AW: The Red Star
Der vollständige Kommissar:
Kommissar
Requirements:
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.
Code:
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
Code:
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
Code:
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
Code:
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.
(Skill Mastery entspricht mit Ausnahme der Anzahl der betroffenen Skills der gleichnamigen Fähigkeit von Rogues, Shadow Warrior entspricht bis auf die fehlende Terrainbeschränkung Hide in plain sight, und Protector entspricht der Bodyguard Fähigkeit Harm's Way. Die ersten beiden sind Teil des SRD3.5, während letztere dem Modern SRD entspringt.)
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