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Federation Invasion Strike Team (d20 Future)

GuardianLurker

Adventurer
This is a potential PRESTIGE (not advanced) class that I'm thinking of using within my new d20 Future campaign. It's intended to be a little of everything military, but with some very steep requirements. d20 Modern/Future has a very different balance than D&D, so any comments/help is greatly appreciated.
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Requirements
BAB: +8
Feats: Weapon Focus (any), Endurance, Combat Martial Arts
Knowledge(Tactics): 10 ranks
Any one of Computer Use, Demolitions, Drive, Disguise, Pilot, Treat Injury: 10 ranks
Intimidate: 5 ranks

Class Information
Hit Die: d10
Class Skills: Balance, Climb, Hide, Intimidate, Jump, Knowledge(Tactics), Listen, Move Silently, Read/Write Languages, Speak Languages, Spot, Survival, Swim
Skill Points: 6+Int
Action Points: 6+1/2 character level
Code:
Level  BAB  Fort  Ref  Will  Defense  Reputation
 1     +1   +1    +1   +1    +1       +1
 2     +2   +2    +2   +2    +2       +1
 3     +3   +2    +2   +2    +2       +2
 4     +4   +2    +2   +2    +2       +2
 5     +5   +3    +3   +3    +3       +3
 6     +6   +3    +3   +3    +3       +3
 7     +7   +4    +4   +4    +3       +4
 8     +8   +4    +4   +4    +4       +4
 9     +9   +4    +4   +4    +4       +5
10     +10  +5    +5   +5    +4       +5

Class Features
Code:
Levels    Feature
1         Occupation Specialty
1         Fearless
2         Light Sleeper
2,5,8,+3  Specialty Bonus
3,6,9,+3  Bonus Feat
4         Sweep
4         Tactical Aid
5         Combat Survivor
7         Skill Mastery
7         Tactical Mastery
8         Best Under Pressure
10        Lucky Shot

Occupational Specialty (Ex)
Depending on which skill you used to qualify for this prestige class, you add the corresponding skills to your class list for this class.
Code:
Qualifying Skill..Occupational Specialty Skills
Computer Use......Computer Use, Forgery, Research
Demolitions.......Demolitions, Disable Device, Search
Drive.............Drive, Pilot, Repair
Disguise..........Disguise, Escape Artist, Gather Information
Pilot.............Drive, Pilot, Repair
Treat Injury......Diplomacy, Sense Motive, Treat Injury

Fearless (Ex)
You are immune to fear effects.

Light Sleeper
You are a light sleeper and can make Listen checks while asleep at no penalty.

Sweep (Ex)
You know how to size up an area and get the lay of the land in a single sweep of the eyes that often isn't perceptible to those around you. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet. Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed objects or threats is equal to the Hide check.

Specialty Bonus (Ex)
The first time you receive this ability, you gain a +2 competence bonus to all the skills in your Occupational Specialty. Every time additional time you gain this ability, the competence bonus increases by +2 (to +4, +6, +8,...).

Bonus Feats (Ex)
Starting at 3rd level, and every 3 levels thereafter, you gain a bonus feat, which must be selected from the following list:

Acrobatic, Advanced Combat Martial Arts, Advanced Firearms Proficency, Combat Reflexes, Combat Throw, Defensive Martial Arts, Elusive Target, Exotic Melee Weapon Proficiency, Improved Combat Martial Arts, Improved Combat Throw, Unbalance Opponent.

Tactical Aid (Ex)
As an attack action, you can provide tactical aid to any single ally (not yourself) within sight and voice range of your position. As a full round action, you can provide tactical aid to all allies (including yourself) within sight and voice range of your position.

This aid provides either a comptence bonus on attack rolls, or a dodge bonus to Defense (your choice). This bonus is equal to your Intelligence modifier (minimum +1) and it lasts for a number of rounds equal to one half the levels of this class.

Combat Survivor
When you spend an action point to modify the result of a saving throw, you may roll an additional 1d6 and take the best result, discarding the lower roll(s).

Tactial Mastery (Ex)
The time required to aid all of your allies is reduced from a full-round action to an attack action.

Skill Mastery (Ex)
You select a number of skills from your class list equal to your intelligence bonus (minimum of +1), plus your occupational specialty skills. When making a skill check with one of these skills, you may take 10 even if stress and distractions would normally prevent you.

Best Under Pressure
When you spend an action point to modify the result of a skill check in a stressful situation (i.e. when you would normally be unable to take 10), you may roll an additional 1d6 and take the best result, discarding the lower roll(s).

Lucky Shot
When you spend an action point to modify the result of an attack roll, you may roll an additional 1d6 and take the best result, discarding the lower roll(s).
 

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