Share your d20 modern and future advanced classes

A Crazy Fool

First Post
I'll start with one of mine, sugestions welcome, please post and provide CC.

Paintballer:
This class represents anyone who specializes in close quarters, ranged combat, this does not mean paintballers exclusively represent somone who focuses on a skillset similar to that of a piantballer, examples would be members of SWAT and counterterrorist units as well as some special forces units.

Prerequisites:
BAB: +2
Feats: Run, Improved initiative
Skills: Knowledge tactics 3, Jump 6

Class
HD: d6
BAB: Equal to HD
F: Good
R: Good
W: Poor
Defensive prog: As infiltrator
Rep: As strong
Class skills: spot, listen, jump, tumble, hide, bluff, intimidate, sense motive, balence, profession, craft (electronic and mechanical), repair
Bonus feats: Doble tap, burst fire, autofire, lightning reflexes, dodge, point blank shot, far shot, rapid reload, skip shot

1. +2 to initiative checks

2. +5 to speed when running

3. Defensive position (as the gunslinger class feature)

4. Bonus feat

5. Lightning shot (as the gunslinger class feature)

6. +5 to speed when running

7. Nip up (as the daredevil class feature), Shoot while running (the paintballer may make a free attack when running at a -8 penalty, spending 1 AP negates the penalty.

8. Bonus feat

9. Overshoot (by spending 1 AP the paintballer may double the damage dealt by a burst fire attack, the attack uses twice the bullets)

10. +5 run speed, improved defensive position (all bonuses provided by defensive position increase by +1)
 
Last edited:

log in or register to remove this ad



Here I present the C-Aug Soldier, originally presented in issue #2 of MODERNIZED and demonstrated in use here by timespike.

It was once thought that technology would eventually replace humans on the battlefield. With all the recent breakthroughs in cybernetics and biotechnology, it is assured that humans (albeit enhanced humans) will continue to be the main fighting component of future warfare.
The newest military innovation combines a Neurocomp enhanced person with a cocktail of liquid amphetamines, stimulants, and other chemical augmentors. The cocktail works with the subject’s Neurocomp to enhance his or her natural abilities to a startling degree. The resultant human is so advanced that one such soldier is equivalent to an entire unit of ordinaries. The augmentation does take a dramatic toll on the subject, however, drastically shortening his or her lifespan.
The military calls their chemically augmented troops “C-Aug Soldiers.” They combine Neurocomp enhancement with a gradual introduction of the augmentation chemical cocktail and advanced training. The end result is a short-lived but well-trained combatant with abilities enhanced far beyond the normal human ken.
Gamemasters must be very careful with this class, as it throws game balance right out the window. The challenge rating of a C-Aug soldier increases exponentially, and a single 10th level C-Aug Soldier may be tough for even a group of 20-level characters. The class was designed around the flavour of rampant chemical enhancement at a significant cost to lifespan. The designer felt that maintaining the flavour of the class was more important than ensuring a C-Aug Soldier is equivalent to other characters of equal level. This class is insanely powerful, so allowing C-Aug Soldier characters or creating C-Aug Soldier NPCs must be done with careful consideration.
If your campaign chooses to incorporate C-Aug Soldiers, balance can be achieved by playing on their weaknesses. First, the Neurocomp is relatively fragile. Disabling it puts the C-Aug Soldier at huge risk. Secondly, since the Neurocomp is cybernetic hardware, the C-Aug Soldier is particularly vulnerable to electricity attacks and hazards. Finally, the soldier has a weak Will save which can be easily exploited.


Requirements
Base Attack Bonus:
+3 or higher
Starting Occupation: Military
Cybernetics: Neurocomp
Special: must be a soldier in a military offering Chemical Augmentation and agree to a minimum five years of service.

Hit Die: d12
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.

Class Skills
Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points per Level: 5 + Intelligence modifier

BAB: Good (equal to level)
Fort Save: Good
Ref Save: Good
Will Save: Bad
Defense: +1 at first level, increases by one each level (Caution: this is a nonstandard Defense progression!)
Rep: +0 at first level, +1 at fifth level, +2 at ninth level

Class Features and Abilities
1. Chemical Augmentation, Increased Consumption, Lessened Sleep Requirement, Short Life Span
2. Evasion
3. Chemical Augmentation, Bonus Feat
4. Improved Evasion
5. Chemical Augmentation
6. Instinctive Dodge, Bonus Feat
7. Chemical Augmentation
8. Induced Insomnia
9. Chemical Augmentation, Bonus Feat
10. Pain Immunity, Regeneration

Chemical Augmentation
The key to the C-Aug Soldier’s enhanced abilities is the potent mix of stimulants, amphetamines, and other chemicals that are gradually introduced into and regulated by the soldier’s Neurocomp system. The results are a dramatic and exponential enhancement of the soldier’s strength, agility, and toughness. At first level, the C-Aug Soldier gains a +1 enhancement bonus to his Strength, Dexterity, and Constitution scores. This bonus increases to +2 at third level, +4 at fifth level, +8 at seventh level, and to a whopping +16 at ninth level! If the Neurocomp is ever destroyed or disabled, he instantly loses all abilities granted by this class (except for Short Lifespan) and half of his Chemical Augmentation bonus, rounded down. If the Neurocomp is not repaired, the enhancement bonuses decreases by 1 per day until it is gone and the soldier must make a Fortitude save each day (DC 15 + C-Aug Soldier level) or die. This save stops once the soldier’s enhancement bonuses have disappeared or the Neurocomp is repaired (if this occurs, all class abilities and enhancement bonuses return the following day).The chemical cocktail must be flushed and refreshed every three months, or the soldier suffers as if his Neurocomp had broken.

Increased Consumption
Most humans require the equivalent of three meals a day to function properly. C-Aug Soldiers require the equivalent of an additional meal per day for every two levels of this class. By 10th level, a C-Aug Soldier requires the equivalent of eight meals a day simply to be properly nourished.

Lessened Sleep Requirement
A C-Aug Soldier requires one hour less of sleep each day per level in this class. For example, a 5th level C-Aug Soldier requires only three hours of sleep each night. At 8th level, this ability is replaced with Induced Insomnia.

Short Lifespan
Once a Neurocomp-enhanced human begins incorporating the C-Aug cocktail into his system, he condemns himself to a shortened life. Because of the sheer strain the enhancements force the body to heap on itself, C-Aug Soldiers usually find their bodies fail on them after a given period of time. The lifespan of a first level C-Aug Soldier is 10 years and 9d6 months. Each time the soldier’s Chemical Augmentation improves, it reduces his lifespan by one year and 1d6 months. On the soldier’s last month of life, he must make a Fortitude save each day (DC 30) or permanently lose 2 points of Constitution. The DC for this save increases by 2 each day. Most C-Aug Soldiers commit suicide during this time, or pick a fight they know they cannot win, to quicken their unavoidable fate. It’s theorized that a C-Aug Soldier may be able to cheat an early death by undergoing Detox. However, no person has ever survived a detox attempt.

Evasion
This ability is identical to the Fast Hero Talent of the same name.

Bonus Feat
At 3rd, 6th, and 9th levels, the C-Aug Soldier gains a bonus feat from the following list. The soldier must meet all prerequisites for the feat: Action Boost, Advanced Firearms Proficiency, Armor Proficiency (light), Brawl, Blind-Fight, Burst Fire, Cleave, Combat Expertise, Combat Martial Arts, Combat Reflexes, Cybertaker, Defensive Martial Arts, Far Shot, Great Cleave, Improved Brawl, Improved Combat Martial Arts, Improved Knockout Punch, Improved Trip, Knockout Punch, Power Attack, Streetfighting, Toughness, Weapon Focus.

Improved Evasion
Whenever the C-Aug Soldier is allowed to make a Reflex save to avoid damage, he only takes half damage on a failed save (a successful save deals no damage as per Evasion). Improved Evasion can only be used when the soldier is wearing light or no armor.

Instinctive Dodge
Whenever a successful attack roll is made against the C-Aug Soldier, he may make a Reflex save to avoid it (the Evasion and Improved Evasion abilities apply to this save). This ability works even if the soldier is flatfooted or unaware of the attack, but not while he is restrained, entangled, immobilized, unconscious, or in a similar state.

Induced Insomnia
The C-Aug Soldier has shrugged off nearly all need for sleep on a daily basis. He may require 3-4 hours of sleep once a week, but he cannot fall asleep normally (most soldiers resort to taking medication or other substances to “knock them out”). A C-Aug Soldier who neglects to sleep at least once a week suffers from Fatigue.

Pain Immunity
By 10th level, C-Aug Soldiers are immune to pain. They never have to make any saves against pain-based effects, and are immune to physical torture.

Regeneration
The body of a C-Aug Soldier becomes so advanced that it actually heals in minutes what a normal body would take days to recover from. The soldier recovers one hit point per round (roughly 10 a minute). He cannot recover more than his maximum amount of hit points.


New Cybernetics
Neurocomp (PL6)

The Neurological Biofeedback Synchronization Computer (Neurocomp) consists of a series of neural implants with wire links to injection strips along the subject’s body. The whole system is connected to a computer that monitors the subject’s internal chemical balances and makes minute adjustments to keep the body running at peak optimal performance. Those augmented with Neurocomps note a slight enhancement of their endurance and sensory perception. While this expensive and surgically invasive process might seem at first to offer little benefit, the Neurocomp enhancement is a key element in the creation of chemically-augmented humans.
The Neurocomp counts as three pieces of cybernetic equipment (the neurological wire links, the biofeedback synchronization computer, and the chemical injection system). Installing a Neurocomp requires extensive brain surgery. Failing the Treat Injury check to install it deals 1d4 points of permanent Intelligence loss in addition to the usual repercussions.
Benefit: The user gains a +1 bonus to attack rolls, a +1 dodge bonus to Defense (this stacks with other dodge bonuses), a +2 bonus to Fortitude and Reflex saves, and a +4 bonus to Spot and Listen checks. A Neurocomp also allows a human to become a C-Aug Soldier (see above) or another type of chemically-augmented human.
Type: External/Internal
Hardness/Hit Points: 5/10
Purchase DC: 30
Restriction: Mil (+3)
 

ha ha, i lied, here is the zelot class instead

The zelot class represents anyone who is devoted specificaly to a cause and atracts others to that cause.

Prerequs:
Feats: renown
Skills: diplomacy or bluff 6, knoledge civics, theology and religion or behavioral sciences 6
Other: Charm talent

Class
HD: d6
BAB: as smart
F: poor
R: poor
W: good
Defensive prog: as strong
Rep: as the fast hero's defensive progression (4/5)
Skills:
Diplomacy, bluff, intimidate, knowledge (any), gather info, profession, sense motive, research, investigate
Bonus feats: Deciptive, trustworthy, educated, iron will, confident, creative

1. Alternate charm (the zelot now charms based upon his primary aleigence instead of gender)

2. atract folowers the Zelot atracts a number of folowers equal to his zelot level plus 1, the combined charecter level of these characters cannot exceed twice the zelotes REP and all the followers must be at least 2 levels lower than the zelot and must share all aleigences. These folowers are fanaticly loyal to the zelot. the zelot can atract more followers using other means but they are not fanaticly loyal.

3. Bonus feat

4. Talk down one person (as the negotiator) or provoke violence one person (as talk down except 1 person's (with an atitude of at least indiferent to the zelot) attitude changes to hostile towards annother person or group. The zelot may chose only one of these abilities

5. action boost (as the daredevil class feature)

6. bonus feat

7. talk down or provoke violence (# of opponents = to cha bonus)

8. Compelling preformance (as the personality class feature)

9. Bonus feat

10. talk down or provoke violence (all)
 
Last edited:


Good Cop

Description: The good cop uses his contacts on the street and his ability to gain a criminal’s trust to secure confessions and remove dangerous criminals off the street. The good cop isn’t the best forensics expert in the world nor is he an infiltrator able to pull off a years-long sting against a mafia family. He is however skilled in the art of psychological profiling, “soft” interrogation and undercover surveillance.

Requirements
To qualify to become a good cop a character must meet the following criteria (the quickest path into this class is through the Charismatic Hero basic class).
Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather Information 6 ranks
Feats: Trustworthy

Class Information
The following information pertains to the good cop advanced class.
Hit Die: 1d8
Action Points: 6+ one-half character level, rounded down, every time the character gains a new level in this class.

Class Skills: The good cop’s class skills (and the ability for each skill) are: Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Gather Information (Cha), Knowledge (behavioral sciences, civics, popular culture, streetwise) (Int), Investigate (Int), Listen (Wis), Sense Motive (Wis) and Spot (Wis)
Skill points at each level: 7+Int. modifier

Base Attack progression: Slow
Fort Save: Medium (like the soldier)
Ref Save: Medium
Will Save: Fast
Defense Bonus: Medium
Reputation Bonus: Fast (like the Infiltrator)

Class Features
All of the following are features of the good cop advanced class.

Good Cop: At 1st level the good cop gains the ability to add his reputation modifier to all Bluff and Diplomacy skill checks when dealing with criminals and other law-enforcement agencies. The good cop has a reputation for being an honest broker which aids his dealings with the underworld. Since this reputation is for (relative) honesty, the good cop can also Bluff his way into a criminal’s head, making him think he is a liberal do-gooder more concerned with the criminal’s “feelings” than his victims.

At 4th level the good cop adds his reputation modifier to all Gather Information skill checks.

At 8th level the good cop adds his reputation modifier to all Investigate skill checks.

Banter: At 2nd level the good cop adds his Charisma modifier as a competence bonus to his Defense. His wise cracking style distracts and annoys his opponents in combat.

At 5th level the good cop’s competence bonus to Defense equals his Charisma modifier +1.

At 10th level the good cop’s competence bonus to Defense equals his Charisma modifier +2.

Bonus Feats: At 3rd, 6th and 9th level the good cop gains a bonus feat from the following list: Alertness, Armor Proficiency (light), Attentive, Combat Expertise, Deceptive, Defensive Martial Arts, Educated, Improved Disarm, Personal Firearms and Renown. The good cop must meet the prerequisite for any feat selected.

Undercover Persona: At 3rd, 5th and 10th levels the good cop develops an undercover persona. An undercover persona is a simple disguise that can be adopted without a Disguise kit and in much less time than a more elaborate Disguise (one minute). This Disguise will not fool anyone who actually knows the good cop, it simply allows him to fit in on the street to observe events as they unfold. Some examples: a bum, a drug seeker, a john, a gawking tourist, a maintenance worker. This list is by no means exhaustive and the player can create his own undercover persona with the GM’s permission.

Street Contacts: This ability works like the Favor Charismatic Hero talent but the player must pick one contact the first time this ability is used from either the criminal or law enforcement arenas. Thereafter the good cop must always seek help from that contact and if they cannot help (or are unwilling to for some reason) then the attempt fails.

When a contact is selected the player may determine two skill foci for the contact. The contact will have a number of ranks in these skills equal to the good cop’s reputation modifier. The contact can provide aid in these areas automatically but only one per day. Any other assistance the character seeks from the contact has a flat 50% chance of not succeeding (either because the contact is unable or unwilling to help or the good cop simply can’t reach him). If the contact can help in an area outside his specialty the most assistance he can offer a +2 bonus to a single skill check.

At 8th level the good cop may select a second contact and may use this ability twice per day. He can either seek assistance from the same contact twice or each contact once.

The Shield: The good cop’s mission, like all cops is to protect and serve the public. At 7th level he can grant his Banter bonus to Defense to a single ally instead of himself. To use this ability the good cop must be within 30 feet of the ally he is protecting. Use of this ability is a move action that does not provoke attacks of opportunity.
 


Bad Cop

Description: The bad cop realizes that the police are fighting a war. A war in which they have hamstrung themselves with rules the criminals don’t have to play by. Fortunately there are cops like him, who have decided to stop playing and start fighting.

Requirements
To qualify to become a bad cop a character must meet the following criteria (the quickest path into this class is through the Tough Hero basic class).
BAB: +2
Skills: Intimidate 6 ranks, Knowledge (streetwise) 3 ranks
Feat: Personal Firearms Proficiency

Class Information
The following information pertains to the bad cop advanced class.
Hit Die: 1d10
Action Points: 6+ one-half character level, rounded down, every time the character gains a new level in this class.
Class Skills: The bad cop’s class skills (and the ability for each skill) are: Climb (Str), Drive (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Knowledge (civics, streetwise, tactics) (Int), Repair (Int), Sense Motive (Wis), Swim (Str)
Skill points at each level: 5+Int. modifier

BAB: Medium
Fort Save: Fast
Ref Save: Slow
Will Save: Slow
Defense: Medium
Reputation: Slow

Class Features
All of the following are features of the bad cop advanced class.

Bad Cop: At 1st level the bad cop can use his reputation as an unwavering crimefighter who is willing to break the rules to gain “cooperation” from a suspect. The bad cop can add his Reputation modifier to all Intimidate skill checks when dealing with criminals. The bad cop’s reputation with law enforcement is always considered infamy rather than fame.

At 4th level the bad cop can unleash a savage attack on a criminal once per day, inflicting an additional +1d6 damage on a successful melee attack. This damage may be lethal or nonlethal at the bad cop’s discretion.

In addition to inflicting additional damage, anyone witnessing the beat down must make a Will save (DC 15+ the bad cop’s Reputation modifier) or be shaken for one minute.

The bad cop’s reputation is increased by his class level when dealing with anyone who witnesses the beat down as well.

At 8th level this ability may be used twice per day and the additional damage inflicted increases to +2d6

Street Cred: At 2nd level the bad cop gains the Renown feat when dealing with criminals and other law enforcement personnel. Since his reputation is considered infamous however, the bad cop’s growing rep is unlikely to embraced by his superiors.

Bonus Feats: At 3rd, 6th and 9th levels the bad cop receives a bonus feat from the following list: Alertness, Armor Proficiency (light, medium), Brawl, Combat Martial Arts, Confident, Double Tap, Force Stop, Frightful Presence, Improved Bull Rush, Knockout Punch, Point Blank Short, Power Attack, Precise Shot, Quick Draw and Quick Reload

Brute: The bad cop gains the listed bonus to melee damage rolls.

Stoolie: The bad cop has street contacts as described in the good cop class. The main difference between the street contacts of the bad cop and the good cop is that the bad cop’s are under… duress. To access his street contact ability the bad cop must either make an Intimidate skill check (DC 20) for a criminal contact, or a Wealth Roll (DC 16) to pay off a law enforcement contact.
 

the trench warior
this advanced class focuses on using a large or larger automatic weapon more effectively and engaging more targets. This represents any soldier who is an expert at fighting from fortification of some sort.

Prerequisites
BAB +2
Ft: Advanced weapons proficiency
Skills: Spot 6
Other: Evasion class feature

Class
CDB: 4/5
BAB: 3/4
rep: poor
F: g
R: g
W: g
Class skills: hide, spot, listen, treat injury, climb, balence, craft structural, profession, repair
Bonus feats: armor proficiency (all), dodge, far shot, exotic firearms prof (hmgs), quick reload

1. improved autofire area +5x+5 (25% more bullets)
2. wep focus (any large or larger automatic weapon)
3. Bonus feat
4. tactical aid (as soldier)
5. improved evasion
6. Bonus feat
7. wep spec (any large or larger automatic weapon)
8. shape autofire area
9. Bonus feat
10. improved autofire area +10x+10 (50%more bullets)
 

Remove ads

Top