The Red Star Advanced Class: Protocol Desantnik

Registriert
23. Februar 2003
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Protocol Desantnik

Requirements:
Base Attack Bonus: +3
Skills: Jump 3 ranks, Knowledge (Tactics) 3 ranks, Navigate 3 ranks, Survival 3 ranks
Required Allegiance: The Red Fleet

Hit Die: 1d10
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.

Class Skills
The protocol desantnik’s class skills (and the key ability for each skill) are as follows.
Balance (Dex), Climb (Str), 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), Spot (Wis), Survival (Wis), Swim (Str), and Telekinesis (Wis).

Skill Points at Each Level: 7 + Int Modifier.

Code:
Class Base Attack  Fort  Ref   Will  Defense  Reputation   Class  
Level    Bonus     Save  Save  Save   Bonus      Bonus    Features
 1st      +1        +2    +1    +0     +1          +0    Promotion
 2nd      +2        +3    +2    +0     +1          +0    Advance Gate Deployment link
 3rd      +3        +3    +2    +1     +2          +1    Bonus feat
 4th      +4        +4    +3    +1     +2          +1    Uncanny dodge
 5th      +5        +4    +3    +1     +3          +1    Flanking maneuver
 6th      +6        +5    +3    +2     +3          +2    Bonus feat
 7th      +7        +5    +4    +2     +4          +2    Improved uncanny dodge
 8th      +8        +6    +4    +2     +4          +2    Improved flanking maneuver
 9th      +9        +6    +4    +3     +5          +3    Bonus feat
10th     +10        +7    +5    +3     +5          +3    Gatekrasher

Class Features
All of the following are class features of the protocol desantnik advanced class.

Promotion
The protocol-landing forces are an elite arm of the Red Fleet. Upon being accepted into them and taking the first level of the protocol desantnik advanced class the character is automatically promoted one rank.

Advance Gate Deployment Link
After reaching 2nd level the protocol desantnik begins to profit from the AGD link protocols kast into his brain. The range of any GTP is increased by a factor equal to the protocol desantnik's class level, as long as he is within close range of the kaster when the gate is kast. Such an increased range gate can only be used by protocol desantniks of an equal or higher class level. The gate closes as soon as the protocol desantnik leaves close range to the kaster.

Bonus Feat
At 3rd level and every three levels thereafter the protocol desantnik gets a bonus feat. The bonus feat must be selected from the following list, and the protocol desantnik must meet all the prerequisites of the feat to select it.

Acrobatic, Advanced Combat Hook, Advanced Combat Martial Arts, Advanced Defensive Rotation Shield, Advanced Firearms Proficiency, Alterness, Athletic, Bersk Wrestling, Bersk Wrestling Pin, Bersk Wrestling Kill, Bersk Wrestling Strike, Burst Fire, Cleave, Combat Expertise, Combat Hook, Combat Martial Arts, Combat Reflexes, Dead Aim, Defensive Martial Arts, Defensive Rotation Shield, Diehard, Double Tap, Endurance, Engine Pull Champion, Heroic Surge, Improved Combat Martial Arts, Dead Aim, Exotic Firearms Proficiency, Extended Defensive Rotation Shield, Guide, Improved Combat Hook, Improved Combat Martial Arts, Improved Defensive Rotation Shield, Improved Disarm, Improved Initiative, Improved Trip, Offensive Rotation Shield, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Precise Shot, Precise Strike, Railfighting, Shot on the Run, Telekinetic Firearms Proficiency, Telekinetic Warrior, Stealthy, Weapon Focus

Uncanny Dodge
A 4th level protocol desantnik retains his Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The character still loses his Dexterity bonus to Defense if immobilized.)

Flanking Maneuver
Beginning at 5th level a protocol desantnik can flank an opponent with a ranged attack. The opponent must be within 10m of the protocol desantnik.

Improved Uncanny Dodge
A protocol desantnik of 7th level or higher can no longer be flanked; he can react to opponents on opposite sides of himself as easily as he can react to a single attacker.

Improved Flanking Maneuver
When an 8th level protocol desantnik flanks an opponent, that opponent is considered flat-footed.

Gatekrasher
In the round a 10th level protocol desantnik emerges from a gate he automatically confirms critical threats as critical hits when attacking, eliminating the need to make a second roll to confirm the critical hit. Additionally all enemies are considered flat-footed against his attacks during this round.

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AW: Advanced Class: Protocol Desantnik

Der Deployment Link könnte noch ein wenig anders aussehen. (Noch) höhere Reichweite eventuell, und auch eine andere (stärkere?) Nutzungsbeschränkung.

Gatekrasher zielt auf Critical Strike, weil das für Hailer und Red Trooper eine übliche Fähigkeit ist. Ein wenig anders könnte sie aber schon auch werden.

mfG
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AW: Advanced Class: Protocol Desantnik

Zweite Version:

Protocol Desantnik

Protocol desantniks are members of elite Red infantry formations, who use advanced protocols to outflank enemy positions or strike at targets deep behind the frontlines.

Requirements:
Base Attack Bonus: +3
Skills: Jump 3 ranks, Knowledge (Tactics) 3 ranks, Navigate 3 ranks, Survival 3 ranks
Required Allegiance: The Red Fleet

Hit Die: 1d10
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.

Class Skills
The protocol desantnik’s class skills (and the key ability for each skill) are as follows.
Balance (Dex), Climb (Str), Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (Current Events, History, Popular Culture, Tactics) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Spot (Wis), Survival (Wis), Swim (Str), and Telekinesis (Wis).

Skill Points at Each Level: 7 + Int Modifier.

Code:
Class Base Attack  Fort  Ref   Will  Defense  Reputation   Class  
Level    Bonus     Save  Save  Save   Bonus      Bonus    Features
 1st      +1        +2    +1    +0     +1          +0    Advance Deployment Gate link, promotion
 2nd      +2        +3    +2    +0     +1          +0    Bonus feat
 3rd      +3        +3    +2    +1     +2          +1    Sneak attack +1d8
 4th      +4        +4    +3    +1     +2          +1    Flanking maneuver
 5th      +5        +4    +3    +1     +3          +1    Bonus feat
 6th      +6        +5    +3    +2     +3          +2    Sneak attack +2d8
 7th      +7        +5    +4    +2     +4          +2    Improved flanking maneuver
 8th      +8        +6    +4    +2     +4          +2    Bonus feat
 9th      +9        +6    +4    +3     +5          +3    Sneak attack +3d8
10th     +10        +7    +5    +3     +5          +3    Gatekrasher

Class Features
All of the following are class features of the protocol desantnik advanced class.

Advance Gate Deployment Link
A 1st level protocol desantnik gains an ADG link. This is a protocol enhancement permanently kast into his brain, and allows the protocol desantnik to use an Advanced Deployment Gate (see ADG protocol below).

Promotion
The protocol-landing forces are an elite arm of the Red Fleet. Upon being accepted into them and taking the first level of the protocol desantnik advanced class the character is automatically promoted one rank.

Bonus Feat
At 2nd level and every three levels thereafter the protocol desantnik gets a bonus feat. The bonus feat must be selected from the following list, and the protocol desantnik must meet all the prerequisites of the feat to select it.

Acrobatic, Advanced Combat Hook, Advanced Combat Martial Arts, Advanced Defensive Rotation Shield, Advanced Firearms Proficiency, Alterness, Athletic, Bersk Wrestling, Bersk Wrestling Pin, Bersk Wrestling Kill, Bersk Wrestling Strike, Burst Fire, Cleave, Combat Expertise, Combat Hook, Combat Martial Arts, Combat Reflexes, Dead Aim, Defensive Martial Arts, Defensive Rotation Shield, Diehard, Double Tap, Endurance, Engine Pull Champion, Heroic Surge, Improved Combat Martial Arts, Dead Aim, Exotic Firearms Proficiency, Extended Defensive Rotation Shield, Guide, Improved Combat Hook, Improved Combat Martial Arts, Improved Defensive Rotation Shield, Improved Disarm, Improved Initiative, Improved Trip, Offensive Rotation Shield, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Precise Shot, Precise Strike, Railfighting, Shot on the Run, Telekinetic Firearms Proficiency, Telekinetic Warrior, Stealthy, Weapon Focus

Sneak Attack
If a protocol desantnik can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The protocol desantnik’s attack deals extra damage any time his target would be denied a Dexterity bonus to Defense (whether the target actually has a Dexterity bonus or not), or when the protocol desantnik flanks his target. This extra damage is 1d8 at 3rd level, and it increases by 1d8 every three protocol desantnik levels thereafter. Should the protocol desantnik score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 10m.

With an unarmed attack, a protocol desantnik can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

Any creature that is immune to critical hits is not vulnerable to sneak attacks. The protocol desantnik must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A protocol desantnik cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

A protocol desantnik's sneak attack is cumulative with any sneak attack gained from other classes, such as zek.

Flanking Maneuver
Beginning at 4th level a protocol desantnik can flank an opponent with a ranged attack. The opponent must be within 10m of the protocol desantnik.

Improved Flanking Maneuver
When a 7th level protocol desantnik flanks an opponent, that opponent is considered flat-footed.

Gatekrasher
In the round a 10th level protocol desantnik emerges from a gate he is considered to have total concealment.

New Protocol
Protocol desantniks are sent into battle using a special variant of the Gate Transfer Protocol, called an Advanced Deployment Gate Protocol. An ADG can have a vastly increased range over a normal gate, but it can only be used by personnel equipped with a protocol desantnik's special ADG link brain enhancement.

Advanced Deployment Gate Protocol (ADGP)
U.R.R.S.

Nonlethal Damage: 1d10
Component Purchase DC: 21
Component Weight: 0.5 kg
Kast Check DC: 20
Kasting Time: 1 full round
Range: Close (Kast check result x 1 meter), plus see text
Target: One willing creature with an ADG link
Area: Square gate of 2 x 2 meters in size
Duration: (Kast check result) x 1 round, or until cancelled
Saving Throw: None
Sorcery Resistance: No

An ADGP functions as a GTP with the following differences:

The kaster must target a single willing creature with an ADG link (most often a character with at least one level in the protocol desantnik advanced class) when kasting the protocol. The first gate appears adjacent to this target. The second gate may appear anywhere within (Kast check result x level or hit dice of target x 1000 meters) of the kaster.

Only creatures with an ADG link can pass through the gates.

Overkast: Increase the level or hit dice of the initial target by +1 per grade for the purpose of determining the allowed distance of the second gate.

mfG
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