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Spycraft 2: Grammaton Cleric
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<blockquote data-quote="Psion" data-source="post: 3843727" data-attributes="member: 172"><p>Here's the original:</p><p></p><p><strong>Grammaton Cleric</strong></p><p>As the elite enforcers of a repressive regime, the cleric divides his time between hunting enemies of the state and rigorous training in a methodical approach to firearms combat known as gun-kata.</p><p>Abilities: Dexterity and Wisdom are key for the cleric, allowing him to avoid harm and shoot accurately.</p><p>Vitality: 1d12 plus Constitution modifier per level.</p><p></p><p>Requirements</p><p>Base Attack Bonus: +4 or higher.</p><p>Wisdom: 15+</p><p>Feats: Any 1 Ranged Combat feat.</p><p></p><p>Class Skills</p><p>The grammaton cleric’s class skills and the key abilities are Acrobatics, Bureaucracy, Intimidate, Investigate, Notice, Profession, Resolve, Search, and Sense Motive.</p><p>Skill Points at Each Additional Level: 4 + Intelligence modifier.</p><p></p><p>Core Ability</p><p>Split Shot: Whenever you spend one or more action dice to increase an attack check or damage roll, the same bonus is added to your next attack check or damage roll that round as long as it is made against a different opponent.</p><p></p><p>Class Abilities</p><p>Jackboot: The cleric is an unsubtle investigator, finding the clues he needs through threats, intuition and a keen awareness of his surrounding honed in combat. At Level 1, you gain a virtual basic skill feat called “Enforcement Duties.” This feat grants a +2 insight bonus to all Intimidate, Search, and Sense Motive checks, and increases your base threat range with these skills to 19–20.</p><p>At 5th level, you gain the Advanced Skill Mastery feat for your Enforcement Duties feat.</p><p>At 9th level, you gain the Grand Skill Mastery feat for your Enforcement Duties feat.</p><p>Deathdealer I: At Level 2, you gain the Cleave Basics feat. You may also apply the benefits of this feat to your ranged attacks made with 1-handed weapons.</p><p>Deathdealer II: At Level 7, you gain the Cleave Mastery feat. You may also apply the benefits of this feat to your ranged attacks made with 1-handed weapons.</p><p>Gun-kata I: At Level 3, each time you succeed with an anticipate action, the benefits apply against all opponents with a base attack bonus equal to or lower than the character you targeted. Further, your anticipate actions no longer have the vision tag.</p><p>Gun-kata II: At level 7, once per round you may take an anticipate action as a free action and you may never suffer a critical failure when making anticipate actions.</p><p>Gun-Fu I: At Level 4, when you successfully disarm an adjacent opponent of a firearm, you may ready the weapon yourself. Further, you may make a final attack against the same opponent as a free action, using the disarmed weapon. Finally, you may pick up and ready any firearm within 5 ft. as a free action.</p><p>Uncanny Dodge I: Your senses are unnaturally sharp, allowing you to react to danger far faster than others. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed or being attacked by an invisible adversary (though you still lose your Dexterity bonus to Defense when held).</p><p>Uncanny Dodge II: At Level 8, you never become flanked.</p><p>Integrated Awareness: At Level 6, your Dexterity and Wisdom rise by 1.</p><p>Penetrating Awareness: At Level 8, each time you make a Sense Motive check, you roll twice and keep the result you prefer.</p><p>Uncompromising Victory: Your efforts to perfect the gun-kata are nothing short of amazing. At Level 10th level, there is a 50% chance that any successful attack on you by an opponent of equal or lower career/threat level instead misses.</p><p></p><p>Table X.1: The Grammaton Cleric</p><p>Code:</p><p>Level BAB Fort Ref Will Def Init Wealth Gear Abilities</p><p> 1 +1 +0 +1 +0 +2 +2 0 1W Jackboot (Basics)</p><p> 2 +2 +0 +2 +0 +3 +3 0 1W Deathdealer I</p><p> 3 +3 +1 +2 +1 +3 +4 1 1W,1R Gun-kata I</p><p> 4 +4 +1 +2 +1 +4 +5 1 1W,1R Gun-fu I, uncanny dodge I</p><p> 5 +5 +3 +3 +1 +5 +5 1 2W,1R Jackboot (Advanced)</p><p> 6 +6 +3 +3 +2 +6 +6 2 2W,1R,1V Integrated awareness</p><p> 7 +7 +4 +4 +2 +6 +7 2 2W,1R,1V Deathdealer II, gun-kata II</p><p> 8 +8 +4 +4 +2 +7 +8 2 2W,1R,1V Penetrating awareness, uncanny dodge II</p><p> 9 +9 +4 +4 +3 +8 +9 3 2W,1R,1V Jackboot (Grand)</p><p>10 +10 +5 +5 +3 +9 +10 3 3W,1R,1V Uncompromising victory</p></blockquote><p></p>
[QUOTE="Psion, post: 3843727, member: 172"] Here's the original: [b]Grammaton Cleric[/b] As the elite enforcers of a repressive regime, the cleric divides his time between hunting enemies of the state and rigorous training in a methodical approach to firearms combat known as gun-kata. Abilities: Dexterity and Wisdom are key for the cleric, allowing him to avoid harm and shoot accurately. Vitality: 1d12 plus Constitution modifier per level. Requirements Base Attack Bonus: +4 or higher. Wisdom: 15+ Feats: Any 1 Ranged Combat feat. Class Skills The grammaton cleric’s class skills and the key abilities are Acrobatics, Bureaucracy, Intimidate, Investigate, Notice, Profession, Resolve, Search, and Sense Motive. Skill Points at Each Additional Level: 4 + Intelligence modifier. Core Ability Split Shot: Whenever you spend one or more action dice to increase an attack check or damage roll, the same bonus is added to your next attack check or damage roll that round as long as it is made against a different opponent. Class Abilities Jackboot: The cleric is an unsubtle investigator, finding the clues he needs through threats, intuition and a keen awareness of his surrounding honed in combat. At Level 1, you gain a virtual basic skill feat called “Enforcement Duties.” This feat grants a +2 insight bonus to all Intimidate, Search, and Sense Motive checks, and increases your base threat range with these skills to 19–20. At 5th level, you gain the Advanced Skill Mastery feat for your Enforcement Duties feat. At 9th level, you gain the Grand Skill Mastery feat for your Enforcement Duties feat. Deathdealer I: At Level 2, you gain the Cleave Basics feat. You may also apply the benefits of this feat to your ranged attacks made with 1-handed weapons. Deathdealer II: At Level 7, you gain the Cleave Mastery feat. You may also apply the benefits of this feat to your ranged attacks made with 1-handed weapons. Gun-kata I: At Level 3, each time you succeed with an anticipate action, the benefits apply against all opponents with a base attack bonus equal to or lower than the character you targeted. Further, your anticipate actions no longer have the vision tag. Gun-kata II: At level 7, once per round you may take an anticipate action as a free action and you may never suffer a critical failure when making anticipate actions. Gun-Fu I: At Level 4, when you successfully disarm an adjacent opponent of a firearm, you may ready the weapon yourself. Further, you may make a final attack against the same opponent as a free action, using the disarmed weapon. Finally, you may pick up and ready any firearm within 5 ft. as a free action. Uncanny Dodge I: Your senses are unnaturally sharp, allowing you to react to danger far faster than others. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed or being attacked by an invisible adversary (though you still lose your Dexterity bonus to Defense when held). Uncanny Dodge II: At Level 8, you never become flanked. Integrated Awareness: At Level 6, your Dexterity and Wisdom rise by 1. Penetrating Awareness: At Level 8, each time you make a Sense Motive check, you roll twice and keep the result you prefer. Uncompromising Victory: Your efforts to perfect the gun-kata are nothing short of amazing. At Level 10th level, there is a 50% chance that any successful attack on you by an opponent of equal or lower career/threat level instead misses. Table X.1: The Grammaton Cleric Code: Level BAB Fort Ref Will Def Init Wealth Gear Abilities 1 +1 +0 +1 +0 +2 +2 0 1W Jackboot (Basics) 2 +2 +0 +2 +0 +3 +3 0 1W Deathdealer I 3 +3 +1 +2 +1 +3 +4 1 1W,1R Gun-kata I 4 +4 +1 +2 +1 +4 +5 1 1W,1R Gun-fu I, uncanny dodge I 5 +5 +3 +3 +1 +5 +5 1 2W,1R Jackboot (Advanced) 6 +6 +3 +3 +2 +6 +6 2 2W,1R,1V Integrated awareness 7 +7 +4 +4 +2 +6 +7 2 2W,1R,1V Deathdealer II, gun-kata II 8 +8 +4 +4 +2 +7 +8 2 2W,1R,1V Penetrating awareness, uncanny dodge II 9 +9 +4 +4 +3 +8 +9 3 2W,1R,1V Jackboot (Grand) 10 +10 +5 +5 +3 +9 +10 3 3W,1R,1V Uncompromising victory [/QUOTE]
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