The Red Star Advanced Class: Kommissar

Dieses Thema im Forum "Dungeons & Dragons, d20 und Pathfinder" wurde erstellt von blut_und_glas, 3. Februar 2010.

  1. Kommissar
    Kommissars are elite intelligence agents of the URRS.

    Base Attack Bonus: +3
    Reputation Bonus: +1
    Skills: Gather Info 6 ranks, Intimidate 6 ranks
    Required Allegiance: Kommissariat

    Hit Die: 1d8
    Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.

    Class Skills
    The kommissar’s class skills (and the key ability for each skill) are as follows.
    Bluff (Cha), Concentration (Con), Drive (Dex), Gather Info (Cha), Intimidate (Cha), Investigate (Int), Knowledge (Behavioral Sciences, Civics, Current Events, History, Popular Culture) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Research (Int), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis) and Telekinesis (Wis).

    Skill Points at Each Level: 7 + Int Modifier.

    Class Base Attack  Fort  Ref   Will  Defense  Reputation   Class  
    Level    Bonus     Save  Save  Save   Bonus      Bonus    Features
     1st      +0        +0    +0    +2     +1          +1    Hook member, hook skills
     2nd      +1        +0    +0    +3     +1          +1    Bonus feat
     3rd      +2        +1    +1    +3     +2          +2    Hook specialization I
     4th      +3        +1    +1    +4     +2          +2    Bonus feat
     5th      +3        +1    +1    +4     +3          +2    Skill mastery
     6th      +4        +2    +2    +5     +3          +3    Bonus feat
     7th      +5        +2    +2    +5     +4          +3    Hook specialization II
     8th      +6        +2    +2    +6     +4          +3    Bonus feat
     9th      +6        +3    +3    +6     +5          +4    Skill perfection
    10th      +7        +3    +3    +7     +5          +4    Hook ability boost
     Hook     Bonus class skills
    First   Hide, Move Silently
    Second  Diplomacy, Knowledge (Tactics)
    Fourth  Forgery, Knowledge (Streetwise)
    Fifth   Kast, any one Knowledge skill
    Sixth   Computer Use, Decipher Script
     Hook   Specialization I  Specialization II
    First    Danger Sense      Shadow Warrior
    Second   Zero Tolerance    Political Advisor
    Fourth   Faceless Power    Master Interrogator
    Fifth    Resolve           Becoming the Monster
    Sixth    Unbreakable       Protector
     Hook    Ability Boost
    First   +2 Dexterity
    Second  +2 Intelligence
    Fourth  +2 Charisma
    Fifth   +2 Wisdom
    Sixth   +2 Constitution
    Class Features
    All of the following are class features of the kommissar advanced class.

    Hook Member
    Upon attaining the first level as a kommissar, a character must choose one of the hooks of the kommissariat to belong to. This can be either the first, second, fourth, fifth or sixth hook.

    Hook Skills
    At first level a kommissar gets to add two skills to his list of kommissar class skills, dependend on the hook she joined.

    Bonus Feat
    At 2nd, 4th, 6th and 8th level the kommissar gets a bonus feat. The bonus feat must be selected from the following list, and the kommissar must meet all the prerequisites of the feat to select it.

    Advanced Combat Martial Arts, Alertness, Attentive, Bersk Wrestling, Bersk Wrestling Pin, Bersk Wrestling Kill, Bersk Wrestling Strike, Champion, Combat Expertise, Combat Martial Arts, Confident, Deceptive, Double Tap, Educated, Focused, Frightful Presence, Heroic Surge, Improved Combat Martial Arts, Improved Disarm, Improved Initiative, Improved Trip, Iron Will, Logistican, Low Profile, Meticulous, Point Blank Shot, Precise Shot, Red Fleet Connection, Renown, Stealthy, Studious, Trustworthy, Windfall

    Hook Specialization
    At 3rd and again at 7th level the kommissar gains the benefit of a specialization offered by her hook.

    Becoming the Monster: At 7th level a kommissar of the fifth hook can determine the current location of the perpetrator by using the investigate skill to analyze a clue found at a crime scene. The base DC for this is 30, but the kommissar gains a cumulative +5 bonus (up to a maximum of +15) for every crime by the same perpetrator that she investigates.

    Danger Sense: At 3rd level a kommissar of the first hook may spend an action point before rolling initiative to add her class level to her roll. A kommissar using Danger Sense is not considered flat footed if she is attacked by enemies before her first action.

    Faceless Power: A 3rd level kommissar of the fourth hook may spend an action point to either add her class level to or substract it from her reputation score whenever reputation checks are made. A single use of Faceless Power can affect multiple NPCs.

    Master Interrogator: A 7th level kommissar of the fourth hook can make a Sense Motive check, opposed by the targets Bluff check, to determine one of her targets allegiances. Only one allegiance can be determined with a single successful check. The least important allegiance is revealed first. No further attempts at revealing allegiances of a target can be made after a failing a check. A use of Master Interrogator takes at least 30 minutes.

    Political Advisor: Whenever a member of the red fleet gives an order a 7th level kommissar of the second hook can make a diplomacy check to influence the attitude of others towards the character issuing the order. The kommissar can choose wether she wants to improve or worsen the attitudes. Political Advisor can only affect the attitudes of characters with an allegiance to the red fleet or a government organization of the red star.

    Protector: Once per round at 7th level, if a kommissar of the sixth hook is adjacent to an ally who is targeted by a direct melee or ranged attack (but not an area effect), she can subject herself to the attack in the ally’s stead. If the attack hits the kommissar, she takes damage normally. If it misses, it also misses the ally.
    The kommissar must declare his or her intention to protect an ally before the attack roll is made. The kommissar selects her ally either prior to combat or immediately after she makes her initiative check. The kommissar can’t change her ally for the duration of the combat.

    Resolve: At 3rd level a kommissar of the fifth hook may spend an action point to add her class level to all of her saves for one round. Using Resolve is a free action.

    Shadow Warrior: At 7th level a kommissar of the first hook can use the Hide skill even while being observed.

    Unbreakable: At 3rd level a kommissar of the sixth hook who is subject to a direct attack may spend an action point to add her class level to her defense against this attack. Unbreakable must be used before the attack roll is made.

    Zero Tolerance: A 3rd level kommissar of the second hook may spend an action point to add her class level to the result of any save, check or roll (including damage rolls) directed against a character with an allegiance to the Red Fleet.

    Skill Mastery
    Upon gaining this ability at 5th level a kommissar selects a number of skills equal to 1 + her Intelligence modifier (minimum 1). When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.

    Skill Perfection
    At 10th level a kommissar selects one skill in which she possesses skill mastery. When making a skill check with this skill she may always take 20.

    Hook Ability Boost
    At 10th level the kommissar's ability score in an ability associated with her hook increases by +2.


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