blut_und_glas
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- 23. Februar 2003
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Zero
Zeroes are elite commandos of the Kommissariat. Hidden within the crews of skyships, they are trained to disable or destroy the vessels single handedly in the event of mutiny or capture.
Requirements:
Feats: Iron Will, Railfighting
Skills: Demolitions 6 ranks
Required Allegiance: Kommissariat
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 zero’s class skills (and the key ability for each skill) are as follows.
Balance (Dex), Bluff (Cha), Computer Use (Int), Climb (Str), Craft (Chemical, Mechanical, Structural) (Int), Demolitions (Int), Disable Device (Int), Gather Info (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Current Events, History, Popular Culture, Tactics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Telekinesis (Wis).
Skill Points at Each Level: 7 + Int Modifier.
Class Features
All of the following are class features of the zero advanced class.
Breaching Strike
Starting at 1st level a zero may ignore 1 point of Damage Reduction or Hardness per class level when making a melee attack or a ranged attack if the target is within 10m. This stacks with the benefits offered by the Precise Strike feat.
Masked
As long as he is wearing his zero armor a zero of 1st level or higher gains a +5 bonus on Intimidate checks and Reputation checks. When so armored she is also considered to have the Renown feat (if the zero has chosen Low Profile as a feat, the benefits of Low Profile are lost as long as she wears her zero armor).
Protocol Cache
A 2nd level zero has access to a special protocol equipment cache she can use to store her zero armor and other mission gear. The cache can only be accessed by the zero, using a series of protocols permanently kast into her brain. The cache can hold 50 kg of equipemnt, +5 kg per class level. It takes a standard action to remove or store an item in the cache.
Bonus Feat
At 3rd level and every two levels thereafter the zero gets a bonus feat. The bonus feat must be selected from the following list, and the zero must meet all the prerequisites of the feat to select it.
Acrobatic, Advanced Combat Hook, Advanced Combat Martial Arts, Advanced Firearms Proficiency, Alterness, Athletic, Bersk Wrestling, Bersk Wrestling Pin, Bersk Wrestling Kill, Bersk Wrestling Strike, Burst Fire, Cautious, Cleave, Combat Expertise, Combat Hook, Combat Martial Arts, Combat Reflexes, Combat Throw, Deceptive, Defensive Martial Arts, Dodge, Elusive Target, Frightful Presence, Heroic Surge, Exotic Firearms Proficiency, Improved Combat Hook, Improved Combat Martial Arts, Improved Combat Throw, Improved Initiative, Improved Trip, Mobility, Offensive Rotation Shield, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Precise Strike, Shot on the Run, Skip Shot, Spring Attack, Stealthy, Sunder, Telekinetic Firearms Proficiency, Telekinetic Warrior, Unbalance Opponent, Weapon Focus
Sabotage
A 4th level zero can spend one minute to try and disable a system on a skyship. Doing so requires a successful Disable Device check against DC 20. The effects of sabotage are equal to a system damage critical hit result.
Override Codes
At 6th level a zero gains access to high priority command-override codes granting her a +8 competence bonus on any Computer Use and Disable Device rolls involving systems of the Red Fleet.
Structural Damage
Any hit point or system damage caused to a vehicle or structure by a zero of 8th level from within cannot be repaired in the field.
Vital Systems
At 10th level any hit point damage caused to a vehicle or structure by a zero from within is doubled.
mfG
bot
Zeroes are elite commandos of the Kommissariat. Hidden within the crews of skyships, they are trained to disable or destroy the vessels single handedly in the event of mutiny or capture.
Requirements:
Feats: Iron Will, Railfighting
Skills: Demolitions 6 ranks
Required Allegiance: Kommissariat
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 zero’s class skills (and the key ability for each skill) are as follows.
Balance (Dex), Bluff (Cha), Computer Use (Int), Climb (Str), Craft (Chemical, Mechanical, Structural) (Int), Demolitions (Int), Disable Device (Int), Gather Info (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Current Events, History, Popular Culture, Tactics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Search (Int), Sense Motive (Wis), Spot (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 +1 +1 +0 Breaching strike, masked
2nd +2 +3 +2 +2 +2 +0 Protocol cache
3rd +3 +3 +2 +2 +2 +0 Bonus feat
4th +4 +4 +3 +3 +3 +0 Sabotage
5th +5 +4 +3 +3 +4 +1 Bonus feat
6th +6 +5 +3 +3 +4 +1 Override codes
7th +7 +5 +4 +4 +5 +1 Bonus feat
8th +8 +6 +4 +4 +6 +1 Structural damage
9th +9 +6 +4 +4 +6 +2 Bonus feat
10th +10 +7 +5 +5 +7 +2 Vital systems
Class Features
All of the following are class features of the zero advanced class.
Breaching Strike
Starting at 1st level a zero may ignore 1 point of Damage Reduction or Hardness per class level when making a melee attack or a ranged attack if the target is within 10m. This stacks with the benefits offered by the Precise Strike feat.
Masked
As long as he is wearing his zero armor a zero of 1st level or higher gains a +5 bonus on Intimidate checks and Reputation checks. When so armored she is also considered to have the Renown feat (if the zero has chosen Low Profile as a feat, the benefits of Low Profile are lost as long as she wears her zero armor).
Protocol Cache
A 2nd level zero has access to a special protocol equipment cache she can use to store her zero armor and other mission gear. The cache can only be accessed by the zero, using a series of protocols permanently kast into her brain. The cache can hold 50 kg of equipemnt, +5 kg per class level. It takes a standard action to remove or store an item in the cache.
Bonus Feat
At 3rd level and every two levels thereafter the zero gets a bonus feat. The bonus feat must be selected from the following list, and the zero must meet all the prerequisites of the feat to select it.
Acrobatic, Advanced Combat Hook, Advanced Combat Martial Arts, Advanced Firearms Proficiency, Alterness, Athletic, Bersk Wrestling, Bersk Wrestling Pin, Bersk Wrestling Kill, Bersk Wrestling Strike, Burst Fire, Cautious, Cleave, Combat Expertise, Combat Hook, Combat Martial Arts, Combat Reflexes, Combat Throw, Deceptive, Defensive Martial Arts, Dodge, Elusive Target, Frightful Presence, Heroic Surge, Exotic Firearms Proficiency, Improved Combat Hook, Improved Combat Martial Arts, Improved Combat Throw, Improved Initiative, Improved Trip, Mobility, Offensive Rotation Shield, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Precise Strike, Shot on the Run, Skip Shot, Spring Attack, Stealthy, Sunder, Telekinetic Firearms Proficiency, Telekinetic Warrior, Unbalance Opponent, Weapon Focus
Sabotage
A 4th level zero can spend one minute to try and disable a system on a skyship. Doing so requires a successful Disable Device check against DC 20. The effects of sabotage are equal to a system damage critical hit result.
Override Codes
At 6th level a zero gains access to high priority command-override codes granting her a +8 competence bonus on any Computer Use and Disable Device rolls involving systems of the Red Fleet.
Structural Damage
Any hit point or system damage caused to a vehicle or structure by a zero of 8th level from within cannot be repaired in the field.
Vital Systems
At 10th level any hit point damage caused to a vehicle or structure by a zero from within is doubled.
mfG
bot