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<blockquote data-quote="DeLiRiUm" data-source="post: 551644" data-attributes="member: 8756"><p>So sorry but my comp died right after I posted this and I couldn't fix it for a few weeks.</p><p></p><p>Heres what I had for this:</p><p></p><p>ADVANCE CLASSES</p><p></p><p>Terran Marine</p><p></p><p>Requirements</p><p>To qualify to become a Marine (Mar), a character must fulfill the following criteria.</p><p>Base Attack Bonus: +3.</p><p>Skill: Knowledge (tactics) 3 ranks.</p><p>Feat: Armor Proficiency (medium), Personal Firearms Proficiency.</p><p>Abilities: Str 13+, Con 13+</p><p></p><p>Class Information</p><p></p><p>Hit Die: 1d10</p><p></p><p>Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.</p><p></p><p>Class Skills</p><p>The Marine?s class skills (and the key ability for each skill) are: Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str).</p><p></p><p>Skill Points at Each Level: 2 + Int modifier.</p><p></p><p></p><p>Table: The Terran Marine</p><p>Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus</p><p>1st +0 +1 +1 +0 Weapon Focus +1 +0</p><p>2nd +1 +2 +2 +0 Stim Pack (2/day) +1 +0</p><p>3rd +2 +2 +2 +1 Bonus Feat +2 +0</p><p>4th +3 +2 +2 +1 Weapon Specialization +2 +0</p><p>5th +3 +3 +3 +1 Improved Critical +3 +1</p><p>6th +4 +3 +3 +2 Bonus Feat +3 +1</p><p>7th +5 +4 +4 +2 Stim Pack (5/day) +4 +1</p><p>8th +6 +4 +4 +2 Greater Weapon Specialization +4 +1</p><p>9th +6 +4 +4 +3 Bonus Feat +5 +2</p><p>10th +7 +5 +5 +3 Improved Stim Pack (10/day) +5 +2</p><p></p><p></p><p>Class Features</p><p>The following features pertain to the Marine advanced class.</p><p></p><p>Weapon Focus</p><p>At 1st level, a Marine gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Marine chooses a specific weapon (a Marine usually chooses the C-14 "Impaler" Gauss Rifle). The marine can choose unarmed strike or grapple as the weapon. The marine must be proficient with the chosen weapon. The soldier adds +1 to all attack rolls made using the selected weapon.</p><p></p><p>Stim Pack</p><p>At 2nd level, a Marine can inject a drug (always provided in abundance) that induces a "rage." In this "rage" a marine's awareness and combat prowess increases tremendously. He or she gains a +4 to Strength, +4 to Dexterity, and +2 morale bonus on Will save. </p><p>While in this state, a marine cannot use skills or abilities that require patience and concentration, such as moving silently or driving a vehicle. The state lasts or a number of rounds equal to 3 + the character's constitution modifier. After the state, the drug's true affect takes place and releases a toxin into the blood stream. He is now technically poison by the drug (-2 to Str, -4 Con, can't charge or run) which recovers at a rate of one point per 2 hours. He also takes Xd6 amount of damage, where x is the duration where the Marine was in the state (this ignores the massive damage rule).</p><p></p><p> Due to the poison nature, a Marine cannot use it more than twice a day until his body builds a resistance to the drug. At 7th level, the Marine can use stim packs five times a day. At 10th level, the Marine can use the 10 stim packs a day and because his body has built a natural resistance to the drug, he no longer is poisoned by the drug.</p><p></p><p>Weapon Specialization</p><p>At 4th level level, a Marine gains weapon specialization with a specific melee or ranged weapon that he or she also has applied the Weapon Focus feat or class feature to. The marine gets a +2 bonus on damage rolls with the chosen weapon.</p><p></p><p>Bonus Feats</p><p>At 3rd, 6th, and 9th level, the Marine gets a bonus feat. The bonus feat must be selected from the following list, and the Marine must meet all the prerequisites of the feat to select it.</p><p>Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (medium), Armor Proficiency (heavy), Brawl, Burst Fire, Cleave, Combat Reflexes, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Far Shot, Great Cleave, Improved Brawl, Improved Knockout Punch, Knockout Punch, Power Attack, Quick Reload, Shot on the Run, and Strafe.</p><p></p><p>Improved Critical</p><p>For the weapon the Marine has applied weapon specialization to the Marine's threat range increases by one. </p><p></p><p>Greater Weapon Specialization</p><p>At 8th level, a Marine gains greater weapon specialization with the weapon he or she selected at 2nd level. This ability increases the bonus on damage rolls to +4 when using the selected weapon.</p></blockquote><p></p>
[QUOTE="DeLiRiUm, post: 551644, member: 8756"] So sorry but my comp died right after I posted this and I couldn't fix it for a few weeks. Heres what I had for this: ADVANCE CLASSES Terran Marine Requirements To qualify to become a Marine (Mar), a character must fulfill the following criteria. Base Attack Bonus: +3. Skill: Knowledge (tactics) 3 ranks. Feat: Armor Proficiency (medium), Personal Firearms Proficiency. Abilities: Str 13+, Con 13+ Class Information 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 Marine?s class skills (and the key ability for each skill) are: Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str). Skill Points at Each Level: 2 + Int modifier. Table: The Terran Marine Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1st +0 +1 +1 +0 Weapon Focus +1 +0 2nd +1 +2 +2 +0 Stim Pack (2/day) +1 +0 3rd +2 +2 +2 +1 Bonus Feat +2 +0 4th +3 +2 +2 +1 Weapon Specialization +2 +0 5th +3 +3 +3 +1 Improved Critical +3 +1 6th +4 +3 +3 +2 Bonus Feat +3 +1 7th +5 +4 +4 +2 Stim Pack (5/day) +4 +1 8th +6 +4 +4 +2 Greater Weapon Specialization +4 +1 9th +6 +4 +4 +3 Bonus Feat +5 +2 10th +7 +5 +5 +3 Improved Stim Pack (10/day) +5 +2 Class Features The following features pertain to the Marine advanced class. Weapon Focus At 1st level, a Marine gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Marine chooses a specific weapon (a Marine usually chooses the C-14 "Impaler" Gauss Rifle). The marine can choose unarmed strike or grapple as the weapon. The marine must be proficient with the chosen weapon. The soldier adds +1 to all attack rolls made using the selected weapon. Stim Pack At 2nd level, a Marine can inject a drug (always provided in abundance) that induces a "rage." In this "rage" a marine's awareness and combat prowess increases tremendously. He or she gains a +4 to Strength, +4 to Dexterity, and +2 morale bonus on Will save. While in this state, a marine cannot use skills or abilities that require patience and concentration, such as moving silently or driving a vehicle. The state lasts or a number of rounds equal to 3 + the character's constitution modifier. After the state, the drug's true affect takes place and releases a toxin into the blood stream. He is now technically poison by the drug (-2 to Str, -4 Con, can't charge or run) which recovers at a rate of one point per 2 hours. He also takes Xd6 amount of damage, where x is the duration where the Marine was in the state (this ignores the massive damage rule). Due to the poison nature, a Marine cannot use it more than twice a day until his body builds a resistance to the drug. At 7th level, the Marine can use stim packs five times a day. At 10th level, the Marine can use the 10 stim packs a day and because his body has built a natural resistance to the drug, he no longer is poisoned by the drug. Weapon Specialization At 4th level level, a Marine gains weapon specialization with a specific melee or ranged weapon that he or she also has applied the Weapon Focus feat or class feature to. The marine gets a +2 bonus on damage rolls with the chosen weapon. Bonus Feats At 3rd, 6th, and 9th level, the Marine gets a bonus feat. The bonus feat must be selected from the following list, and the Marine must meet all the prerequisites of the feat to select it. Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (medium), Armor Proficiency (heavy), Brawl, Burst Fire, Cleave, Combat Reflexes, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Far Shot, Great Cleave, Improved Brawl, Improved Knockout Punch, Knockout Punch, Power Attack, Quick Reload, Shot on the Run, and Strafe. Improved Critical For the weapon the Marine has applied weapon specialization to the Marine's threat range increases by one. Greater Weapon Specialization At 8th level, a Marine gains greater weapon specialization with the weapon he or she selected at 2nd level. This ability increases the bonus on damage rolls to +4 when using the selected weapon. [/QUOTE]
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