grants a +1 to either attack or damage each level, chosen at each level, with all weapons covered by the character's talents. The Vanguard has talents with the following weapons: Pistols, Heavy Pistols, Shotguns, and Submachineguns.

    Biotic Charge:
    The Vanguard uses her biotic abilities to turbocharge her strength and speed for one short burst, throwing herself at her opponent. The Vanguard charges an opponent and makes a melee attack with her Vanguard level as a bonus to the attack roll. If it hits, she deals 2d10 + str modifier + ½ class level in force damage. This power recharges in 1d4+1 rounds.

    Combat Talent:
    The Vanguard may select one combat talent from the list below

    Close-Quarters Mastery: The Vanguard is an expert at fighting at point blank range, with whatever comes to hand or weapons not designed for it. The vanguard does not provoke attacks of opportunity when she uses a ranged attack while in melee, and can use any weapon while grappling.
    Hand-to-hand training: The Vanguard is trained to use her hands and feet in as deadly a manner as any other weapon she carries. She gains Combat Martial Arts as a free feat and when fighting unarmed may apply her Str bonus x 1½ as if she were using a weapon two-handed.
    Storm: The Vanguard is a mobile combatant who is trained to ready attacks even while moving around the battlefield. She may charge and then make a full attack action
    Rampage: The Vanguard can become a force of nature when she gets truly into the rhythm of combat. Every time she reduces an enemy to 0 hitpoints or fewer she gets a +2 bonus to Str. This bonus lasts until the end of the current combat.
    Combat Traverse: The Vanguard's experience in battle has taught her many tricks to close the distance between her and her enemies. She treats rough terrain as normal for the purpose of movement or charging. She also may make one 90 degree turn during a charge, although this does not apply to a Biotic Charge attack.

    Biotic Talent:
    The Vanguard may select one Biotic Talent from the list below.

    Shockwave: The Vanguard sends out a set of successive biotic explosions, damaging and throwing those hit by them to the ground. The vanguard uses an attack action and designates a straight line 30 ft (+5 ft per class level) long and 5 feet wide (This increases to 10 feet wide at level 7). Everyone within that line takes 2d6 + Wis modifier damage, and make a reflex save DC 10+Wis modifier+1/2 class level for half damage. If the save is failed, then the character or enemy is knocked prone as well. This ability recharges in 1d10-Wis modifier rounds, minimum 2.
    Barrier: The Vanguard uses her biotic abilities to protect herself long enough to allow her shield emitters to recharge. The Vanguard's shields refresh up to her wisdom score or their cap, whichever is higher. This ability recharges in 2d8-Wis modifier rounds, minimum 2.
    Nova: The Vanguard allows her shields to fall, releasing the energy in a sudden burst. The vanguard takes a standard action, dealing damage equal to the remaining points in her shields to everyone within a circular area centered around the vanguard with a radius of 10 ft. They may make a reflex save DC 10+Wis modifier+1/2 class level for half damage.
    Pull: The Vanguard reduces a single target's mass with a negative mass field, forcing them to either devote all their energy to holding on to the ground to stop from floating helpless in the air. The vanguard takes a standard action and makes a ranged touch attack against a target within 100ft (+10 ft per class level). If she hits, the target either must take no action besides holding on to the ground, which denies him his dexterity bonus to defense, or allow himself to float freely directly towards the vanguard at a speed of 5 ft/round. If he elects for the latter, he takes a -4 to attack and defense and may not make melee attacks or move using any movement type. This ability has a duration of 1d4+1/3 class level rounds. This ability recharges in 1d10-Wis modifier rounds, minimum 2.

    Medium Armor:
    The Vanguard is proficient with medium armor

    No Guts, No Glory:
    The Vanguard has fought hundreds of battles with a signature high-risk, high-reward combat style, and very little can faze her. She adds ½ her class level to Will saves.

    Bonus Feats:
    At 2nd level and every even level thereafter, the Vanguard gains a bonus feat which she may select from the following list:
    Animal Affinity, Archaic Weapons Proficiency, Athletic, Blind-Fight, Brawl, Cleave, Combat Martial Arts, Combat Reflexes, Great Cleave, Improved Brawl, Improved Combat Martial Arts, Power Attack, Weapon Focus


    Continued in Post 2!
    Last edited by Sir_Mopalot; 2012-06-05 at 08:57 AM.

  2. - Top - End - #2
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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    Base Classes Pt. 2
    Spoiler
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    Sentinel:
    The Sentinel is a fusion of biotic powers and technological education. He is surprisingly tough in combat as well, as he can use both his talents to make him very difficult to harm. The sentinel tends to be a supporting class, as his ability to absorb damage is not matched with an ability to dish it out. His offensive abilities are made up primarily of biotic powers, but shares some offensive abilities with the engineer. No class has the sheer breadth of ability that the Sentinel has, making him an excellent addition to any team. Kaidan Alenko is an example of a sentinel in the Mass Effect games.



    Game Rule Information:

    Abilities:
    Sentinels are masters of many different disciplines. Intelligence can be important for them for their technological abilities and to help build them a strong base of skills. Wisdom is also critical for Sentinels as it makes their biotic abilities refresh faster and hit harder. Constitution makes the Sentinel hardier, and given that they often are trying to attract fire away from their allies, this can be important.

    Vitality:
    Sentinels receive 1d10 vitality points per level. The character's constitution modifier applies. A 1st level Sentinel gets 10 + Con modifier vitality points.

    Hit Points:
    Sentinels at 1st level gain hit points equal to their constitution score + 3

    Recovery potential:
    Sentinels has a recovery potential of 2 + their con modifier per level

    Action Points:
    Sentinels gain a number of action points equal to 5 + ½ their character level, at first level and every time they take a level in this class.

    Class Skills:
    The sentinel’s class skills (and the key ability for each skill) are: Computer Use (Int), Craft (electronic, mechanical, pharmaceutical, visual art, writing) (Int), Diplomacy (Cha) Disable Device (Int), Gamble (Wis), Intimidate (Cha) Investigate (Int), Knowledge (art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), and Treat Injury (Wis).
    Skill Points at 1st Level: (6+Int modifier) x 4
    Skill Points at each following level: 6 + Int modifier

    Weapon and Armor proficiency: Sentinels are proficient with simple weapons, pistols, heavy pistols, and sub-machineguns, as well as light armor.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+0|+1|+0|+2|Weapon Talents, Tech Armor|+1|+1

    2nd|+1|+2|+0|+3|Bonus Feat, Holographic Emitters|+2|+1

    3rd|+1|+2|+1|+3|Biotic Talent|+2|+1

    4th|+2|+3|+1|+4|Bonus Feat, Technical Talent|+3|+2

    5th|+2|+3|+1|+4|Advanced Weapon Training, Biotic Talent|+3|+2

    6th|+3|+3|+2|+5|Bonus Feat, Technical Talent|+4|+2

    7th|+3|+4|+2|+5|Biotic Talent|+4|+3

    8th|+4|+4|+2|+6|Bonus Feat, Technical Talent|+5|+3

    9th|+4|+5|+3|+6|Biotic Talent|+5|+3

    10th|+5|+5|+3|+7|Bonus Feat, Fresh Approach|+6|+4[/table]

    Class Features:
    Weapon Talents:
    A weapon talent grants a +1 to either attack or damage each level, chosen at each level, with all weapons covered by the character's talents. The Sentinel has talents with the following weapons: Pistols and Heavy Pistols

    Tech Armor:
    The Sentinel has modified his armor to allow for on-the-fly adjustments for maximum shield efficiency. As a move action, the Sentinel can double both the DR granted by his shields and their damage capacity. This functions for a number of rounds equal to the Sentinel's Int modifier +1 for every 3 class levels. This ability refreshes in 2d8 – Int modifier rounds, minimum 2.

    Holographic Emitters:
    The Sentinel's shield emitters are further modified so that they can project simple images. Using patterns of flashing and color-changing lights, the sentinel can distract enemies and draw their attention. As a move action, the sentinel may designate a number of targets equal to 1 + 1/3 his class level. These enemies take a penalty equal to the sentinel's intelligence modifier on any attack that does not include the sentinel as a target. As a move action, the sentinel may switch this ability's effects from an enemy to another enemy, or add a target, so long as he does not go over the limit of 1 + 1/3 his class level.

    Technical Talent:
    The Sentinel may select on technical talent from the list below.
    Overload: The Sentinel releases a burst of electricity from capacitors built into his omni-tool. In the place of a normal attack, the sentinel makes a ranged touch attack. If it hits, the enemy takes [SUBMACHINEGUN DAMAGE + 1 per class level] in electricity damage, and must make a fortitude save against a DC of 10+ Wis modifier + ½ class level. If the enemy fails this save, the enemy loses all shields for 1d6 rounds, or until the enemy spends a full round action restarting their shields. This ability refreshes after 1d6 rounds
    Cryo Blast: The Sentinel's omni-tool fires a mass of super-cooled subatomic particles. If they impact a target, they snap-freeze it. In the place of a normal attack, the sentinel makes a ranged touch attack. If it hits, the enemy takes 2d8 + 1 per class level in cold damage, and must make a fortitude save against a DC of 10+ Int modifier + ½ class level. If the enemy fails this save, the enemy may not move, and any time he takes damage, he takes additional damage equal to the sentinel's Int modifier. This effect lasts for 1d6 rounds. This ability refreshes after 1d8 + 1 rounds.
    Advanced Holographic Emitters: The sentinel's holo emitters that he uses to distract his opponents are upgraded. This allows the emitters to create the visual illusion of an object, creature, or force, as visualized by you. The hologram does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect, four 10 ft cubes plus one cube/class level. This ability lasts until the Sentinel dismisses it as a free action or takes damage. This talent refreshes after 5 minutes after the effect ends.

    Biotic Talent:
    The sentinel may select one talent from the list below.
    Throw: The sentinel uses a directed mass field to throw his enemy backwards off his feet. In the place a normal attack the sentinel makes a ranged touch attack. If he hits, the enemy is pushed the sentinel's wisdom modifier x 5 ft directly away and knocked prone, and must make a reflex save against a DC of 10+ Wis modifier +1/2 class level or take 2d8+Wis modifier + ½ per class level in force damage. This talent recharges in 2d6-Wis modifier rounds, minimum 2.
    Warp: The sentinel's biotics begin to rip apart his opponent at the atomic level. In the place of a normal attack, the sentinel makes a ranged touch attack. If he hits, the enemy takes 2d8 damage and must make a fortitude save against a DC of 10+Wis Modifier+1/2 class level. If the enemy fails this save, it takes the sentinel's wisdom modifier in additional damage every time it takes damage for a number of rounds equal to the sentinel's wisdom modifier. This talent recharges in 1d10-Wis modifier rounds, minimum 2.
    Barrier: The sentinel uses his biotic abilities to protect himself long enough to allow his shield emitters to recharge. The sentinel's shields refresh up to his wisdom score or their cap, whichever is higher. This ability recharges in 2d8-Wis modifier rounds, minimum 2.
    Stasis: The sentinel places an enemy in a mass effect bubble, preventing them from acting. In the place of a normal attack, the sentinel makes a ranged touch attack. If he hits, the enemy must make a fortitude save against a DC of 10+Wis modifier+1/2 class level. If the enemy fails this save, he may not take any action for a number of rounds equal to the sentinel's wisdom modifier. During this time, no character or enemy's actions can affect the enemy under stasis. This talent recharges in 2d6-Wis modifier rounds, minimum 2.

    Advanced Weapon Training:
    Select a weapon category. If the character is not proficient in the weapon category, he becomes proficient, if he is already proficient in it, he gains a weapon talent in that weapon category.

    Fresh Approach:
    When an ally fails, often the sentinel can draw from his extensive cross-training experience to keep the mission on track. When an ally fails a skill check, once per day the sentinel may allow him to attempt the skill check again, with no increase in time or resources spent, with an additional bonus to the check of the sentinel's bonus in that skill.

    Bonus Feats: At 2nd level and every even level thereafter, the Sentinel gains a bonus feat which he may select from the following list:
    Alertness, Archaic Weapons Proficiency, Attentive, Blind-Fight, Deceptive, Educated, Far Shot, Iron Will, Medical Expert, Meticulous, Surgery, Track, Weapon Focus


    Adept:
    The Adept is the ultimate biotic, able to affect the physical world with the power of the mind. Adepts are durable and powerful manipulators of mass effect fields; they can use biotics to violently manipulate objects in the environment, including nearby enemy targets. Adepts are masters of crowd control. An adept is an important member of any team that expects to engage in asymmetric warfare. Liara T'soni is an example of an adept.



    Abilities:
    The Adept is a specialist in biotics, and thus the most important ability score for her is wisdom. Dexterity can help shore up an adept's limited combat skills.

    Vitality:
    Adepts gain 1d6 vitality per level. The character's constitution modifier applies. A 1st level Adept gains 6 + Constitution modifier vitality points.

    Hit Points:
    Adepts at 1st level receive hit points equal to their constitution score.

    Recovery Potential:
    Adepts have a recovery potential of 1+1/2 their constitution modifier

    Action Points:
    Adepts gain a number of action points equal to 5 + ½ their character level, at 1st level and every time they gain a level in this class.

    Class Skills:
    The Adept's class skills (and the key ability for each skill) are: Craft (visual art, writing) (Int), Diplomacy (Cha), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Knowledge (art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), and Treat Injury (Wis).
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at each following level: 6 + Int Modifier

    Weapon and Armor Proficiency:
    Adepts are proficient in all simple weapons, pistols, and heavy pistols.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+0|+1|+0|+1|Kinetic Field|+0|+2

    2nd|+1|+1|+0|+2|Bonus Feat, Dark Energy Manipulation|+1|+2

    3rd|+1|+2|+1|+3|Mass Field|+1|+2

    4th|+2|+2|+1|+3|Bonus Feat, Kinetic Talent|+1|+3

    5th|+2|+3|+2|+4|Dark Energy Talent, Advanced Weapon Training|+2|+3

    6th|+3|+3|+2|+4|Bonus Feat, Mass Talent|+2|+3

    7th|+3|+4|+3|+5|Kinetic Talent|+2|+4

    8th|+4|+4|+3|+6|Bonus Feat, Dark Energy Talent|+2|+4

    9th|+4|+5|+3|+6|Mass Talent|+3|+4

    10th|+5|+5|+4|+7|Bonus Feat, Biotic God|+3|+5[/table]

    Class Features:
    Kinetic Field:
    The Adept can generate powerful fields of kinetic energy to move objects, or people. While she will unlock more abilities later, she begins with the ones below:
    Throw: The Adept uses a directed mass field to throw her enemy backwards off his feet. In the place a normal attack the adept makes a ranged touch attack. If she hits, the enemy is pushed the adept's wisdom modifier x 5 ft directly away and knocked prone, and must make a reflex save against a DC of 10+ Wis modifier +1/2 class level or take 2d8+Wis modifier + ½ per class level in force damage.
    Manipulate: While it requires far more focus, the Adept can use minute kinetic fields to move light objects at a distance. Spending a standard action, the adept selects an unattended object weighing no more than 5 pounds that is within 25 ft. + 5 ft./2 lvls. As a move action, she can propel the object up to 15 ft. in any direction. She may continue moving the object unless it leaves the range of the ability.
    After any use of this ability, it will recharge after 1d6-Wisdom rounds, minimum 1.

    Dark Energy Manipulation:
    The adept's mastery of the dark energy involved in biotic actions allow her to perform actions that break the commonly understood laws of physics. These abilities are the ones available to the adept initially, but as she levels up, she will gain access to others.
    Warp: The adept's biotics begin to rip apart her opponent at the atomic level. In the place of a normal attack, the adept makes a ranged touch attack. If she hits, the enemy takes 2d8 damage and must make a fortitude save against a DC of 10+Wis Modifier+1/2 class level. If the enemy fails this save, it takes the adept's wisdom modifier in additional damage every time it takes damage for a number of rounds equal to the adept's wisdom modifier.
    Molecular Spin: The adept's biotic powers can be used to heat things, even the heat sinks used on military firearms. In the place of a normal attack, the adept selects an opponent with a gun readied. That firearm cannot be fired for a full round.
    After any use of this ability, it will recharge after 1d8-Wisdom rounds, minimum 1.

    Mass Field:
    The Adept can generate fields of mass forces that can absorb incredible amounts of energy. The adept will gain more abilities later on, but she starts with these.
    Barrier: The adept uses her biotic abilities to protect herself long enough to allow her shield emitters to recharge. The adept's shields refresh up to her wisdom score or their cap, whichever is higher.
    Mass Shield: The adept brings up a powerful shield that can protect her from the effects of many attacks. The next time she makes a saving throw, she gets a bonus to the save equal to her Wisdom modifier.
    After any use of this ability, it will recharge after 2d6-Wisdom modifier rounds, minimum 2.

    Kinetic Talent:
    The adept may select a kinetic talent from the list below. Selecting a talent adds it to the list of powers usable through the Kinetic Field ability.
    Lift: The Adept uses a powerful negative mass field to make everything in a small radius lighter than air, causing them to float away. The adept takes a full round action and selects a 5ft square within 50ft. + 5ft./class level. Any character or enemy in a radius of 10ft surrounding that square either must take no action besides holding on to the ground, which denies them their dexterity bonus to defense, or allow themselves to float freely. If they elect for the latter, they rise at a rate of 10ft/round, until the duration of the power ends and they fall. While floating, they take a -4 to attack and defense and may not make melee attacks or move using any movement type. This ability has a duration of 1d4 rounds.
    Pull: The Adept reduces a single target's mass with a negative mass field, forcing them to either devote all their energy to holding on to the ground to stop from floating helpless in the air. The adept takes a standard action and makes a ranged touch attack against a target within 100ft (+10 ft per class level). If she hits, the target either must take no action besides holding on to the ground, which denies him his dexterity bonus to defense, or allow himself to float freely directly towards the adept at a speed of 5 ft/round. If he elects for the latter, he takes a -4 to attack and defense and may not make melee attacks or move using any movement type. This ability has a duration of 1d4+1/3 class level rounds.

    Dark Energy Talent:
    The adept may select a dark energy talent from the list below. Selecting a talent adds it to the list of abilities usable through the dark energy manipulation ability.
    Shockwave: The adept sends out a set of successive biotic explosions, damaging and throwing those hit by them to the ground. The adept uses an attack action and designates a straight line 30 ft (+5 ft per class level) long and 5 feet wide (This increases to 10 feet wide at level 7). Everyone within that line takes 2d6 + Wis modifier damage, and make a reflex save DC 10+Wis modifier+1/2 class level for half damage. If the save is failed, then the character or enemy is knocked prone as well. This ability recharges in 1d10-Wis modifier rounds, minimum 2.
    Singularity: The adept uses an intense burst of dark energy to create a single super-dense point, much like a miniature black hole. The adept uses an attack action and selects a number of targets equal to her wisdom modifier x 2. The targets may make a fortitude save against a DC of 10+Wis modifier+1/2 level. All targets that fail the save take a -4 to attack and defense and may not make melee attacks or move using any movement type. Each round, all targets who failed the save move 10ft towards a point roughly equidistant from all of them. If a target is blocked by an object or character from moving further, they take 1d6 damage every round they continue to be blocked. This talent has a duration of 1d6 rounds.

    Advanced Weapon Training:
    Select a weapon category. If the character is not proficient in the weapon category, she becomes proficient, if she is already proficient in it, she gains a weapon talent in that weapon category.

    Mass Talent:
    The adept may select one mass talent from the list below. Selecting a talent adds it to the list of powers usable with the Mass Field ability.
    Stasis: The adept places an enemy in a mass effect bubble, preventing them from acting. In the place of a normal attack, the adept makes a ranged touch attack. If she hits, the enemy must make a fortitude save against a DC of 10+Wis modifier+1/2 class level. If the enemy fails this save, he may not take any action for a number of rounds equal to the adept's wisdom modifier. During this time, no character or enemy's actions can affect the enemy under stasis.
    Deflection Field: The adept's mass fields super-compress the air into a dense shield. The adept spends a move action to create a shield. The shield gives the adept a +4 bonus to defense. This ability, once activated, stays in effect for a number of rounds equal to the adept's Wis modifier x 2.

    Biotic God:
    The adept is an incredibly talented practitioner of the biotic arts, and can use her talent to act more often in the fields she is most comfortable in. The adept selects either Kinetic Field, Mass Field, or Dark Energy Manipulation. Immediately after each time she rolls for cooldown time on the selected ability, she may exchange the cooldown with the cooldown of one of the other abilities she has cooling down.

    Bonus Feats:
    At 2nd level and every even level thereafter, the Adept gains a bonus feat which she may select a bonus feat from the following list:
    Agile Riposte, Creative, Deceptive, Dodge, Frightful Presence, Iron Will, Lightning Reflexes, Low Profile, Point Blank Shot, Renown, Trustworthy, Windfall.
    Last edited by Sir_Mopalot; 2012-06-10 at 08:30 PM.

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    Occupations
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    Academic:
    Academics include librarians, archaeologists, scholars, professors, teachers, and other education professionals. They are especially common among Salarians. Liara T'Soni is an example of an Academic.
    Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill you receive a +1 competence bonus on checks using that skill. Computer Use, Craft (Writing), Decipher Script, Gather Information, Knowledge (Art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, tactics, technology, or theology and philosophy), Research, or add a new Read/Write Language or a new Speak Language.
    Wealth: 2d4x2500 C (12500 C)

    Adventurer
    Adventurers include professional daredevils, big-game hunters, relic hunters, explorers, extreme sports enthusiasts, field scientists, thrill-seekers, and others called to face danger for a variety of reasons. Asari Maidens often fall into this category.
    Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Climb, Demolitions, Disable Device, Drive, Escape Artist, Intimidate, Jump, Knowledge (streetwise, tactics, or technology), Move Silently, Pilot, Ride, Spot, Survival, Swim, Treat Injury.
    Bonus Feat: Select one of the following: Archaic Weapons Proficiency, Brawl, or Firearms Training.
    Wealth: 2d4x1500 C (7500 C)

    Athlete
    Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, weight trainers, wrestlers, boxers, martial artists, swimmers, skaters, and those who engage in any type of competitive sport.
    Prerequisite: Strength 13 or Dexterity 13.
    Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Drive, Jump, Ride, Swim, Tumble.
    Bonus Feat: Select either Archaic Weapons Proficiency or Brawl.
    Wealth: 2d4x1500 C (7500 C)

    Blue Collar
    Blue collar occupations include factory work, food service jobs, construction, service industry jobs, taxi drivers, postal workers, and other jobs that are usually not considered to be desk jobs.
    Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (electronic, mechanical, or structural), Climb, Drive, Handle Animal, Intimidate, Repair, Ride.
    Wealth: 2d4x2000 C (10000 C)

    Celebrity
    A celebrity is anyone who, for whatever reason, has been thrust into the spotlight of the public eye. Actors, entertainers of all types, newscasters, radio and television personalities, and more fall under this starting occupation. The asari consort is an example.
    Skills: Choose one of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Craft (visual art or writing), Diplomacy, Disguise, Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments).
    Reputation Bonus Increase: +1.
    Wealth: 2d4x3000 credits (15000 C)

    Colonist
    Colonists are wayfaring pioneers who set the foundations of new societies on far-flung continents, planets, or moons. To survive in their new surroundings, they learn to live off the land and defend themselves against indigenous predatory life forms and hostile forces of nature.
    Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
    Computer Use (Int), Craft (electronic, mechanical, or structural) (Int), Knowledge (earth and life sciences or physical sciences) (Int), Navigate (Int), Repair (Int), Survival (Wis).
    Bonus Feat: Select Builder, Guide, or Planetary Adaptation.
    Wealth: 2d4x1500 C (7500 C)

    Creative
    The creative starting occupation covers artists of all types who fan their creative spark into a career. Illustrators, copywriters, cartoonists, graphic artists, novelists, magazine columnists, actors, sculptors, game designers, musicians, screenwriters, photographers, and web designers all fall under this occupation.
    Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Computer Use, Craft (visual art or writing), Disguise, Forgery, Knowledge (art), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments), Spot.
    Wealth: 2d4x2000 C (10000 C)

    Criminal
    This illicit starting occupation reveals a background from the wrong side of the law. This occupation includes con artists, burglars, thieves, crime family soldiers, gang members, bank robbers, and other types of career criminals. Thane's son Kolyat has this background, as does a Shepard with the Earthborn background.
    Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Disable Device, Disguise, Forgery, Gamble, Hide, Knowledge (streetwise), Move Silently, Sleight of Hand.
    Bonus Feat: Select either Brawl or Firearms Training.
    Wealth: 2d4x1500 C (7500 C)

    Dilettante
    Dilettantes usually get their wealth from family holdings and trust funds. The typical dilettante has no job, few responsibilities, and at least one driving passion that occupies his or her day. That passion might be a charity or philanthropic foundation, an ideal or cause worth fighting for, or a lust for living a fun and carefree existence.
    Skills: Choose one of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Gamble, Intimidate, Knowledge (current events or popular culture), Ride, or add a new Speak Language.
    Reputation Bonus Increase: +1.
    Wealth: 2d4 x 4000 C (20000 C)

    Doctor
    A doctor can be a physician (general practitioner or specialist), a surgeon, or a psychiatrist. Dr. Chakwas is an example of a doctor.
    Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (pharmaceutical), Computer Use, Knowledge (behavioral sciences, earth and life sciences, or technology), Search, Treat Injury.
    Wealth: 2d4x3000 C (15000 C)

    Drifter
    Drifters are aimless wanderers and worldwise jacks-of-all-trades who move between cities or star systems, working odd jobs until boredom or fate leads them elsewhere. Along the way, they learn strange customs and pick up interesting and diverse skills. Jack and many Krogan are examples of Drifters
    Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
    Bluff (Cha), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Forgery (Int), Gamble (Wis), Gather Information (Cha), Hide (Dex), Knowledge (streetwise) (Int), Navigate (Int), Sleight of Hand (Dex).
    Wealth: 2d4x2000 C (10000 C)

    Emergency Services
    Rescue workers, firefighters, paramedics, hazardous material handlers, and emergency medical technicians fall under this category.
    Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Computer Use, Drive, Jump, Knowledge (behavioral sciences, earth and life sciences, or technology), Search, Treat Injury, Swim.
    Wealth: 2d4x2000 C (10000 C).

    Entrepreneur
    Entrepreneurs have an obsession about being their own boss. They believe in themselves, have an abundance of confidence, and the ability to acquire the funds necessary to bankroll their newest moneymaking venture. These small to large business owners have a knack for putting together business plans, gathering resources, and getting a new venture off the ground. They rarely want to stick around after the launch, however, as they prefer to put their energies into the next big thing.
    Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Diplomacy, Gamble, Knowledge (business, current events, or technology).
    Reputation Bonus Increase: +1.
    Wealth: 2d4x 3000 C (15000 C)

    Investigative
    There are a number of jobs that fit within this occupation, including investigative reporters, photojournalists, private investigators, police detectives, criminologists, criminal profilers, espionage agents, and others who use their skills to gather evidence and analyze clues. Emily Wong is an example, and Khalisah Al-Jilani thinks she is.
    Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Craft (visual art or writing), Decipher Script, Forgery, Gather Information, Investigate, Knowledge (behavioral sciences, civics, earth and life sciences, or streetwise), Research, Search, Sense Motive.
    Bonus Feat: Select either Attentive, Brawl, or Firearms Training.
    Wealth: 2d4x2000 C (10000 C)

    Law Enforcement
    Law enforcement personnel include uniformed police, state troopers, federal police, federal agents, SWAT team members, and military police. Commander Bailey has this as his background.
    Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Diplomacy, Drive, Gather Information, Intimidate, Knowledge (civics, earth and life sciences, streetwise, or tactics), Listen.
    Bonus Feat: Select one of the following: Brawl, Combat Martial Arts, or Firearms training.
    Wealth: 2d4x1500 C (7500 C)

    Military
    Military covers any of the branches of the armed forces, including army, navy, air force, and marines, as well as the various elite training units such as Seals, Rangers, and Special Forces. Many Turians have this as their background, and Ashley Williams is an example.
    Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Climb, Demolitions, Drive, Hide, Knowledge (tactics), Move Silently, Navigate, Pilot, Survival, Swim.
    Bonus Feat: Select one of the following: Brawl, Combat Martial Arts, Endurance, Firearms Training, or Stealthy
    Wealth: 2d4x1500 C (7500 C).

    Religious
    Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation.
    Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Decipher Script, Knowledge (art, behavioral sciences, history, streetwise, or theology and philosophy), Listen, Sense Motive.
    Wealth: 2d4x2000 C (10000 C)

    Student
    A student can be in high school, college, or graduate school. He or she could be in a seminary, a military school, or a private institution. A college-age student should also pick a major field of study.
    Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Knowledge (art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, technology, or theology and philosophy), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments), Research.
    Wealth: 2d4x1500 C (7500 C)

    Technician
    Scientists and engineers of all types fit within the scope of this starting occupation. Mordin Solus is an example, as is Tali'Zorah.
    Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Craft (chemical, electronic, mechanical, or structural), Knowledge (business, earth and life sciences, physical sciences, or technology), Repair, Research.
    Wealth: 2d4x2500 C (12500 C)

    Transporter
    Skilled drivers and pilots, transporters move people, information, and precious cargo safely from one destination to another. They treat their vehicles as extensions of their bodies and are most comfortable behind the wheels of skycabs or the thruster controls of cargo shuttles. Joker is an example of a Transporter.
    Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
    Craft (mechanical) (Int), Drive (Dex), Knowledge (current events, popular culture, or streetwise) (Int), Navigate (Int), Pilot (Dex), Repair (Int).
    Bonus Feat: Select either Spacer or Vehicle Expert.
    Wealth: 2d4x1500 C (7500 C)

    White Collar
    Office workers and desk jockeys, lawyers, accountants, insurance agents, bank personnel, financial advisors, tax preparers, clerks, sales personnel, real estate agents, and a variety of mid-level managers fall within the scope of this starting occupation. Donnel Udina and the other members of the Council have this as their background.
    Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Diplomacy, Knowledge (art, business, civics, earth and life sciences, history, physical sciences, or technology), Research.
    Wealth: 2d4x2500 C (12500 C)
    Last edited by Sir_Mopalot; 2012-06-05 at 08:51 AM.

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    Advanced Classes
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    Drell Assassin
    Drell Assassins are terrifying foes. The natural agility of the Drell lends itself well to the assassin's arts, and the enemies of the Hanar regularly find themselves at the receiving end of these highly skilled operatives. The preferred tactics of the assassin often changes depending on the Drell in question, as well as the target they seek to kill. However, Drell Assassins are the undisputed masters of the clean kill, removing a single piece from the chessboard with little or no collateral damage.



    Game Rule Information:

    Prerequisites:
    Race: Drell
    Completion of the Infiltrator or Vanguard Base Classes
    5 Ranks Move Silently
    5 Ranks Hide

    Abilities:
    While the particular array of abilities depends heavily on the technique favored by the particular assassin, the natural gifts of the Drell mean that most assassins have high dexterity and strength scores. Wisdom is a common stat for assassins to have at an above-average level.

    Vitality:
    Drell Assassins receive 1d8 Vitality per level. The character's constitution modifier applies.

    Recovery Potential:
    Drell Assassins have a recovery potential equal to 2+1/2 their constitution modifier per level.

    Action Points:
    Drell Assassins gain a number of action points equal to 6 + ½ their character level, rounded down each time they gain a level in this class.

    Class Skills:
    Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha) Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (technology, streetwise) (Int), Move Silently (Dex), Profession (Wis), Read/Write Language (None), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), and Tumble (Dex)

    Skill Points: 6 + Int Modifier

    Weapon and Armor Proficiency: Assassins are proficient with simple weapons, pistols, Heavy Pistols, Sniper Rifles, and Light armor.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+1|+1|+2|+0|Evasion, Sight the Target, Class Talents|+2|+1

    2nd|+2|+2|+3|+1|Uncanny Dodge|+3|+2

    3rd|+3|+2|+3|+1|Hide in Plain Sight|+3|+2

    4th|+4|+3|+4|+2|Neck Snap|+4|+3

    5th|+5|+3|+4|+2|Improved Uncanny Dodge, Know the Target|+4|+3

    6th|+6/+1+4|+5|+3|Mind out of Body|+5|+4

    7th|+7/+2|+4|+5|+3|No Collateral Damage|+5|+4

    8th|+8/+3|+5|+6|+4|Comprehensive Anatomical Knowledge|+6|+5

    9th|+9/+4|+5|+6|+4|Destroy the Target|+6|+5

    10th|+10/+5|+6|+7|+5|Embodiment of Amonkira|+7|+6[/table]

    Class Features:
    Evasion:
    Drell Assassins have great agility, and can make the most of this to avoid attacks. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Assassin is wearing light armor or no armor. A helpless Assassin does not gain the benefit of evasion.

    Sight the Target:
    Once a Drell Assassin spots his target, no artifice or skill will allow his target to elude him. As a move action, a Drell Assassin may designate one person as his target. The target does not need to be present at the time of this designation, and remains his target until the Assassin selects a new target. Once a Drell Assassin spots his target, any attempt by the target to hide or activate a tactical cloak requires the target to succeed at an opposed check with his Hide opposed by the Assassin's Spot. The Assassin receives a class bonus to this opposed check equal to his class level in Drell Assassin.

    Class Talents:
    Although Drell Assassins as a group possess many different talents, they are united by their skill in combat. Drell Assassin levels count as levels in Infiltrator or Vanguard when determining the power of Combat talents gained in those classes.

    Uncanny Dodge:
    An assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

    Hide in Plain Sight:
    A Drell Assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

    Neck Snap:
    A Drell Assassin is an incredibly dangerous opponent in hand to hand combat. If an enemy is not aware of the Assassin, he may take a melee coup de grace action against that enemy even though he is not helpless.

    Improved Uncanny Dodge:
    A Drell Assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies infiltrators the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that an infiltrator with at least four more character levels than the assassin can flank him (and thus sneak attack him).

    Know the Target:
    An intelligent Assassin makes sure there are no surprises waiting for him before he strikes. A Drell Assassin may add his class level to Gather Information, Research, or Knowledge checks made to determine information about his designated target or his designated target's defenses.

    Mind Out of Body:
    Most Drell Assassins follow a Drell religious tenet that states that the self is not responsible for all actions taken by the body. Advanced Assassins elevate this to a zen-like state that allows them to ignore the repercussions of their decisions on their body. A Drell Assassin may add his Wisdom modifier to his Fortitude save.

    No Collateral Damage:
    Drell Assassins strike quickly and precisely, they do not kill without reason. Whenever a Drell Asssassin's attack would effect or damage an ally or a neutral party, he may make a reflex save DC 20 to prevent the attack from effecting that ally or neutral party.

    Comprehensive Anatomical Knowledge:
    Experienced Drell Assassins often have killed or can expect to kill just about every intelligent species in the galaxy. Thus many make a study of anatomy, making them an expert in striking in the perfect way to disable or kill their opponent. Whenever a Drell Assassin attacks an enemy either in melee or at a distance of less than 30 feet, their critical range increases by 1.

    Destroy the Target:
    Once a Drell Assassin has you in his sights, every breath becomes precious. A Drell Assassin at this level gains a bonus equal to his class level to damage against his designated target.

    Embodiment of Amonkira:
    Master-level Drell Assassins become legends in their own right, but the very best can be compared in the same breath as Amonkira, the Lord of Hunters. A 10th level Drell Assassin may, as a full round action, use microscopic clues on the Extranet to locate his designated target by succeeding at a DC 30 Gather Information check. Succeeding on this check gives the Assassin the target's location by name (i.e. the name of the apartment building, or the name of the military facility, etc.)

    Bastion:
    Bastions are experts at using their biotic abilities in defense, protecting themselves with dense mass effect fields. They are valued by many units of shock troopers to provide charging soldiers with enough protection to help get them out of trouble. A powerful bastion can allow an enemy to tire himself trying to pierce the Bastion's defenses, and then allow his allies to deliver a deadly blow.



    Game Rule Information:

    Prerequisites:
    At least 5 levels in the Sentinel or Adept base classes
    The Barrier talent or ability.
    The Stasis talent or ability.
    Wisdom of more than 12

    Abilities:
    Wisdom is the most critical ability for Bastions, as their primary focus is on using their biotic abilities to defend themselves. Constitution can also be important for Bastions, as it can help keep them upright when an attack inevitably makes it through their defenses.

    Vitality:
    Bastions receive 1d10 vitality per level. The character's constitution modifier applies.

    Recovery Potential:
    Bastions have a recovery potential of 2+1/2 their Constitution modifier per level.

    Action Points:
    Bastions gain a number of action points equal to 6 + ½ their character level, rounded down each time they gain a level in this class.

    Class Skills:
    The Bastion's class skills (and the key ability for each skill) are: Craft (visual art, writing) (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), and Treat Injury (Wis).

    Skill Points: 6 + Int modifier

    Weapon and Armor Proficiency: Bastions are proficient with simple weapons, pistols, Heavy Pistols, and light and medium armor

    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+0|+2|+1|+2|Unbreakable, Class Talents|+1|+0

    2nd|+1|+3|+1|+3|Shield Technician|+2|+0

    3rd|+1|+3|+2|+3|Barrier Specialist|+2|+1

    4th|+2|+4|+2|+4|Team Player|+3|+1

    5th|+2|+4|+2|+4|Barrier Speed|+3|+1

    6th|+3|+5|+3|+5|Unmovable|+4|+2

    7th|+3|+5|+3|+5|Stasis Specialist|+4|+2

    8th|+4|+6|+4|+6|Biotic Cover|+5|+2

    9th|+4|+6|+4|+6|Stasis Trap|+5|+3

    10th|+5|+7|+5|+7|Sentient Wall|+6|+3[/table]

    Class Features:
    ` Unbreakable:
    A Bastion rapidly develops a body as quick and tough as their mind. Bastions may add their Wisdom modifier to Fortitude and Reflex saves.

    Class Talents:
    Bastions are focused to a single-minded degree on advancing their biotic abilities to protect themselves and others. Bastion levels count as levels in Adept or Sentinel when determining the power of Biotic talents.

    Shield Technician:
    Funneling biotic energy into shields time after time makes Bastions experts in their use. Any shield used by a Bastion gains DR +1/-(+5)

    Barrier Specialist:
    Bastions have practiced using the Barrier talent so many times that it is second nature to them, and the practice pays off in additional protective power. When a Bastion uses the Barrier talent or ability, they add their Wisdom score x 1.5 to their shields.

    Team Player:
    Bastions quickly learn how to apply their protective abilities to others. Bastions may use the Barrier ability to recharge the shields of any one ally within a range of 50 feet. The ability cools down as normal.

    Barrier Speed:
    Using Barrier day in and day out allows Bastions to use it more often than normal Sentinels or Adepts. The cooldown for the Barrier talent (or the Mass Field talent when the Barrier ability is used) is reduced to 1d8-Wis, minimum 2.

    Unmovable:
    Powerful Mass Effect fields can anchor a Bastion in place, making them virtually impossible to dislodge. A Bastion may, as a move action, plant themselves in place. No ability, biotic or technical talent, bull-rush attempt, or other force can move the Bastion from their 5 ft square, until they dismiss the anchor as a free action.

    Stasis Specialist:
    Carefully modulating the mass fields used to hold their opponents in place allows the Bastion to make their opponent vulnerable to attack. Enemies held by the Stasis talent or ability may now be damaged by attacks from the Bastion or her allies.

    Biotic Cover:
    The Bastion has advanced her abilities to the point that she can create small walls of super-dense air. As a full round action, the Bastion may establish cover for a number of allies. She may provide 1 character (herself or allies) 9/10ths cover, 2 characters 3/4s cover, 3 characters ½ cover, or 4 characters ¼ cover. This cover requires a move action every round to maintain it. Failing to use this move action causes the cover to vanish immediately. The cover moves along with the characters, and has no effect on melee attacks. This ability recharges in 2d8-Wis modifier minutes, minimum 2.

    Stasis Trap:
    A Bastion nearing the pinnacle of her power can set up a stasis “trap”. As a full round action, she chooses an empty 5 ft square. Any enemy entering this square before a number of rounds equal to the Bastion's wisdom modifier is subject to the stasis talent as if the Bastion had used it on the enemy directly and hit them with the ranged touch attack. Using this ability discharges the Stasis talent or Mass Field ability.

    Sentient Wall:
    A Bastion who has mastered the use of biotics in defense is a truly frustrating opponent. A bastion may, as a move action, add her Wisdom modifier to her defense and the defense of a number of allies equal to her wisdom modifier. This ability lasts for a number of minutes equal to the Bastion's wisdom modifier. This ability recharges in 1d6-Wis modifier hours, minimum 1.

    Krogan Battlemaster
    Krogan are fierce warriors all, but none hold the same respect from their kin or fear from their enemies as the Battlemasters. Battlemasters are the best in the galaxy at a very Krogan style of combat that is completely fearless and single-minded in the pursuit of the destruction of their enemies. Battlemasters enjoy tremendous staying power in combat, and could wear down most opponents even without the fantastic power they can bring to bear.



    Game Rule Information:

    Prerequisites:
    Race: Krogan
    Completion of the Soldier or Vanguard base class
    5 Ranks in Intimidate

    Abilities:
    Krogan Battlemasters have an up-close and personal combat style, so Strength and Constitution are both critical for them. They tend to fall into command positions among other Krogan, so Charisma can also be useful for them.

    Vitality:
    Krogan Battlemasters receive 1d12 Vitality per level. The character's constitution modifier applies.

    Recovery Potential:
    Krogan Battlemasters have a recovery potential of 3+1/2 constitution modifier

    Action Points:
    Krogan Battlemasters gain a number of action points equal to 6 + ½ their character level, rounded down each time they gain a level in this class.

    Class Skills:
    The Krogan Battlemaster's class skills are as follows: Balance (Dex), Climb (Str), Concentration (Con), Drive (Dex), Intimidate (Cha), Profession (Wis), Read/Write Languages (none), Ride (Dex), Speak Language (none), Spot (Wis), Swim (Str), Survival (Wis), Tumble (Dex).

    Skill Points: 3 + Int modifier

    Weapon and Armor Proficiency
    Krogan Battlemasters are proficient with simple weapons, Heavy pistols, Shutguns, Assault Rifles, and all armor.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+1|+2|+0|+1|Assault Master, Class Talent|+1|+2

    2nd|+2|+3|+1|+2|Demolisher|+2|+2

    3rd|+3|+3|+1|+2|Spear-tip|+2|+2

    4th|+4|+4|+1|+3|Advanced Rage|+2|+3

    5th|+5|+4|+2|+3|Thundering Charge|+3|+3

    6th|+6/+1|+5|+2|+4|Krogan Negotiation|+3|+4

    7th|+7/+2|+5|+3|+4|Remain Up-right|+4|+4

    8th|+8/+3|+6|+3|+5|Quad up|+4|+4

    9th|+9/+4|+6|+3|+5|Master Rage|+5|+5

    10th|+10/+5|+7|+4|+6|I AM KROGAN|+5|+5[/table]

    Class Features:
    Assault Master:
    When a Krogan Battlemaster attacks a position, evacuation is the smartest choice. As a move action, a Krogan may designate a square area (Charisma modifier x 5 feet) to a side. Any attack made by the Battlemaster or his allies against an enemy within this area receives a bonus to attack and damage equal to the Battlemaster's Cha modifier.

    Class Talents:
    Krogan Battlemasters often have biotic talent, but some do not. All are masters of the battlefield. Krogan Battlemaster levels count as levels in Soldier or Vanguard for the purpose of determining the power of combat talents.

    Demolisher:
    Not even items are safe from the fury of a Battlemaster. A Krogan Battlemaster attempting to break an object receives a +2 bonus on the attempt.

    Spear-Tip:
    Krogan Battlemasters lead from the front, and their charge is to be feared. Whenever a Krogan Battlemaster charges, either as a regular charge or as part of a Vanguard's Biotic charge, he may also make a free bull-rush attempt.

    Advanced Rage:
    No Krogan is as attuned to his inner fire as a Battlemaster, and it begins to show. When a Krogan Battlemaster enters a rage, his bonus to strength and constitution increases to +4 each, and he gains a +2 bonus to Will. The DC to stop raging increases to 15.

    Thundering Charge:
    A Krogan Battlemaster can lead a united charge to obliterate a single opponent. As a full round action, a Krogan Battlemaster may charge an opponent. If he hits, he may select a number of allies equal to his charisma modifier who are within charging range of the same enemy. They may also charge the enemy. This ability may be used once per combat.

    Krogan Negotiation:
    Krogan are scary, and what's worse, they know they're scary. Krogan Battlemasters may replace their charisma modifier with their strength modifier for Battlemaster class features as well as the Intimidate skill.

    Remain Up-right:
    A Krogan Battlemaster in a rage does not stop fighting until his enemies are dead, no matter what the personal cost. If a Krogan Battlemaster falls below 0 hit points while raging, he does not fall unconscious and may continue to act as normal. When he reaches -10 hit points, he may only take single actions, and if he exits the rage before being healed to greater than -10 hit points, he dies.

    Quad Up:
    Krogan Battlemasters heal even faster than their fellow Krogan. Once per combat as a full round action, a Krogan Battlemaster may restore up to his constitution score in vitality points.

    Master Rage:
    The Battlemaster becomes even more powerful while raging. The bonus to Strength and Constitution becomes +6, and he gains a +3 bonus to Will saves. The DC to stop raging increases to 18.

    I AM KROGAN:
    The Battlemaster is at the peak of his combat prowess, and the wise avoid becoming his enemy. A Krogan Battlemaster adds his reputation to intimidation checks, and only mindless enemies are immune to intimidation attempts from him, all others will consider surrender over what he is sure to do to them.


    Commando:
    Commandos are the special-ops troops of choice for almost every military in the galaxy. They specialize not in overwhelming force but in applying force to a critical point. Commandos are experts in explosives, stealth, and asymmetric warfare, and use these abilities to accomplish any mission that they are assigned.



    Game Rule Information:

    Prerequisites:
    5 levels in the Soldier or Infiltrator Base Classes
    8 ranks in Hide, Survival, and Demolitions

    Abilities:
    Commandos are stealthy, ranged combatants, so dexterity is their most important ability. Intelligence is also useful for commandos, as it helps them cross-train to be better at a variety of skills, and also helps them with planting explosives.

    Vitality:
    Commandos receive 1d8 vitality points per level. The character's constitution modifier applies.

    Recovery Potential:
    Commandos have a recovery potential of 2+1/2 constitution modifier per level.

    Action Points:
    Commandos gain a number of action points equal to 6 + ½ their character level, rounded down each time they gain a level in this class.

    Class Skills:
    Balance (Dex), Climb (Str), Demolitions (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Investigate (Int), Jump (Str), Knowledge (art, business, current events, popular culture, streetwise) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Search (Int), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Survival (Wis), Tumble (Dex).


    Skill Points: 6 + Int Modifier

    Weapon and Armor Proficiency: Commandos are proficient with all simple and military weapons.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+1|+1|+1|+0|Environmental Expertise, Class Talents|+1|+0

    2nd|+2|+2|+2|+1|Set 'em Up|+2|+0

    3rd|+3|+2|+2|+1|Knock em Down|+2|+0

    4th|+4|+3|+3|+1|Environmental Expertise|+3|+1

    5th|+5|+3|+3|+2|Dynamic Entry|+3|+1

    6th|+6/+1|+4|+4|+2|Camouflage Master|+4|+1

    7th|+7/+2|+4|+4|+2|Environmental Expertise|+4|+2

    8th+8/+3|+5|+5|+3|Asymmetric Expert|+5|+2

    9th+9/+4|+5|+5|+3|Spider-hole|+5|+2

    10th|+10/+5|+6|+6|+3|Environmental Expertise, Explosive Charges|+6|+3[/table]

    Class Features:
    Environmental Expertise:
    The Commando is most at home fighting in the wild. She can not only survive in inhospitable terrain, but can thrive there, disappearing from all but the most thorough searches. At 1st, 4th, 7th, and 10th levels, the Commando selects an environment from the list below and becomes an expert in combat there. She receives a bonus to all strength and dexterity skill checks, survival checks, attack rolls, and defense equal to ½ her level in this class, minimum 1. She also gains an additional bonus depending on the environment selected, which persists regardless of local environment.

    {table=head]Terrain Type|Bonus Granted
    Temperate Forest|+2 to all Hide checks

    Jungle|+4 on fortitude saves against poison or disease

    Mountains|+2 to all Climb checks

    Desert|+4 on Fortitude saves to avoid damage from hot environments and Constitution checks to continue running and to avoid damage from starvation or thirst.

    Swamp|+2 to all Navigation checks, +2 on all Survival checks to find food or water

    Tundra|+4 on Fortitude saves to avoid damage from cold environments, +2 to all Spot checks

    Aquatic|+4 on all Swim checks, +4 on Constitution checks to hold the character's breath, +4 on Fortitude saves to resist suffocation or drowning.[/table]

    When multiple terrain types coexist, the GM may determine which is dominant on the local landscape.

    Class Talents:
    Commandos often possess a great deal of technical knowledge, however, they are all experts at combat. Commando levels count as levels in Soldier or Infiltrator to determine the power of Combat Talents.

    Set 'em Up:
    Commandos are experts in ambush tactics. A Commando may take 20 on hide checks.

    Knock 'em Down:
    When a Commando attacks from hiding, his attack is precise and dangerous. In any combat where the Commando has a surprise round, during that round and for a number of rounds equal to ½ the Commando's class levels, the Commando gains a bonus to his attack and damage equal to his commando class levels.

    Dynamic Entry:
    When a Commando infiltrates a compound, she is unlikely to be detected. When she decides to make her presence known, the result can be shocking. A Commando can use explosives to open doors, blow holes in walls, or destroy windows. With a DC 15 Demolitions check, the Commando can set up explosives as shaped charge. The setup is like a normal use of Demolitions, with the change that there is no area of effect to the damage done by the explosives.

    Camouflage Master:
    Commandos are trained to utilize vegetation, earth, and other local materials to better make themselves invisible to surveillance. A Commando can spend 5 minutes gathering materials and incorporating them in his armor. As long as she remains in that terrain, she may apply her intelligence modifier as an additional bonus to any Hide checks she makes.

    Asymmetric Expert:
    Commandos are masters at using forces inferior in number or quality to destroy far superior enemies. When a Commando and her allies are outnumbered, she may spend a standard action to grant all her allies who can see and hear her a +2 bonus to attack and damage.

    Spider-hole:
    Trap-door spiders are experts in ambushing their prey, just like the Commando. And like the Commando, both operate best from a secure, hidden location. A Commando may designate a location no larger than her intelligence modifier x 20 feet square as her base of operations. Spending one hour per 20 ft square, she camouflages the location so that it will only be discovered by the most determined search. Once the time is spent, the Commando makes a Hide check. Finding the base of operations requires an enemy to either succeed at a Spot check with the Commando's Hide result as the DC, or visually see someone enter or exit the base of operations.

    Explosive Charges:
    Commandos are experts with explosives, and while not all their explosions go off as planned, they never make critical errors. A Commando no longer causes an unintended explosion if she fails a Demolitions check by more than 5 points.

    Asari Justicar:
    Despite the refinement and sophistication of asari culture, criminality remains a fact of life. The asari solution to the most vicious and destructive criminal element is the Justicar Order.
    Justicars are an asari class of virtually untouchable, extrajudicial executioners operating almost exclusively within asari territory. In the last decade alone, Justicars have smashed dozens of criminal rings inside asari territory, operated by asari and non-asari alike. Their methods range from subtle where possible, to brutal where necessary.
    Trained for extreme-strength, biotic capacity, resourcefulness, asceticism, and ruthlessness, the fanatical justicars are romanticized and feared throughout asari society.

    A Note to Players and GMs. The Justicar is a very flavorful role for PCs or NPCs to fill. However, the strict nature of the code makes the Justicar difficult to incorporate as a PC. While throughout this RPG I am attempting to stay as close to existing lore and canon as possible, in this, as in a rare few others, I am disregarding it. Feel free to run a Justicar character as described in canon material, but you have been warned.




    Game Rule Information:

    Prerequisites:
    Race: Asari
    Completion of the Adept or Vanguard classes
    Acceptance into the Justicar order as a Postulance
    5 ranks Knowledge (Theology and Philosophy)
    Allegiance: Law

    Abilities:
    The Justicar is a warrior and a detective, but she requires more than anything else Wisdom to know how best to apply the Code, and also to power the biotics that are the backbone of her combat abilities. Strength and Dexterity are also common attributes, depending on whether the Justicar's talents lean towards hand-to-hand combat or ranged fighting, and Intelligence gives her the insight to find the truth when it is concealed.

    Vitality:
    Justicars receive 1d8 vitality points per level. The character's constitution modifier applies.

    Recovery Potential:
    Justicars have a recovery potential of 2+1/2 constitution modifier per level.

    Action Points:
    Asari Justicar gain a number of action points equal to 6 + ½ their character level, rounded down each time they gain a level in this class.

    Class Skills:
    Computer Use (Int), Disable Device (Dex), Drive (Dex), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Knowledge (Behavioral sciences, civics, current events, streetwise, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Research (Int), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis).

    Skill Points: 5 + Int modifier

    Weapon and Armor Proficiency:
    Asari Justicar are proficient with simple weapons, sub-machine-guns, assault rifles, and light and medium armor.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+0|+0|+0|+1|Justicar's Code, Class Talents|+1|+1

    2nd|+1|+1|+0|+2|Justicar Novitiate|+2|+1

    3rd|+2|+1|+0|+2|Know Guilt|+2|+1

    4th|+3|+2|+1|+3|Poverty|+3|+2

    5th|+3|+2|+1|+3|Surety of Purpose|+3|+2

    6th|+4|+3|+2|+4|Justicar |+4|+2

    7th|+5|+3|+2|+4|Biotic Force|+4|+3

    8th|+6/+1|+4|+3|+5|Derive Truth|+5|+3

    9th|+6/+1|+4|+3|+5|Ascension|+5|+3

    10th|+7/+2|+5|+4|+6|Justicar Ascetic|+6|+4[/table]

    Class Features:
    Justicar's Code
    Justicars are all bound by a code of conduct that informs every decision they make. A Justicar and loses all class abilities if she ever willingly commits an evil act. A Juticar’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. A Justicar must seek justice, and may not allow law-breakers, regardless of the scale of their offense, to escape.
    The behavioral requirements of the Justicar are strict, but they are relaxed outside of Asari space, pursuant to the fourth Oath of subsumation. These relaxations give the Justicar much broader discretion to determine what is in service of Justice, although she can still be held accountable.
    If a Justicar breaks the code, she must present herself before a council of 12 of her superiors, who will either sentence her to death for severe transgressions against the code, or assign her some task which she must complete to regain her position in the Order. Until she has done so, she loses the benefits of all class features.
    Devotion to the code is rewarded, however, as a Justicar acting in accordance with the Code may add her Wisdom modifier to Defense.

    Class Talents:
    Justicars are the most powerful biotics in the galaxy, save only for Matriarchs. Justicar levels may be counted as Adept or Vanguard levels for the purpose of determining the power of biotic talents or abilities.

    Justicar Novitiate:
    A Justicar novice is newly entered into the Justicar Order, and so the Order is easier on her than it is with full Justicars. She is still allowed contact with her family and friends, is allowed to own property, and is granted more leniency if she is accused of breaking the Code. She begins to obtain more benefit from the strict schedule, however, and receives a bonus of +2 to either Strength or Wisdom, chosen permanently when she reaches this level. She may add her reputation bonus whenever she makes an interpersonal skill check with another Asari.

    Know Guilt:
    Justicars rapidly become used to the tricks and flim-flammery of liars and the guilty, and can see through them more easily. Justicars may add their class level as a bonus to Sense Motive checks.

    Poverty:
    As a Justicar becomes more senior in the Order and comes closer to becoming a full Justicar, she is required to find poverty of possessions and relationships. A Justicar must withdraw from relationships, platonic or familial, that do not aid her in seeking Justice, and must bequeath her possessions, save only for her weapons and armor, which must be only as ornamented as strictly necessary. In return for her self-inflicted poverty, she may impose upon any settlement with at least 10 Asari to provide her and up to Wis modifier companions with room and board, and may, with a DC 15 Gather Information check and 2d10 days, find passage aboard a cargo ship to anywhere she needs to go, again with a number of companions up to her Wisdom modifier.

    Surety of Purpose:
    A Justicar develops a single-minded self-righteousness, complete faith that in following the code she is in the moral right. This allows her to transcend the sticks and stones that she is faced with in fulfilling her duty. While a Justicar is acting in accordance with the Code, she receives a bonus equal to her wisdom modifier to fortitude and reflex saves.

    Justicar:
    It often takes many years as a novice, but eventually all faithful Justicar Novices are accepted as full members of the Order. She becomes a very dedicated, purified seeker of Justice and truth. She receives a +2 bonus to either strength or wisdom, permanently chosen upon gaining the level. She may replace her charisma modifier with her wisdom modifier for social interaction skills.

    Biotic Force:
    Justicars are all powerful biotics, and nowhere is this more potent than when they use kinetic fields to throw their opponents around. Whenever a Justicar uses Pull, Throw, or Lift, she deals damage to her opponent equal to her Wisdom modifier. When she uses Pull, she may add ½ her Wisdom modifier to the duration. When she uses Throw, she pushes the enemy Wis modifier x 10 ft. When she uses Lift, the radius of effect is 20 ft.

    Derive Truth:
    When all leads have gone cold, a Justicar can be counted on to find the hidden truth. A Justicar may spend an action point and retreat into meditation on a specific crime for 1d8 days. When the time has elapsed, her consideration of all the information she has available gives her a great deal of information of the person most responsible for the crime. She determines the perpetrator's income and education level, general appearance, including species and gender, occupation (by field), and whether the perpetrator has struck before.

    Acension:
    As the Justicar comes closer and closer to perfect enlightenment through devotion to the Code, her mind begins to operate on another level entirely.. The Justicar may forcibly meld with an unwilling target not to reproduce, but to learn information. If the enemy to be probed is not helpless, the Justicar must succeed on a melee touch attack. If successful, the enemy may make a will save against a DC of 10+1/2 character level+Wis modifier. If the enemy fails, the Justicar may seek information within the enemy's mind, learning the answer to one question per round the Justicar maintains the link. The Justicar and the enemy break the link immediately if either is attacked, or if one or the other is moved out of physical contact.

    Justicar Ascetic:
    A Justicar at this point in her career is often transitioning into the Matriarch stage of her life-cycle, and is in the upper echelons of biotic power throughout the galaxy. The Justicar gains a +2 bonus to Wisdom, and may spend an action point to change the result of a social interaction skill die roll to 20 when dealing with Asari.


    Migrant Fleet Marine:
    The Migrant Fleet Marines are the backbone of the Quarian ground forces. While they are rarely deployed off ship, they are highly trained, highly disciplined, and can be counted on to perform at a higher level than any other Quarian forces.



    Game Rule Information:

    Prerequisites:
    Race: Quarian
    Completion of the Soldier or Engineer base classes
    5 Ranks Repair
    Application and acceptance into the Migrant Fleet Marine Corp.

    Abilities:
    Migrant Fleet Marines cannot succumb to infection while in combat, so they all have high constitution scores. Many have above-average intelligence as well.

    Vitality:
    Migrant Fleet Marines receive 1d10 vitality points per level. The character's constitution modifier applies.

    Recovery Potential:
    Migrant Fleet Marines have a recovery potential of 2+1/2 constitution modifier per level.

    Action Points:
    Migrant Fleet Marines gain a number of action points equal to 6 + ½ their character level, rounded down each time they gain a level in this class.

    Class Skills:
    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), Repair (Int), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str).
    Skill Points: 5+Int modifier

    Weapon and Armor Proficiency: Migrant Fleet Marines are proficient with all simple, military, and starship weapons.


    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+1|+2|+0|+0|Ship-to-Ship Combat, Class Talents|+1|+1

    2nd|+2|+3|+1|+1|Rapid Insertion, Heavy Weapon Proficiency|+2|+1

    3rd|+3|+3|+1|+1|Electronic Resiliency|+2|+1

    4th|+4|+4|+1|+1|Shield Boost|+3|+2

    5th|+5|+4|+2|+2|Swimming in Antibiotics|+3|+2

    6th|+6/+1|+5|+2|+2|V.I. Tactical Aid|+4|+2

    7th|+7/+2|+5|+3|+3|Equipment Pack-rat|+4|+3\

    8th|+8/+3|+6|+3|+3|Weapon Modifications|+5|+3

    9th|+9/+4|+6|+3|+3|Heavy Weapon Expertise|+5|+3

    10th|+10/+5|+7|+4|+4|Lightning Strike|+6|+4[/table]

    Class Features:
    Ship-to-Ship Combat:
    No military force in the galaxy drills starship assaults as often as the Migrant Fleet, and it shows in their Marine's expertise. Migrant Fleet Marines take no penalties for gravity between 0 and 2G.

    Class Talents:
    The Migrant Fleet Marines are both technologically literate and fierce combatants. When the character gains his first level in Migrant Fleet Marine, he may select whether his levels will count as Soldier levels for the purpose of determining the power of combat talents, or Engineer levels for the purpose of determining the power of technical talents.

    Rapid Insertion:
    The Migrant Fleet Marines specialize in swift assaults to accomplish a goal quickly, and leaving just as quickly. For a number of rounds equal to the Marine's dexterity modifier at the beginning of each combat, the Marine gains a bonus to his speed of 20 feet. (i.e. a Marine with a base speed of 30 feet and a dexterity modifier of +3 would have a speed of 50 feet for 3 rounds).

    Heavy Weapon Proficiency:
    The Migrant Fleet Marine may select a heavy weapon. He gains proficiency in it.

    Electronic Resiliency:
    The spirit of care that keeps Quarians safe from infection applies to their gear as well, and nowhere is this more clear than among the Migrant Fleet Marines. Whenever an item in use by a Migrant Fleet Marine is disabled (for example, a use of Sabotage on his weapon), the time of effect is decreased by the Marine's intelligence modifier. This can result in a duration of 0 rounds.

    Shield Boost:
    The Migrant Fleet Marines emphasize the importance of shields far more than most militaries, mindful of the dangers of infection. Marines are taught the intricacies of shield technology to the point that they are capable of field refits that can sustain operation in the face of heavy firepower. The Marine uses a move action, and his shields refresh up to his intelligence score or their cap, whichever is higher. This ability recharges in 1d10 rounds.

    Swimming in Antibiotics:
    When a Marine has had experience in enough combats, he begins to reach the point where he is more and more skilled at throwing off infection. The Marine may add ½ his class level as a bonus on fortitude saves against infection.

    V.I. Tactical Aid:
    Eventually all veteran Marines begin to fall into command roles, whether they like it or not, be it as an NCO or a fully commissioned officer. These Marines are often issued proprietary V.I. tech to help them make decisions. The Marine may add ½ his class level to charisma based skill checks and Knowledge (Tactics) checks.

    Equipment Pack-Rat:
    Quarian Marines are pragmatists to the core. Enemy facilities are not simply assaulted, they are stripped down to the bare fastenings. A Migrant Fleet Marine team fighting a withdrawal action takes everything not nailed down with them. Migrant Fleet Marines have a +4 bonus to strength for the purpose of determining carrying capacity.

    Weapon Modifications:
    Quarian Marines are far more technically adept than the soldiers of most militaries, and it shows in the customization of their weaponry. Migrant Fleet Marines may apply one extra modification to their weapons.

    Heavy Weapon Expertise:
    Migrant Fleet Marines often carry heavy weaponry into battle, their combat doctrine is to avoid protracted fights, and super-heavy weapons help do that. Migrant Fleet Marines count the weight of heavy weapons as half their listed value.

    Lightning Strike:
    Quarian assaults happen with all the speed possible. Migrant Fleet Marines may take a run action and full attack action in one round, and may divide multiple attacks up among any part of their move (i.e. if a Marine has three attacks, he may use one before he moves, one half-way through the move, and one when it has ended)


    Medic:
    The role of the field medic is a critical one in most modern militaries. While the Krogan tend to have few to no doctors, every other military worth its salt insures the investment they make in their troops by making sure the best medical treatment in the galaxy is always within a quick shout. All Medics are incredibly efficient in applying medigel for advanced effect, but the best are capable of performing emergency surgery in the middle of a firefight. True medics rapidly gain renown for refusing to lose a patient, regardless of the damage they have undergone.



    Game Rule Information:

    Prerequisites:
    At least 5 levels in either the Engineer or Sentinel base class.
    8 ranks in Treat Injury

    Abilities:
    Medics require an even mix of intelligence and wisdom. Intelligence gives them the ability to rapidly synthesize medical supplies, and gives them an advanced diagnostic edge. Wisdom is a critical ability for Medics to give them the skills in treating their patients that they need to keep those patients alive.

    Vitality:
    Medics receive 1d8 vitality per level. The character's constitution modifier applies.

    Recovery Potential:
    Medics have a recovery potential of 1+1/2 constitution modifier per level.

    Action Points:
    Medics gain a number of action points equal to 6 + ½ their character level, rounded down each time they gain a level in this class.

    Class Skills:
    Computer Use (Int), Concentration (Con), Craft (pharmaceutical) (Int), Diplomacy (Cha), Drive (Dex), Knowledge (behavioral sciences, current events, earth and life sciences, popular culture, technology) (Int), Listen (Wis), Pilot (Dex), Profession (Wis), Read/Write Language (none), Research (Int), Speak Language (none), Spot (Wis), Treat Injury (Wis).

    Skill Points: 5 + Int modifier

    Weapon and Armor Proficiency:
    Medics are proficient with all simple weapons, pistols, heavy pistols, and sub-machine-guns, as well as light armor.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+0|+2|+0|+1|First Aid, Class Talents|+1|+1

    2nd|+1|+3|+0|+2|Neural Shock|+1|+2

    3rd|+1|+3|+1|+2|Synthesize Medicine|+2|+2

    4th|+2|+4|+1|+2|Field Surgery|+2|+3

    5th|+2|+4|+1|+3|Amazing Recovery|+3|+3

    6th|+3|+5|+2|+3|Synthesize Poison|+3|+4

    7th|+3|+5|+2|+4|Firefight Medicine|+4|+4

    8th|+4|+6|+2|+4|Restore Function|+4|+5

    9th|+4|+6|+3|+4|Painkillers and Stims|+5|+5

    10th|+5|+7|+3|+5|Miracle Worker|+5|+6[/table]

    Class Features:
    First Aid:
    The Medic is an expert at providing medical assistance to injured comrades. He spends a standard action and a use of medigel, and the injured character gains 150% their recovery potential in vitality. The Medic gains a bonus to Treat Injury checks equal to ½ his class level.

    Class Talents:
    The Medic is a creature of technology at his most basic. He may count any Medic levels as levels in Engineer or Sentinel for the purpose of determining the power of technological talents or powers.

    Neural Shock:
    The Medic has a broad expertise with the anatomy and physiology of aliens, and this allows him to use precisely targeted bursts of electricity to temporarily disable his opponents. In the place of a normal attack against an organic target, the Medic makes a ranged touch attack. If he hits, he deals 2d6 + Int modifier electric damage, and the enemy must make a fortitude save with a DC of 10+Class Level+Int modifier or be stunned for a number of rounds equal to the character's Int modifier. This ability recharges in 1d8 rounds.

    Synthesize Medicine:
    The Medic quickly becomes adept at using his Omni-tool to synthesize medical compounds while in the field. This ability has two applications. First, the Medic may spend 1d4 hours to synthesize a use of medigel, or he may use the Omni-tool to make Craft (Pharmaceutical) checks without any other tools. This second use takes a -2 penalty to the check. This requires certain basic organic components that are used by the synthesis process, so the Medic may only synthesize up to Int modifier x 250 credits in medigel or pharmaceutical product before he must purchase a new micro-canister of organic components for ¾ its cost.

    Field Surgery:
    Medics quickly get used to the fact that the way they were trained to perform surgery rarely represents what they deal with in the field. For every surgery performed with nursing aid in a well lit surgical theater, Medics will perform a dozen operations with a pen-light in between their teeth in a dirty building that is being shelled by the enemy. Bad medics fold under the pressure. Good medics adapt and excel. A Medic gains Surgery as a bonus feat if he does not have it. If the Medic has basic surgical tools, he takes no penalties for environmental effects when performing surgery. The Medic may still perform surgery with improvised tools, taking a -2 penalty.

    Amazing Recovery:
    The Medic can do fantastic things with a medical kit. When a Medic uses the Restore Hit Points function of Treat Injury, he restores 1d6+Wis modifier vitality. When he performs surgery, he restores 1d8+Wis modifier vitality per treated character's level.

    Synthesize Poison:
    The Medic is not just an expert at healing, he knows what chemicals can hurt or kill as well. The Medic may use Craft (Pharmaceutical) and the Synthesize Medicine ability to create poisons as if it were Craft (Chemical).

    Firefight Medicine:
    The truth is that all Medics will have positions overrun while they are treating patients. The most skilled Medics can continue treating patients regardless. Once per day, the Medic may designate a 10ft square his operating space. While in this space, the Medic and his allies gain a bonus to defense and all saves equal to the higher of the Medic's Wisdom or Intelligence modifiers. This bonus lasts until the end of the combat or until the Medic or an ally makes an attack from within the operating space. While within his operating space, the Medic may take 10 as if he were not threatened, as long as he is not within melee attack range of an enemy.

    Restore Function:
    The Medic can pick you up and get you going no matter what ails you. The Medic takes a full round action and makes a DC 15 Treat Injury check. If it succeeds, he may remove a number of status effects up to the Medic's Wis modifier from allies within 10 ft. This ability recharges in 1d10 rounds.

    Painkillers and Stims:
    Few Medics like to talk about it, but with the right cocktail of chemicals, a Medic can take a soldier on the brink of death and keep him on his feet long enough to finish the fight, although few survive the experience. Once per day, the Medic can take a full round action with a medical kit and make a Treat Injury check DC 20 on an adjacent ally with 0 vitality. If the Medic succeeds on his check, the ally takes no effect from any damage he sustains for a number of rounds equal to twice the Medic's Wisdom modifier. At the end of this duration, the full effect of the damage dealt to the ally occurs immediately.

    Miracle Worker:
    If a Medic at the apex of his skill can get to you, even brain death is a reversible condition. A Medic can revive a character reduced to –10 hit points or lower. If the Medic is able to administer aid within 3 minutes of the character’s death, he or she can make a Treat Injury check. The DC for this check is 40, and the Medic can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 20) to stabilize and be restored to 1d6 hit points.
    If the Medic fails the skill check or the patient fails the Fortitude save, the dead character can’t be restored.
    Last edited by Sir_Mopalot; 2012-06-05 at 09:25 AM.

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

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    Nemesis:
    The Nemesis is to the Bastion as a sword is to a shield. The Nemesis sees one use for her biotics. To destroy everything in her path. No-one can take the already potent power of Biotics and employ it to remove all opposition as effectively as the Nemesis, which leads to them commonly being used in military forces as a form of human artillery.



    Game Rule Information:

    Prerequisites:
    At least 5 levels in the Adept or Vanguard base classes
    The Shockwave ability or talent
    a Wisdom score of at least 12.

    Abilities:
    As the Nemesis is primarily a biotic class, Wisdom is the most important ability score. Vanguards will still need good strength and constitution scores, while adepts can benefit from a decent constitution score to protect them from the increased gunfire they will attract due to their increased offensive power.

    Vitality:
    Nemeses gain 1d6 vitality points per level. The character's constitution modifier applies.

    Recovery Potential:
    Nemeses have a recovery potential of 1 + ½ Constitution modifier per level.

    Action Points:
    Nemeses gain a number of action points equal to 6 + ½ their character level, rounded down each time they gain a level in this class.

    Class Skills:
    Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (behavioral sciences, current events, popular culture, philosophy and theology) (Int), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none).

    Skill Points: 4 + Int Modifier

    Weapon and Armor Proficiency
    A Nemesis is proficient with simple weapons, pistols, and light armor

    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+0|+0|+1|+1|Biotic Surge +1d6, Class Talents|+1|+1

    2nd|+1|+1|+2|+2|Molecular energy absorption|+1|+1

    3rd|+2|+1|+2|+2|Biotic Melee|+2|+1

    4th|+3|+1|+2|+3|Energy Drinks, Biotic Surge +2d6|+2|+2

    5th|+3|+2|+3|+3|Sub-atomic ignition|+3|+2

    6th|+4|+2|+3|+4|Personal Biotics|+3|+2

    7th|+4|+3|+4|+4|Crumple, Biotic Surge +3d6|+4|+3

    8th|+5|+3|+4|+5|Charged Ion Particles|+4|+3

    9th|+6/+1|+3|+4|+5|Vacuum Energy|+5|+3

    10th|+7/+2|+4|+5|+6|I Will Destroy You!, Biotic Surge +4d6|+5|+4[/table]

    Class Features:
    Biotic Surge:
    The Nemesis can simply force more energy into her biotic attacks than a normal biotic. Whenever the Nemesis effects an enemy with a biotic attack, she deals an additional 1d6 damage. This damage increases to 2d6 at level 4, 3d6 at level 7, and 4d6 at level 10.

    Class Talents:
    The Nemesis is a potent biotic. Her Nemesis levels count as levels in Adept or Vanguard for the purpose of determining the power of biotic abilities or talents.

    Molecular Energy Absorption:
    As nemeses get more comfortable with her powers, she begins to be able to use them in unusual ways. A Nemesis can convert the damage done by her Biotic Surge ability to cold damage by taking a free action.

    Biotic Melee:
    A Nemesis gets increasingly potent at all ranges of engagement. A Nemesis can make a melee attack with her biotics. This attack deals 1d8 + Wis modifier damage, and uses Wis as a modifier to the melee attack in the place of strength.

    Energy Drinks:
    The Nemesis consumes a lot of calories as she uses her powers, so drinking a special concoction of sugar, caffeine, and other chemicals to provide her with extra energy can give her a momentary boost. A Nemesis who drinks an energy drink treats her Wisdom score as if it were 2 higher for all purposes besides damage. This bonus lasts for one hour.

    Sub-Atomic Ignition:
    As nemeses get more comfortable with her powers, she begins to be able to use them in unusual ways. A Nemesis can convert the damage done by her Biotic Surge ability to fire damage by taking a free action.

    Personal Biotics:
    A Nemesis can use the power and control that she develops to use her biotics out of combat in many ways. Her ability to heat and cool with the biotics she possesses mean that she can as a move action can negate the effects of the elements. A character can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected. The effect of the biotics doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. She must continue to spend move actions to maintain this effect.
    The Nemesis can also hover for short periods of time. As a full round action, a Nemesis may move as if she had a Hover speed of her Wis modifier x 5 ft.

    Crumple:
    An enemy who has been Pulled by a Nemesis is in for additional pain. A Nemesis may choose to, instead of the normal effects of Pull, crush the enemy within a Mass Effect sphere. This crushing attack deals damage equal to the Nemesis' Wis modifier multiplied by a d6.

    Charged Ion Particles:
    As nemeses get more comfortable with her powers, she begins to be able to use them in unusual ways. A Nemesis can convert the damage done by her Biotic Surge ability to electricity damage by taking a free action.

    Vacuum Energy:
    The Nemesis eventually gains the power necessary to pull electrical energy out of the air, allowing her to power devices. A Nemesis can power a piece of electronics or machinery of Medium or smaller size, for up to an hour. For every ten minutes the Nemesis powers the device, she is fatigued for one hour.

    I Will Destroy You!:
    The Nemesis is a death-dealer with her biotics, and nothing refreshes her like the sight of her enemies falling. Whenever an enemy is downed by the Nemesis' biotic abilities or talents, she may reset the cooldown on one biotic talent or ability.

    Operative:
    The Operative is an expert in technology and its use to subvert and defeat his enemies. Operatives rarely act overtly as part of a military, but more often enter enemy territory long before the battle occurs. Operatives are masters of espionage and sabotage, and a master Operative is capable of single-handedly halting even the largest army. An Operative can walk into an enemy facility and have all their intelligence data and destroy their ability to respond to attacks.



    Game Rule Information:

    Prerequisites:
    At least 5 levels in the Infiltrator or Engineer base class
    8 ranks in Computer Use
    A.I. Hacking Technical Talent

    Abilities:
    Operatives use Intelligence primarily as they are very tech-focused. However, many operatives need Dexterity to help them move stealthily, although some prefer Charisma to convince anyone who spots them that they were supposed to be there the whole time.

    Vitality:
    Operatives gain 1d8 Vitality per level. The character's constitution modifier applies.

    Recovery Potential:
    Operatives have a recovery potential of 2+1/2 their constitution modifier.

    Action Points:
    Operatives gain a number of action points equal to 6 + ½ their character level, rounded down each time they gain a level in this class.

    Class Skills:
    Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (Electronics, Mechanical) (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Investigate (Int), Jump (Str), Knowledge (art, business, current events, popular culture, streetwise, technology) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Search (Int), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Tumble (Dex).


    Skill Points: 7 + Int Modifier

    Weapon and Armor Proficiency
    Operatives are proficient with simple weapons, pistols, and light armor.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+0|+0|+2|+0|Labyrinth of Mirrors, Class Talents|+1|+1

    2nd|+1|+0|+3|+0|Creative Reprogramming|+2|+1

    3rd|+2|+1|+3|+1|Man of Many Names|+2|+1

    4th|+3|+1|+4|+1|Delayed Blast Tech|+3|+2

    5th|+4|+1|+5|+1|White Hat Hacker|+4|+2

    6th|+5|+2|+5|+2|Hide in Plain Sight|+4|+2

    7th|+6/+1|+2|+6|+2|Camera Scrambler|+5|+3

    8th|+7/+2|+2|+7|+2|High-yield Tech|+6|+3

    9th|+8/+3|+3|+7|+3|Disavowed|+6|+3

    10th|+9/+4|+3|+8|+3|Ghost in the Machine|+7|+4[/table]

    Class Features:
    Labyrinth of Mirrors:
    An operative is never sharper than when he is putting a plan into action and subverting his enemies. When an operative is making a skill check under pressure to infiltrate or act against an enemy, he may apply ½ his class level as a bonus to Bluff, Computer Use, Disable Device, Hide, or Move Silently checks.

    Class Talents:
    Operatives are tech experts as a matter of course. Operative levels count as Infiltrator or Engineer levels for the purpose of determining the power of technical abilities.

    Creative Reprogramming:
    Many facilities use robotic or otherwise automated defenses, so an Operative quickly becomes specialized in defeating them. When an Operative uses the A.I. Hacking power or talent, its duration increases by a number of rounds equal to his Int modifier, and he may use the talent on up to two opponents at a time.

    Man of Many Names:
    An operative develops a wide variety of cover identities, and can use them to his best advantage. When an operative successfully makes a bluff check to assume another identity, he may select a reputation score for that identity equal to any point on a range between 0-(2x the Operative's character level), with the appropriate social skill modifiers that it implies.

    Delayed Blast Tech:
    An operative often gains more from a single attack of devastating strength than multiple weaker ones. When an operative makes an attack as part of the use of a technical talent, he may choose to delay the activation of that talent for a number of rounds up to the Operative's Intelligence modifier. Setting up these attacks does not count as an attack for the purposes of alerting opponents or dismissing invisibility or other protections.

    White Hat Hacker:
    Operatives can deal a lot of damage inside a computer system, but they can do a lot more when their goal is to extract information. Once an Operative has broken the security on a computer system or network, he may spend one minute examining the file system. Once he has done so, locating a specific piece of information can be accomplished as a move action, regardless of the size of the computer network being hacked.

    Hide In Plain Sight:
    An Operative can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

    Camera Scrambler:
    As an Operative grows more talented, he inevitably develops a certain level of paranoia. A specialized program within his Omni-tool allows it to project a mass effect field that vibrates at a certain frequency that makes the Operative appear blurry on any sort of camera, making it impossible to identify him from a picture or video footage. The Operative may dismiss this ability as a free action, and restore it likewise.

    High-Yield Tech:
    Operatives stay abreast of the latest technology, and most of them look for ways to use new tech to maximize the effectiveness of their attack talents. An Operative doubles the number of damage dice on all technical talents he has that deal damage.

    Disavowed:
    An Operative will inevitably learn that he is a tool. He may choose who he acts as a tool for, or even act only on his own behalf, but Operatives realize that they are expendable, and more than a few of their colleagues went to their graves captives or worse. A strength of mind and sense of purpose is all that stands between an Operative and despair. When acting on behalf of one of the Operative's allegiances, the Operative gains a bonus to Fortitude and Will Saves equal to his Intelligence modifier.

    Ghost in the Machine:
    An Operative who has truly transcended the normal levels of skill in his profession is simply invisible in operation. An Operative at level 10 does not alert computer security when hacking, although passive security like passwords and encryption is still effective. An Operative may also “secure” a single living space (i.e. an apartment or free-standing house) by spending a day erasing it from the extranet. While within this space an Operative cannot be located through Gather Information checks, Research checks, or electronic traces. Any traces that are run are unable to determine the Operative's location to more detail than a city-sized area.


    Shock Trooper:
    The Shock Trooper is the infantryman of choice when a position needs to be assaulted. The Shock Trooper inevitably becomes one of the most shot-at members of any team, because unlike most soldiers, a Shock Trooper eschews cover in favor of quick assaults and getting in his opponent's face. When push comes to shove, a shock trooper is one of the deadliest offensive weapons a team can have in its arsenal.



    Game Rule Information:

    Prerequisites:
    At least 5 levels in the Soldier or Vanguard classes
    6 Ranks in Intimidate

    Abilities:
    A Shock Trooper relies on her strength and constitution above all else. Dexterity can be useful for some Shock Troopers to allow them to fight at range. Vanguards who enter the Shock trooper class can find Wisdom valuable.

    Vitality:
    Shock Troopers receive 1d10 vitality per level. The character's constitution modifier applies.

    Recovery Potential:
    Shock Troopers have a recovery potential of 3+1/2 constitution modifier per level.

    Action Points:
    Shock Troopers gain a number of action points equal to 6 + ½ their character level, rounded down each time they gain a level in this class.

    Class Skills:
    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), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str).

    Skill Points: 5 + Int Modifier

    Weapon and Armor Proficiency
    Shock Troopers are proficient with simple weapons, pistols, heavy pistols, sub-machine-guns, shotguns, and light and medium armor.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+1|+1|+1|+0|Over the Top, Class Talents|+1|+0

    2nd|+2|+2|+1|+1|Up-Close And Personal|+2|+0

    3rd|+3|+2|+2|+1|Dislodge|+2|+0

    4th|+4|+3|+2|+1|Position buster|+3|+1

    5th|+5|+3|+3|+2|Grace under Fire|+3|+1

    6th|+6/+1|+4|+3|+2|Grenadier|+4|+1

    7th|+7/+2|+4|+4|+2|Unleashed|+4|+2

    8th|+8/+3|+5|+4|+3|Electro-Stimulants|+5|+2

    9th|+9/+4|+5|+5|+3|Attack Corridor|+5|+2

    10th|+10/+5|+6|+5|+3|Flash Attack|+6|+3[/table]

    Class Features:
    Over the Top:
    When a Shock Trooper assaults a position, she often pops out of cover. A skilled Shock Trooper can maintain some of the benefits of her cover while he moves towards his enemy. A Shock Trooper can charge through difficult terrain and maintains the benefits of ¼ cover for a number of rounds equal to 1/3 his class level.

    Class Talents:
    Shock Troopers are expert soldiers. Shock Trooper levels count as Soldier or Vanguard levels for the purpose of determining the power of combat talents and abilities.

    Up-Close and Personal:
    A Shock Trooper is never more potent than when she is fighting at melee range. When she makes a melee attack, she gains a bonus to attack and defense equal to ½ her class level.

    Dislodge:
    An approaching Shock Trooper can force an enemy out of cover. While charging an enemy who is gaining a cover bonus, the Shock Trooper may make an Intimidate check opposed by the enemy's will save. A success means that the enemy may not benefit from any cover less than full for 1d4 rounds.

    Position Buster:
    The Shock Trooper is a mobile combatant, and she excels in fighting opponents who are not. When a Shock Trooper attacks an enemy benefiting from cover they are denied their dexterity bonus to defense.

    Grace Under Fire:
    A Shock Trooper is used to being shot at, and it means that she can perform many tasks under pressure just as well as she can in calm. The Shock Trooper selects a number of skills equal to her Int modifier + 1, minimum 1. She may take 10 on these skills even while under pressure.

    Grenadier:
    Grenades are a natural fit for the fighting style of the Shock Trooper. When the Shock Trooper uses a grenade to attack, she may choose the direction it scatters. All grenades that the Shock Trooper uses deal an additional 1d6 damage.

    Unleashed:
    A Shock Trooper is a fast mover by nature. The Shock Trooper's base speed increases to 50 ft.

    Electro-Stimulants:
    If a Shock Trooper needs to go beyond her normal capabilities, she can activate a set of electrodes in her armor. By spending an action point, the Shock Trooper gains an additional standard action. This ability may only be activated once every 5 minutes.

    Attack Corridor:
    A Shock trooper about to charge can empty a path for himself to move with a fusilade of gunfire. As a standard action, the Shock Trooper can select a line 5 ft wide and 20 ft long. He then fires 10 rounds from a readied autofire weapon with sufficient heat capacity. All enemies in the line must make a reflex save against a DC of 10+the Shock Trooper's base attack bonus. If they succeed, they take half damage. The attack deals 2d6 damage and if the enemy fails the save, they are pushed a random direction out of the line.

    Flash Attack:
    When a Shock Trooper breaks his opponent's defensive line, he can set himself up to deal incredible damage to an enemy formation. Once per day, a Shock Trooper may make a melee attack on every enemy adjacent to him at his highest attack bonus, and he may continue to do so until he takes a move action.


    Salarian STG Operative:
    STG Operatives make up the bulk of the Salarian armed forces. They are used to monitor "developing situations" because they tend to attract less attention than more prominent figures, such as Spectres. This also allows them to quietly "handle" troublesome individuals. STG operators are brutally practical, devoted to accomplishing their mission regardless of the cost involved to others or themselves. Regardless, STG operators are highly flexible, accustomed to carrying out their missions on shoestring resources and changing their tactics when necessary.



    Game Rule Information:

    Prerequisites:
    Completion of the Soldier, Engineer, or Infiltrator base class, or 5 levels of the Commando or Operative advanced class.
    Race: Salarian
    6 Ranks in Computer Use
    6 Ranks Hide
    6 Ranks Move Silently
    Successful application and induction into the Salarian Special Tasks Group

    Abilities:
    STG operatives need a good Intelligence score, but Dexterity is also useful for combat operations.

    Vitality:
    STG Operatives receive 1d8 vitality per level. The character's constitution modifier applies.

    Recovery Potential:
    STG Operatives have a recovery potential of 2+1/2 constitution modifier

    Action Points:
    Salarian STG Operatives gain a number of action points equal to 6 + ½ their character level, rounded down each time they gain a level in this class.

    Class Skills:
    Balance (Dex), Climb (Str), Computer Use (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Investigate (Int), Jump (Str), Knowledge (art, business, current events, popular culture, streetwise) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Search (Int), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Tumble (Dex).

    Skill Points: 7 + Int modifier

    Weapon and Armor Proficiency:
    Salarian STG Operatives are proficient with simple weapons, pistols, heavy pistols, sub-machine-guns, sniper rifles, and light armor.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+0|+0|+2|+0|Mark and Execute, Class Talent|+2|+1

    2nd|+1|+0|+3|+0|Cross-Trained|+3|+1

    3rd|+2|+1|+3|+1|Meticulous Planning|+3|+1

    4th|+3|+1|+4|+1|Surveillance|+4|+2

    5th|+3|+1|+5|+1|Hold the Line|+4|+2

    6th|+4|+2|+5|+2|Cross-Trained II|+5|+2

    7th|+5|+2|+6|+2|League Heritage|+5|+3

    8th|+6/+1|+2|+7|+2|Shot that Moves Mountains|+6|+3

    9th|+7/+2|+3|+7|+3|Sniper's Gift|+6|+3

    10th|+8/+3|+3|+8|+3|STG Influence|+7|+4[/table]

    Class Features:
    Mark and Execute:
    A Salarian STG Operative gets the drop on opponents like no-one else can. Once per day an STG Operative may select a number of opponents equal to his Intelligence bonus who are flat-footed or otherwise denied their dexterity bonus to defense on attacks from him. He may then attack each target using his highest attack bonus. If he hits, the first two damage dice are maximized.

    Class Talent:
    STG Operatives are technological experts all, many holding doctorates in various fields. STG Operative levels may count as Engineer or Infiltrator levels for the purposes of determining the power of technical talents.

    Cross-Trained:
    Salarians are very quick learners, and training to match a compatriot's skillsets is valuable for the entire team. An STG Operative may select one of the two potential base classes he does not have levels in. He gains the first-level ability from that class. (i.e. Storm for Soldiers, a basic Combat Drone for Engineers, and a Tactical Cloak for Infiltrators). He may use this ability as if he had one level in that base class.

    Meticulous Planning:
    STG Operatives rarely do anything without a well-laid-out plan to accomplish their goals. This experience leads to them being able to optimize their own performance and that of their team-mates. Prior to an encounter the STG Operative can develop a plan of action to handle the situation. Using this talent requires preparation; a character can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 hour.
    After creating the plan the STG Operative makes an Intelligence check (DC 10) with a bonus equal to his or her class level. The result of the check provides the STG Operative and allies with a circumstance bonus. An STG Operative can’t take 10 or 20 when making this check.
    {table=head]Check Result|Bonus

    9 or lower|+0 (check failed)

    10–14|+1

    15–24|+2

    25 or higher|+3[/table]

    This bonus can be applied to all skill checks and attack rolls made by the STG Operative and his allies, but the bonus only lasts for the first 3 rounds after making the plan in each scene that was forseen when making the plan. For example, a plan to infiltrate a base may involve scaling a wall, incapacitating patrolling guards on the wall, and hacking a security system. Each scene would gain a separate bonus, with a separate timer. If during the hypothetical infiltration the team decides to hijack a shuttle instead of hack the computer, they would not receive the bonus, and the change to the plan would negate any bonus for future scenes. After the first three rounds, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.

    Surveillance:
    Making a good plan and carrying it out requires intelligence, and few are better at covert surveillance than a Salarian STG Operative. When observing a location or person covertly, STG Operatives may add their class level to hide, move silently, and spot checks.

    Hold the Line:
    While they are not soldiers in the traditional sense of the word, STG Operatives are as loyal as the fiercest Turian. When fighting from cover, a Salarian STG Operative gains a +2 morale bonus to attack and damage rolls.

    Cross-Trained II:
    The Salarian STG Operative gains even more skills that would normally be outside his purview. Whichever class's feature the STG Operative did not gain at level 2 he gains now.

    League Heritage:
    The most adroit operatives in the history of the Salarian intelligence service were known as the League of One. While the League eventually went rogue and were hunted down, the legends of their skill remain. When in dire straits, an STG Operative can often recall a piece of wisdom passed down. An STG Operative who reaches 0 vitality can spend an action point. Their next attack receives a +20 bonus to hit, and if a natural 20 is rolled, the critical is automatically confirmed. The STG Operative may continue to spend action points in this way until they run out of action points or their vitality increases above 0.

    Shot that Moves Mountains:
    Few things are more intimidating than being shot at by an STG Operative. An STG Operative may shoot at an opponent and miss purposefully. The Operative gains a bonus to any intimidation actions he takes against that opponent in the next minute equal to his class level.

    Sniper's Gift:
    STG Operatives make exceptional snipers. An STG Operative with a sniper rifle readied may select a target he can see. For each round he spends a full-round action aiming at the target, he gains a +1 to attack and damage against the target.

    STG Influence:
    The STG archives are deep, and contain enough information to grease the wheels of any bureaucracy, acquire almost any item, or simply provide some leverage. An STG Operative may spend one day communicating with STG Command, at the end of which he receives an item worth up to 50,000 credits, a +20 bonus to a single interaction check with a person chosen at the time the ability is used, or a +20 bonus to a single Gather Information check. An STG Operative may use this ability once per in-game month.


    SPECTRE:
    Spectres are agents entrusted with extraordinary authority by the Citadel Council, including the power of life and death over the inhabitants of the galaxy. They form an elite group selected from a number of different species, and their primary responsibility is to preserve galactic stability by whatever means necessary. Though they are generally considered as being above the law and have complete discretion as to the methods used to accomplish their mission, an individual's status as a Spectre can be revoked by the Council in a case of a gross misconduct. Spectres work either alone or in small groups according to nature of a particular task and to their personal preference. "Spectre" is a syllabic abbreviation of Special Tactics and Reconnaissance.



    Game Rule Information:

    Prerequisites:
    Completion of any base class.
    Confirmation by the Council as a SPECTRE
    No ability score below an 8

    Abilities:
    The most useful attributes for SPECTREs vary widely depending on the base class that the character used to enter the SPECTRE class. All SECTREs, however, can value Charisma.

    Vitality:
    SPECTREs gain 1d8 vitality per level. The character's constitution modifier applies.

    Recovery Potential:
    SPECTREs have a recovery potential of 2+1/2 constitution modifier per level

    Action Points:
    SPECTREs gain a number of action points equal to 6 + ½ their character level, rounded down each time they gain a level in this class.

    Class Skills: A SPECTRE's class skills mirror those from her base class.

    Skill Points: 6 + Int modifier

    Weapon and Armor Proficiency:
    A SPECTRE gains no new weapon or armor proficiencies.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Command Training Known|Command Expertise Known|Defense Bonus|Reputation Bonus

    1st|+0|+1|+1|+1|Class Exemplar, Command Training|1|0|+1|+1

    2nd|+1|+2|+2|+2|Command Expert +1, Citadel Requisitions|1|1|+2|+1

    3rd|+2|+2|+2|+2|Unity|2|1|+2|+2

    4th|+3|+3|+3|+3|Supralegal Authority, Call to Action 1/day|2|1|+3|+2

    5th|+3|+3|+3|+3|Command Expert +2|3|2|+3|+3

    6th|+4|+4|+4|+4|Call to Action 2/day|3|2|+4|+3

    7th|+5|+4|+4|+4|Command Expert +3|4|2|+4|+4

    8th|+6/+1|+5|+5|+5|Call to Action 3/day|4|3|+5|+4

    9th|+7/+2|+5|+5|+5|Command Expert +4|5|3|+5|+5

    10th|+8/+3|+6|+6|+6|Small Unit Tactician|5|3|+6|+5[/table]

    Class Features:
    Class Exemplar:
    A SPECTRE is an incredibly potent force because as a group they have many different focuses, but all are in the highest echelons of their chosen fields. SPECTRE levels count as the levels that the character took in her base class for the purpose of determining the power of all abilities and talents granted by that class.

    Command Training:
    A SECTRE's command training can help her give her team the best possible chance for success. Activating or switching between commands is a move action. Her command training affects all allies within 60 feet (including herself) who can hear her. An ally must have an Intelligence score of 3 or higher and be able to understand the SPECTRE's language to gain the bonus. A SPECTRE's commands end if she is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by her allies. She may select first one, and at later levels multiple, set of commands from the list below. The bonus granted is equal to her Charisma modifier.
    Line up your shots: Bonus on rolls made to confirm critical hits.
    Fight with your head: Bonus on disarm, trip, bull rush, and sunder attempts.
    Tough it out: Bonus on Fortitude saves.
    Support Biotics: Bonus on save DCs on Biotic talents and abilities
    Rally: Bonus on Will saves.
    Keep them where they are: Bonus to Armor Class against attacks of opportunity.
    Surround them: Bonus on damage rolls when flanking.
    Over the Top: Bonus on damage rolls when charging.
    Stay on your toes: Bonus on Reflex saves.

    Command Expert:
    A SECTRE's command training quickly becomes an expertise, granting her team even more potent ability. Activating or switching between commands is a move action. Her command expertise affects all allies within 60 feet (including herself) who can hear her. An ally must have an Intelligence score of 3 or higher and be able to understand the SPECTRE's language to gain the bonus. A SPECTRE's commands end if she is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by her allies. She may select first one, later multiple commands from the list below.
    Bunker Down: The SPECTRE's allies gain damage reduction equal to the amount of bonus the aura provides. For example, if the SPECTRE is 5th level, everyone affected gains DR 2/-.
    Go for the eyes: Bonus on damage rolls.
    Get in their face: Bonus on melee attack rolls.
    Don't get hit: Bonus to Defense.
    Get moving: Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the command provides. For example, the allies of a 5th-level SPECTRE (+2 Command Expertise) add 10 feet to their base land speed.
    Keep fighting: Bonus on all saves.
    Pick your shots: Bonus on ranged attack rolls.

    Citadel Requisitions:
    SPECTREs often have to finance their own operations to avoid blowback onto the Council, but they are repaid in a fashion by the gear available from the Council. A purchase made through the Council takes twice as long, but the SPECTRE does not need to own the license for the manufacturer's goods, and anything can be purchased, regardless of legality.

    Unity:
    A SPECTRE keeps a careful eye on those around her in case their skills don't equal her own. As a full round action, a SPECTRE may release one dose of medigel from every ally within 50 ft who has at least one dose of medigel. She may select specific allies to exempt from this action.

    Supralegal Authority:
    While in Citadel Space, a SPECTRE's authority is absolute. She may not legally be detained or punished by an authority in any form, unless her authority to act is revoked by the Council.

    Call To Action:
    A SPECTRE can inspire her allies to act more quickly than they normally could. A SPECTRE can direct and motivate her allies to act immediately. Once per day, as a standard action, she may grant an extra move action to any or all of her allies within 30 feet (but not to herself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the SPECTRE's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the SPECTRE's may get an extra move action from the SPECTRE, followed directly by a full round worth of actions on the ally's turn.). As the SPECTRE levels, she gains the ability to inspire her team more often.

    Small Unit Tactician:
    SPECTREs have made being outnumbered a simple fact of life, and they thrive in combat of that sort. A SPECTRE and all of her allies within 50 ft cannot be flanked as long as they are outnumbered by their enemies.


    Turian Triarian:
    The Triarian (Tree-ARE-Ian) is the Turian rear-guard. Turian units do not break, but none retain cohesion as well as the Triarians, and more than one defeat has been turned into victory by an over-eager army rushing into firing zones set up by Triarians. Few would accuse them of tactical genius, but a unit of Triarians accomplishes the goal regardless of the danger or sacrifice. No soldier is better to have at your back than a Triarian.



    Game Rule Information:

    Prerequisites:
    Completion of the Soldier or Infiltrator base class, or 5 levels in the Commando advanced class.
    Race: Turian

    Abilities: Dexterity is very important for Triarians, as they do most of their fighting at range. Constitution can also be very important for Triarians, as they need to keep fighting when all others have fallen.

    Vitality:
    Triarians receive 1d12 vitality points per level. The character's constitution modifier applies.

    Recovery Potential:
    Triarians have a recovery potential of 3+1/2 constitution modifier per level.

    Action Points:
    Triarians gain a number of action points equal to 6 + ½ their character level, rounded down each time they gain a level in this class.

    Class Skills:
    Concentration (Con), Drive (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, streetwise, tactics) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis).

    Skill Points: 3 + Int modifier

    Weapon and Armor Proficiency:
    Turian Triarians are proficient with all simple and military weapons, as well as light, medium, and heavy armor.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Defense Bonus|Reputation Bonus

    1st|+1|+1|+0|+1|Defensive Position 1/day|+1|+1

    2nd|+2|+2|+1|+1|Extreme Endurance|+2|+1

    3rd|+3|+2|+1|+2|Take the Hit|+2|+1

    4th |+4|+3|+1|+2|Defensive Position 2/day|+3|+2

    5th|+5|+3|+2|+3|Danger Close|+4|+2

    6th|+6/+1|+4|+2|+3|Reasonable Suspicion|+4|+2

    7th|+7/+2|+4|+2|+4|Defensive Position 3/day|+5|+3

    8th|+8/+3|+5|+3|+4|Damage Reduction|+6|+3

    9th|+9/+4|+5|+3|+5|At All Costs|+6|+3

    10th|+10/+5|+6|+3|+5|Honor before Reason, Defensive Position 4/day|+7|+4[/table]

    Class Features:
    Defensive Position:
    A Triarian can take up a defensive position and hold it against tremendous odds. He gains +2 to Dexterity, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to Defense. The increase in Constitution increases the Triarian’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a Triarian cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Triarian may end his defensive stance voluntarily prior to this limit.

    Extreme Endurance:
    A Triarian is used to fighting for extended periods, and when push comes to shove, they can stay on their feet as long as most Krogan. A Triarian may go without food for two months and water for 2 weeks. He also gains a +8 bonus to hourly swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning. He does not become fatigued from sleeping in armor, regardless of whether it is light, medium, or heavy.

    Take the Hit:
    A Triarian makes an excellent bodyguard, who does not hesitate to put himself in danger to save an ally. A number of times per round equal to the number of attacks the Triarian has, if the Triarian is adjacent to an ally who is targeted by a direct melee or ranged attack (but not by an area effect), the Triarian can subject himself to the attack in the ally's stead. If the attack hits the Triarian, he takes damage normally. If it misses, it also misses the ally. The Triarian must declare his intention to take the hit before the attack roll is made.

    Danger Close:
    Triarians rapidly become used to having air strikes called down on their position, and this experience helps them to stay alive in those dangerous situations. A Triarian who is targeted by an area attack used by an ally gains a bonus to his saves to avoid damage or ill effect equal to his Triarian class level. If the ability or attack allows a save for half damage, a successful save means the Triarian takes no damage.

    Reasonable Suspicion:
    Triarian soldiers are born and bred in combat, and it is incredibly difficult to get the drop on one. In a situation where both parties are aware of each other but there is no combat going on, if combat is initiated by any party besides the Triarian and his allies, the Triarian may take a free move or attack action. This action is taken before initiatve checks are made.

    Damage Reduction:
    The Triarian is as tough as a block of granite. He gains damage reduction 3/-.

    At All Costs:
    Shrugging off injuries is simply what a Triarian does. Once per combat, a Triarian may negate the effects of a single attack. He must do this after the attack is rolled but before damage is rolled.

    Honor Before Reason:
    A Triarian happily sacrifices himself for the good of the group or team, and refuses to rest until he has dealt as much damage as possible to his enemies. If a Triarian drops below 0 hit points, he does not fall unconscious. He may continue to stay conscious and take actions as normal for a number of rounds equal to his constitution modifier. If at that time he has fewer than -10 hit points, he dies as normal. If he is at -9 or greater hit points, he stabilizes automatically.
    Last edited by Sir_Mopalot; 2012-06-05 at 09:24 AM.

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    Equipment:
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    Pistols
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    Shotguns
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    Submachine-Guns
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    Sniper Rifles
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    Assault Rifles
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    Armor
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    Heavy Weapons
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    Weapon Upgrades
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    General Equipment
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    Last edited by Sir_Mopalot; 2012-06-05 at 02:55 PM.

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    RESERVED for the last of equipment + Feats

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    And one more for good measure! Thanks for your patience.

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    I must say I’ve seen many conversions of Mass Effect into the D20 System but yours, by far, is one of the best. Are you planning to stat up enemies to fight soon, such as Mechs, Mercenaries, or even Reaper Forces? Aside from that question I would also like to inquire what you mean in the Adept Base Class, under Warp. You state “the enemy takes [HEAVY PISTOL DAMAGE]”, what is meant by this exactly? Is it the same as the Sentinel’s Warp or does it differ in some way?

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    Quote Originally Posted by Alchemic Ooze View Post
    I must say I’ve seen many conversions of Mass Effect into the D20 System but yours, by far, is one of the best. Are you planning to stat up enemies to fight soon, such as Mechs, Mercenaries, or even Reaper Forces? Aside from that question I would also like to inquire what you mean in the Adept Base Class, under Warp. You state “the enemy takes [HEAVY PISTOL DAMAGE]”, what is meant by this exactly? Is it the same as the Sentinel’s Warp or does it differ in some way?
    Well thank you, I appreciate that. Right now I'm building some test characters that I'm going to use to figure out how strong they are in comparison to vanilla d20 modern characters, to get a better sense for how tough enemies should be. So yes, I am working on a bestiary.

    As for [HEAVY PISTOL DAMAGE], that's a relic from an earlier version, I built all the classes and advanced classes before I did equipment and such. I put those in as placeholders until I figured out roughly how much damage guns would do. I simply missed it when I was replacing the placeholders with the right numbers, I'll fix that.

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    Quote Originally Posted by Sir_Mopalot View Post
    Well thank you, I appreciate that. Right now I'm building some test characters that I'm going to use to figure out how strong they are in comparison to vanilla d20 modern characters, to get a better sense for how tough enemies should be. So yes, I am working on a bestiary.

    As for [HEAVY PISTOL DAMAGE], that's a relic from an earlier version, I built all the classes and advanced classes before I did equipment and such. I put those in as placeholders until I figured out roughly how much damage guns would do. I simply missed it when I was replacing the placeholders with the right numbers, I'll fix that.
    If I may, as a suggestion, an analogue for Loki Mechs could be modified from the existing stats of a B1 Battle Droid from Star Wars Saga Edition. Also the iconic mercenaries groups we know and love could be comprised of the preset NPCs from Chapter 2 of D20 Modern’s Menace Manuel. Just an observation though, I look forward to seeing the rest!

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    Quote Originally Posted by Alchemic Ooze View Post
    I must say I’ve seen many conversions of Mass Effect into the D20 System but yours, by far, is one of the best. Are you planning to stat up enemies to fight soon, such as Mechs, Mercenaries, or even Reaper Forces? Aside from that question I would also like to inquire what you mean in the Adept Base Class, under Warp. You state “the enemy takes [HEAVY PISTOL DAMAGE]”, what is meant by this exactly? Is it the same as the Sentinel’s Warp or does it differ in some way?
    I agree that this is the best Mass Effect D20 conversion I've found. However, I would like to know what stats humans would have.

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    Thank you very much! Humans get +2 to any one ability score, a bonus feat, and an extra skill point per level.
    Last edited by Sir_Mopalot; 2013-10-15 at 01:09 AM.

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    This is incredible.

    I think a playtest campaign is in order... You know, to help find problems and shake out some bugs...

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    Thank you, and I wholeheartedly agree. I'd run it, but my history with pbp games is nothing short of dismal, so I'm just waiting until I can get enough of my current group interested in it.

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    Having created my own Mass Effect d20 conversion (which was finished and printed in an hardcover book at the end of last year and is now being expanded), I have to say that your work looks quite good too (though I'm no fan of the d20 modern system). It is good to know there are others attempting to create a ME pen&papper game and are not willing to simply drop it along the way

    Had I not my own ME d20 system, I would playtest yours with my group. But since I do, I honestly hope you can convince your group to try it, even if it is just one session. Let us know how it goes, if you do test it

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    I like it a lot. But, rather than focus on what I like, I'll go into the one big problem I have. Asari.

    If you are going to give Krogans LA+1, Asari definitely deserve it, too.

    For starters, I'd also give them +2 Int. They are known to be smarter than other races and hundreds of years is going to give them more skills. As for biotics, they aren't just a little better than other races. They are a lot better. I'd give them something actually worth losing a biotic level. And something that makes them noticeably better. Like they count their full class level instead of half for base class biotic abilities. That scales well, being a total of +5 to DCs eventually.

    I'd even give them a big boost to combat, since Asari are widely considered the finest warrior race in the galaxy by a long shot and it is recognized that an Asari warrior should be able to defeat a warrior from any other race,including Krogan, in one on one combat with ease.

    They also have minor telepathic abilities and certainly need a Charisma boost to. I'm surprised they don't already. Asari may deserve +2 LA, really. They are the strongest all around mentally, (more accomplished than the Salarians mentally,) by far the best in a physical fight, (better warriors than the Krogans,) the most social and graceful, (better diplomats then humans,) the richest and best at accumulating wealth, (better tradesman than the Volus,) the best at advancing science, (their best engineers exceed those of the Quarians,) and the best biotics in the galaxy. It is really unfair.

    Also, what other races are you going to add? I'd like to see humans, Geth, Batarians, Vorcha, and Volus. Of course, I'd also like to see Hanar and Elcor and Yahg, but I realize those are probably less likely.
    Last edited by SowZ; 2014-01-15 at 03:32 AM.
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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    SowZ I think you are forgetting that though the Asari as a whole can be looked upon as the best (most notably by the Asari themselves) as individuals they can be and are extremely varied individuals. There are extraordinary Asari of course but they are by no means the norm of the species.

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    I for one am looking forward to any future posts and look forward to seeing an in depth, completed campaign setting :D. As a fan of Mass Effect and D20 Modern I love this :D

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    Quote Originally Posted by dylanh043 View Post
    SowZ I think you are forgetting that though the Asari as a whole can be looked upon as the best (most notably by the Asari themselves) as individuals they can be and are extremely varied individuals. There are extraordinary Asari of course but they are by no means the norm of the species.
    You don't look at individuals when giving racial stats, you look at over all patterns. An Asari with +2 Wisdom and a rolled stat of 12 has lower Wisdom than a race that gets -2 Wisdom

    How does any of what I said ignore there is variance in individuals? I didn't suggest Asari all pick the same stat arrays or the same classes. If what I said invalidates individuality, then we may as well say no races should have racial stats. Also, in the games/codex it is usually other races who admit the Asari as a people are the best warriors/scientists/merchants/scholars/lovers/biotics in the galaxy.

    Any given professional Asari warrior, not just Justicars and such but standard soldiers, are expected to win in just about any one on one fight with a member of a different species. Just because every race has some heroes who are the exception from that doesn't mean the Asari are the best warrior race. Any given Asari scientist is like to be better than any given scientist from another race. The best biotics are usually Asari, and any random Asari is more like to be biotic capable than any random member of another race.

    You only look at averages for this sort of thing. We are generalizing by making racial stats. Individual prowess is in stat rolling/assignment and build.
    Last edited by SowZ; 2014-01-15 at 06:07 AM.
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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    The best scientists are Salarians and they are smarter than Asari. Smarter than any other race ;)

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    Quote Originally Posted by Isair View Post
    The best scientists are Salarians and they are smarter than Asari. Smarter than any other race ;)
    Salarians are smarter, but not better scientists. Asari scientists are still responsible for more advancement/discoveries/technologies due to longer lifespans. Salarian scientists have to spend a good chunk of their life rediscovering what others have already discovered, putting them at a massive disadvantage. They are smarter, but poorer scientists. That's my theory on why Asari are more accomplished, anyway. Not all of that is official lore, but what is lore is that despite being smarter, Salarians are not as scientifically accomplished as Asari. You could have your own explanation for it, but Asari have more successful scientists.

    Also, Asari are like to be all around mentally stronger than a Salarian. Asari are still higher Int than most races, not to mention higher Wis, certainly higher Cha.
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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    You have point in terms of long lifespan allowing for more discoveries. But in comparison the Salarians are better since they make more advancements in nearly every field (except biotics) with very short lifespans. In terms of genetics they are ahead of the asari. But yes, they have to spend time discovering what the Asari already know.

    Still, they have smarter, the cannon states so. They are more intelligent than any other race, Asari included and possess a photographic memory. But the asari are wisest, no doubt (having a 1000 years to contemplate on mistakes helps :P) and definetely have higher Charisma.

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    Quote Originally Posted by Isair View Post
    You have point in terms of long lifespan allowing for more discoveries. But in comparison the Salarians are better since they make more advancements in nearly every field (except biotics) with very short lifespans. In terms of genetics they are ahead of the asari. But yes, they have to spend time discovering what the Asari already know.

    Still, they have smarter, the cannon states so. They are more intelligent than any other race, Asari included and possess a photographic memory. But the asari are wisest, no doubt (having a 1000 years to contemplate on mistakes helps :P) and definetely have higher Charisma.
    The Salarians are definitely the smartest race. But the Asari are responsible for more discoveries and advanced technologies. The Asari people have the most advanced technology in the galaxy, even more than Salarians, though some of that may be because the Asari are the best merchants and have a stronger economy so can fund research and tools that the Salarian government couldn't afford. If the Salarians had the resources of the Asari, they may have just as much or more widespread use of advanced tech as the Asari. It's tough to say.

    But at the end of the day, the Asari are the most accomplished in just about every area. (With the exception of recent genetic breakthroughs. That may be an anomoly due to a few super-super-genius' like Mordin, though. Over a long period of time, Asari are usually at the cutting edge of every field.) The only reason the Krogans military has the potential to be stronger than the Asari's is because they have rapid reproduction and Asari, by comparison, have a low population.
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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    All true. But the way I understand it, the salarian would eventually pass the asari in terms of scientific achievement. Much like India will eventually surpass China in terms of population (when India's birthrate bloom started, China had already an absurd amount of population, but eventually the higher birthrate of India will allow it to surpass China's population). After all, they painted, in the cannon and the games, as the Salarians being the best scientists in the galaxy (and not just because of Mordin, he's an exception). Well, at least in terms of genetics and biology.

    Also, the Turians have the best military. Both the largest and the most efficient. They were the only ones capable of helding the krogan back (both salarians and the asari combined couldn't do it). This is cannon too ("As of 2185, the dreadnought count was 39 turian, 20 asari, 16 salarian, and 8 human")
    Last edited by Isair; 2014-01-15 at 09:35 AM.

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    Quote Originally Posted by Isair View Post
    All true. But the way I understand it, the salarian would eventually pass the asari in terms of scientific achievement. Much like India will eventually surpass China in terms of population (when India's birthrate bloom started, China had already an absurd amount of population, but eventually the higher birthrate of India will allow it to surpass China's population). After all, they painted, in the cannon and the games, as the Salarians being the best scientists in the galaxy (and not just because of Mordin, he's an exception). Well, at least in terms of genetics and biology.

    Also, the Turians have the best military. Both the largest and the most efficient. They were the only ones capable of helding the krogan back (both salarians and the asari combined couldn't do it). This is cannon too ("As of 2185, the dreadnought count was 39 turian, 20 asari, 16 salarian, and 8 human")
    Only because Asari have a low population and are less willing to send their most valuable troops outside of their own space than the Turians. Turians aren't exactly warmongering but have no problem seeking out war when necessary. Plus, Turian's go overboard when it comes to the military. When they decide to go to war, everything their society does is based on eradicating that threat.

    Asari prefer to be more defensive and balance their use of resources. If necessary, Asari could refocus towards war. I doubt the Turians could beat the Asari in warfare because the Asari hold a lot back defensively and the Turian's don't understand any other kind of warfare then invading enemy space. Also, if under attack, the Asari have so much money they could just about hire every merc group in space.

    But even if the Turian military is stronger, it is only because it is much larger. Man for man, an Asari Huntress would own a Turian-lifer so hard she'd be tried for slavery. Just to be an entry level recruit, you need to train for twenty plus years and have biotic ability, (common enough in Asari culture.)

    Looking at the whole culture, it is debateable who is stronger. But designing races for an RPG, it is the soldiers themselves that matter.

    Now, I would accept the explanation that Asari don't get any actual racial bonus towards combat. Instead, the average Turian soldier may be around level 2-4 or so whereas all Asari soldiers are level 5+. That would satisfy the plausibility to me. But they do deserve a more substantial biotics boost, a boost to Charisma, and probably to Intelligence, too. LA+1 is in order if the Krogans get it.

    Also, Krogan's should get +2 Natural AC and DR 1 or something similar. That is one of their defining traits. And it would be nice, too. Especially since most of these classes look better than most of the martial classes in core 3e, and Krogan will typically play martial classes, I find Krogan a bit underwhelming at LA+1.

    On top of the AC and DR, I'd toss in the ability to go long periods without food or water and an immunity to stunning or paralyzing effects, (existent in cannon,) and then I'd be content to play a Krogan. I'd also nominate a feat giving Krogans some sort of Fast Healing in a rage. Not a whole lot, just a throwback to Krogan abilities.
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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    The Asari Huntress are more feared than a turian soldier however they are very few in number. In fact, one of the problems you see amidst the asari, in ME3, is that they "no longer remember how to fight". They are not warriors by nature and the "war culture" was eventually lost, especially when you have an entire species willing to do it for you :P

    Also, Krogan's should get +2 Natural AC and DR 1 or something similar. That is one of their defining traits. And it would be nice, too. Especially since most of these classes look better than most of the martial classes in core 3e, and Krogan will typically play martial classes, I find Krogan a bit underwhelming at LA+1.

    On top of the AC and DR, I'd toss in the ability to go long periods without food or water and an immunity to stunning or paralyzing effects, (existent in cannon,) and then I'd be content to play a Krogan.
    Definetely true, they are quite resistant to damage and should have either AC or DR. They are also capable of going long periods without water, that's why they have the lump on their backs, to store water.

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    Quote Originally Posted by Isair View Post
    The Asari Huntress are more feared than a turian soldier however they are very few in number. In fact, one of the problems you see amidst the asari, in ME3, is that they "no longer remember how to fight". They are not warriors by nature and the "war culture" was eventually lost, especially when you have an entire species willing to do it for you :P


    Definetely true, they are quite resistant to damage and should have either AC or DR. They are also capable of going long periods without water, that's why they have the lump on their backs, to store water.
    Sure, but the thing about Asari is they aren't considered even ready to start any given career until they've studied it for at least twenty years, sometimes closer to thirty or forty. Even the most green and and low ranking Asari soldier is going to be more fearsome than all but the most experienced or naturally talented Turians.

    Not to mention Asari infantry will typically be better equipped. Ops Packs and level IX Harriers don't earn themselves.
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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    They are mostly feared because every single asari has biotics. A well placed Throw can do more damage than bullets. But when it comes to overall ability to wage war, the turians beat them by miles. Higher number of troops helps with that, of course. If every race had the problem the humans and asari face when it comes to military power (that is, only a small percentage of the population enlists) then the asari would be more powerful. :P
    One thing is true, though, asari aren't as physically adept as other races. They are more nimble but lack in other physical traits. What that means is subject to interpretation (here Mopalot gave them -2 to Str, in my conversion I gave them -2 to Constitution and Strength, though I did give them +2 to Dex, Wis and Cha).

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    Default Re: Mass Effect D20 (Full Conversion, PEACH)

    Quote Originally Posted by Isair View Post
    They are mostly feared because every single asari has biotics. A well placed Throw can do more damage than bullets. But when it comes to overall ability to wage war, the turians beat them by miles. Higher number of troops helps with that, of course. If every race had the problem the humans and asari face when it comes to military power (that is, only a small percentage of the population enlists) then the asari would be more powerful. :P
    One thing is true, though, asari aren't as physically adept as other races. They are more nimble but lack in other physical traits. What that means is subject to interpretation (here Mopalot gave them -2 to Str, in my conversion I gave them -2 to Constitution and Strength, though I did give them +2 to Dex, Wis and Cha).
    If Asari just did mass conscription because the Turians were attacking, the biotics would be a huge deal. If the Asari didn't win because of biotics, they would.win because of tech and nigh endless money.
    Last edited by SowZ; 2014-01-15 at 10:57 AM.
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