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RPO3000b

RPO3000b

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Published by armornick

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Published by: armornick on Aug 20, 2009
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07/04/2010

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Themodern� system�Page 
 
78 CHAPTER4:� ADVANCED� CLASSE
An advanced class represents a focus and a callingfor the experienced adventurer. It provides aspecialization and a range of power and ability togive a character that something extra to set him or her apart.Although each advanced class naturally buildsfrom a certain basic class, every advanced class isavailable to all characters who fulfill the prerequisitesof the class, regardless of what basic classes theyhave gained levels in. The associations between basicclasses and advanced classes are summarized on thefollowing table. The advanced classes are presented inthis chapter in the order given below.
Basic Class
1
Advanced ClassStrongBanger; Barroom Brawler;Guerilla; Soldier; Martial ArtistFastAirman; Gunslinger; InltratoToughDaredevil; BodyguardSmartField Scientist; Grave Robber;Relic Seeker; TechieDedicatedField Medic; Investigator; MarksmanCharismaticField Agent; Personality;Mystery Man; Negotiator 1 The given basic class provides the fastest path to both of the associated advanced classes, though not the only path.
The Gamemaster may add advancedclasses specifically suited to his or her campaign. Conversely, the GMcan decide that certain advancedclasses aren’t available in thecampaign. Check with your GM before selecting an advanced class.
Qualifying for an AdvancedClass
Advanced classes are like basicclasses, except that they haverequirements that must be met beforea character can attain 1st level inthe class. A character that qualifiescan choose an advanced class as anadditional class as he or she gainslevels, using the multiclassing rules.Some combination of base attack bonus, feats, andskill ranks determines whether a character is eligibleto gain a level in an advanced class.
 Airman
A combat trained airman.
Requirements
To qualify to become an airman, a character mustfulfill the following criteria.
Player Tip:
the quickest path into this class is through the Fast Hero basicclass.
Base Attack Bonus:
+2
Skills:
Pilot 6 ranks
Feats:
Aircraft Operation.
TABLE 4-1: THE AIRMAN
LevelBase Attack BonusFortSaveRef SaveWillSaveSpecialDefenseBonusReputationBonus
1
st
+0+1+2+0Air Superiority +1+1+02
nd
+1+2+3+0Strang +1+1+03
rd
+2+2+3+1Bonus Feat+2+04
th
+3+2+4+1Air Support +3+2+05
th
+3+3+4+1Air Superiority +2+3+16
th
+4+3+5+2Bonus Feat+3+17
th
+5+4+5+2Strang +2+4+18
th
+6+4+6+2Air Support +4+4+19
th
+6+4+6+3Bonus Feat+5+210
th
+7+5+7+3Ace+5+2
 
Themodern� system�Page 
 
79 CHAPTER4:� ADVANCED� CLASSE
Class Information
The following information pertains to the airmanadvanced class.
Hit Die:
1d6
Action Points:
6 plus one-half character level,rounded down.
Class Skills:
The airman’s class skills (and thekey ability for each skill) are Air Traffic Control(Int), Communication Operations (Int), Concentration(Con), Knowledge (Current Events, PhysicalSciences, Popular Culture, Tactics, Technology) (Int), Navigate (Int), Paradrop (Dex), Pilot (Dex), Repair (Int) and Spot (Wis)
Skill Points at Each Level:
5 + Int. modifier 
Class Features
All of the following are features of the airmanadvanced class.
Air Superiority:
Airmen are trained in theintricacies of air-to-air combat. They gain the listed bonus to attack rolls against targets in the air.
Strafing:
Another powerful use of air power is toattack targets on the ground, often in preparation for a ground force attack. Airmen gain the listed bonus toattack rolls against targets on the ground (including bombing attacks).
Air Support:
Airmen are also trained to providecover for friendly ground forces. They grant anincrease bonus listed on the class table to forces on theground when providing air support.
Ace:
You are the king of the skies and your namewill be spoken in the same breath as the best of the best. If you possess the Teamwork feat your bonusis increased to +4. You also gain a bonus to air-to-air combat attack rolls and piloting checks equal to your Reputation modifier. Lastly if you have the Wingmanfeat, the Defense bonus grant is increased by your Reputation bonus.
Bonus Feats:
An airman receives a bonus feat at3rd, 6th, and 9th level. The feat must be selected fromthe following list: Alertness, Conviction, EvasiveManeuvers, Fighter Escort, Formation Flying,Improved Initiative, Lightning Reflexes, Renown,Teamwork, Vehicle Expert, Wingman. The character must meet all prerequisites for any feat taken as a bonus feat.
Banger
The banger is a member of a violent criminalenterprise, commonly referred to as a gang.
Requirements
To qualify to become a banger, a character must fulfillthe following criteria.
Base Attack Bonus:
3+
Skills:
Knowledge (streetwise) 6 ranks
Feats:
Home Turf, Brawl
Class Information
The following information pertains to the banger advanced class.
Hit Die:
1d8
Action Points:
6 plus one-half character level,rounded down.
Class Skills:
The banger’s class skills (and the keyability for each skill) are Bluff (Cha), Climb (Str),Drive (Dex), Gamble (Wis), Intimidate (Cha), Jump(Str), Knowledge (Current Events, Streetwise) (Int),Sense Motive (Wis), and Spot (Wis)
Skill Points at Each Level:
5 + Int. modifier 
Class Features
All of the following are features of the banger advanced class.
Gang Signs:
You add your banger levels to the rollof any Knowledge (streetwise) skill check dealingwith gangs, including checks to identify gang signs.
Street Cred:
At 2
nd
level, the banger adds hisReputation bonus to Charisma skill checks in hishome turf, or in situations involving others of hischosen allegiance(s), including those with the gangaffiliation feat. These skills include Bluff, Diplomacy,Gather Information, and Intimidate.
Turf:
Gangs have carefully defined turf and defendit viciously often marking their turf with gang signsin the form of graffiti. The banger adds this bonus toattack and skill bonuses granted by his home turf feat.Obviously, this means that one gang can expand its power by expanding the size of its turf or reducing theturf of a rival gang and this is often the source of gangwarfare.
 
Themodern� system�Page 
 
80 CHAPTER4:� ADVANCED� CLASSE
TABLE 4-2: THE BANGER
LevelBase Attack BonusFortSaveRef SaveWillSaveSpecialDefenseBonusReputationBonus
1
st
+0+2+0+0Gang Signs+1+12
nd
+1+3+0+0Street Cred+1+13
rd
+2+3+1+1Turf +1+2+14
th
+3+4+1+1Bonus Feat+2+25
th
+3+4+1+1Contraband+3+26
th
+4+5+2+2Turf +2+3+27
th
+5+5+2+2Commission+4+38
th
+6+6+2+2Bonus Feat+4+39
th
+6+6+3+3Turf +3+5+310
th
+7+7+3+3Ganglord+5+4
Contraband:
One of the advantages of “rank”in a gang is control over illicit sales of contraband.Depending on where your character’s turf is, thiscould be drugs on the neighborhood corner, or cigarettes in a prison where smoking is prohibited.You add your reputation bonus to your wealth score.
Commission:
You have entered the rulingcouncil of your gang’s organization and you may,in consultation with the other members of thecommission, order murders and otherwise influencegang affairs. You add half your banger level to your reputation when dealing with characters that possess agang allegiance as well as those who possess the gangaffiliation feat. Your control over contraband sales alsoadds this bonus to your wealth.
Ganglord:
You are a very high-ranking member of your criminal gang and only other characters thathave the ganglord class ability will dare questionyour decisions. You add your banger level to your reputation and your absolute control of large segmentsof contraband sales adds your banger level to your wealth as well. You may also kill members of your own gang with impunity, suffering no leadership penalty for the deaths of your fellow gang members(see the Leadership feat for more information).
Bonus Feats:
At 4
th
and 8
th
level the banger gainsa bonus feat from the following list: Home Turf (for new territories far removed from your current turf;for example sending a loyal gang member to a distantcity to set up operations), Information Network,Leadership, Renown, Tactician, Teamwork, andWealth (characters with the contraband ability willgain wealth by the renown feat as well; however for such characters this feat represents legitimateinvestments not gained through criminal activity).
Bad-Ass Barroom Brawler
A street fighter that has not been formally trained inany fighting style, but not too many people are willingto tell him that. 
Requirements
To qualify to become a Bad-Ass Barroom Brawler, acharacter must fulfill the following criteria.
Base Attack Bonus:
+3.
Feats:
Brawl, Streetfighting.
Class Information
The following information pertains to the Bad-AssBarroom Brawler advanced class.
Hit Die:
1d12.
Action Points:
6 plus one-half the character’s level,rounded down.
Class Skills:
The Bad-Ass Barroom Brawler classskills are as follows: Bluff, Drive, Gamble, Gather Information, Intimidate, Knowledge (streetwise),Repair.
Skill Points per Level:
2 + Intelligence modifier.
Class Features
The following features pertain to the Bad-AssBarroom Brawler advanced class.

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