Overdue Update
It has been a while since I've come up with more to add, given that things have been a bit murky in the area of creativity. Otherwise, I've been faring well enough and I'm still open to drafting new D&D homebrew projects should I stumble across one or more ideas that call to me. I don't have anything specific in the pipeline at this time, I'm just aiming to keep this blog intact for the foreseeable future.
Starcraft and Warcraft Vestiges
I recently started working on some new vestiges, based on heroes from Starcraft and Warcraft. Until I have more to say here on the subject, you can find them on the Giant in the Playground forums, at the following link.
Starcraft and Warcraft Hero Vestiges
Starcraft and Warcraft Hero Vestiges
Defiant Defender PrC (2)
Used as bodyguards and point soldiers, these individuals are often highly trained and motivated to make sure enemies have to get through them first. Capable of anticipating and reacting to danger at a moment's notice, they are also adept at measuring up a situation and those involved.
ENTRY REQUIREMENTS
To qualify to become an defiant defender, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Listen 4 ranks, Spot 4 ranks
Feats: Combat Reflexes and one other feat from the list of fighter bonus feats
ENTRY REQUIREMENTS
To qualify to become an defiant defender, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Listen 4 ranks, Spot 4 ranks
Feats: Combat Reflexes and one other feat from the list of fighter bonus feats
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +2 | +2 | Reactive, Disruptive, Crossfire Ken, Undying Toughness, Steady |
2nd | +2 | +3 | +3 | +3 | Elude Touch, Lunging Menace |
3rd | +3 | +3 | +3 | +3 | Holding Ground, Defensive Feature |
4th | +4 | +4 | +4 | +4 | None Shall Pass, None Shall Flee |
5th | +5 | +4 | +4 | +4 | Proactive, Sure Grasp |
6th | +6 | +5 | +5 | +5 | Interference |
7th | +7 | +5 | +5 | +5 | Contingency Plans |
8th | +8 | +6 | +6 | +6 | Defensive Feature |
9th | +9 | +6 | +6 | +6 | Intercept Style |
10th | +10 | +7 | +7 | +7 | Impetuous Endurance |
Hit Die: d12
Class Skills (4 + Int modifier per level): Balance, Climb, Escape Artist, Intimidate, Jump, Listen, Perform (weapon drill), Search, Sense Motive, Spot, Swim, Tumble.
CLASS FEATURES
All the following are class features of the defiant defender prestige class.
Weapon and Armor Proficiency: Defiant defenders gain no proficiency with any weapon, armor or shield.
Reactive (Ex) A defiant defender may add his class level to the number of attacks of opportunity he can make in one round.
Disruptive (Ex) As far as a defiant defender sees fit, any number of opponents he threatens suffer a penalty equal to 1 + half his class level (rounded down) on all skill checks, as well as on all attack rolls made against targets other than the defiant defender himself and his gear. Opponents become aware of this effect while they are aware of being threatened by the defiant defender.
Crossfire Ken (Ex) Except when helpless, a defiant defender and his position never provide any opponent with cover against any attack made by one of his allies.
Undying Toughness (Ex) A defiant defender without a Constitution score, may increase his maximum hit point total by an amount equal to his class level multiplied by his Charisma bonus (if any).
Steady (Ex) Whenever a defiant defender uses a standard action to perform or ready a move action or any other action that involves making a melee attack roll, he may then assume the penalties and benefits of fighting defensively until the start of his next turn. Any penalty a defiant defender suffers on attacks of opportunity due to fighting defensively, is reduced by an amount equal to half his class level (rounded down), down to a minimum of 0.
Alternatively, if the standard action is used to perform or ready a move action only, the defiant defender may then assume the penalties and benefits of a total defense (instead of fighting defensively) and still make attacks of opportunity at a –10 penalty, reducing that penalty by an amount equal to his class level, down to a minimum of 0.
In either case, a defiant defender with the Combat Expertise feat, may use it as part of this ability.
A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.
Elude Touch (Ex) Starting at 2nd level, a defiant defender's instincts begin to supersede his intellect, alerting him to danger from touch attacks (including rays). He gains a bonus to Armor Class against all touch attacks equal to half his class level (rounded down); however, his touch AC can never exceed his Armor Class against normal attacks.
Lunging Menace (Ex) By 2nd level, whenever a defiant defender uses the Intimidate or Perform (weapon drill) skill in an attempt to demoralize a single foe he threatens, he may do so as a swift action. If using either of these skills as a standard action, he may attempt to demoralize a maximum number of foes he threatens, equal to his class level. Whenever a defiant defender successfully demoralizes a foe, it remains shaken for a number of rounds equal to half his class level (rounded down) or until that foe witnesses the defiant defender rendered helpless or dead.
Holding Ground (Ex) For every two class levels gained beyond the first, a defiant defender gains a cumulative +1 bonus (up to a maximum of +4) on Escape Artist checks and on opposed rolls made to avoid or resist bull rush, disarm, feint, grapple, overrun, sunder and trip attempts made against him. In addition, the defiant defender gains an equal dodge bonus to AC against charge attacks and attacks of opportunity made against him. He also gains an equal bonus on saving throws against fear.
Defensive Feature: At 3rd level and again at 8th level, a defiant defender may choose to gain one of the following:
Armor Mastery (Ex) As per the knight's class feature (PH2 24). A defiant defender with two instances of this ability from any source, may apply its benefit to medium and heavy armor.
Bulwark of Defense (Ex) As per the knight's class feature.
Uncanny Dodge (Ex) As per the barbarian's class feature. A defiant defender with two instances of this ability from any source, gains Improved Uncanny Dodge.
Vigorous Recovery (Ex) A defiant defender gains Fast Healing 1. This ability recovers nonlethal damage normally, but cannot bring his current hit points above one-half his full normal hit point total (rounded up).
None Shall Pass (Ex) Starting at 4th level, whenever a defiant defender deals physical damage to an opponent with a melee attack of opportunity that the opponent provoked by moving through the area threatened by the defiant defender, the defiant defender may try and stop that opponent in its tracks.
If the defiant defender so wishes, the opponent struck must make a Reflex save (DC equals 10 + half his Hit Dice + his Strength modifier). The opponent gets a +2 bonus on the save for each size category it holds over the defiant defender or a –1 penalty for each size category the defiant defender holds over it. If the opponent fails the save, it loses the remainder of its action.
Alternatively, the defiant defender may attempt to trip the opponent struck by the attack of opportunity, without provoking an attack of opportunity against himself in turn. In this case, the defiant defender may use the opponent's momentum to his advantage, gaining a circumstance bonus equal to half his class level (rounded down), on the opposed ability check.
None Shall Flee (Ex) Starting at 4th level, any opponent threatened by a defiant defender, that takes any sort of movement, even a 5-ft step, provokes an attack of opportunity from him. Opponents may not use the withdraw action to treat the square they start in as no longer threatened by such a defiant defender.
Proactive (Ex) Starting at 5th level, a defiant defender's initiative count does not change when taking a readied action.
Sure Grasp (Ex) Starting at 5th level, if a defiant defender becomes stunned or panicked, he may choose not to drop whatever he is holding.
Interference (Ex) Starting at 6th level, before the defiant defender knows the result of a physical attack that he can perceive passing through or occurring within the area he threatens, be it melee or ranged, the defiant defender may use a melee attack of opportunity in an attempt to knock it off course. If the defiant defender's attack roll exceeds the incoming attack roll, the incoming attack suffers a 50% miss chance.
For each size category the enemy attacker holds over the defiant defender, the defiant defender suffers a –4 penalty on his attack of opportunity when using this ability. Unusually massive weapons (such as boulders or ballista bolts) and attacks that don't involve a solid object or missile can't be affected. Attacks from incorporeal and ethereal enemies can't be affected unless the defiant defender possess a means of striking them with the attack of opportunity this ability allows, in which case he may suffer a miss chance (or not, if using a Ghost Touch weapon or wielding a force effect modeled after a melee weapon).
Contingency Plans (Ex) By 7th level, a defiant defender has mastered the task of mentally rehearsing the moves he will make should circumstances change at a moment's notice.
As a standard action, he may ready a standard, move action or swift action.
As a move action, he may ready a move action or swift action.
As a swift action, he may ready a swift action.
The defiant defender may have multiple readied actions available at any one time, but only one of them may be allowed to occur just before a single triggering action. Only after one of the readied actions is taken, and its triggering action is then resolved, may the other readied action(s) be taken at that time or remain readied to possibly be triggered later during the round.
A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.
Intercept Style (Ex) By 9th level, whenever a defiant defender uses a standard action to ready a move action for the purpose of movement, he may use that readied action any number of times during the round, until the sum of movement it provides equals what he can get from a single move action, or until an event occurs in which he would normally lose an entire move action. For movement that involves a check of some kind, the check must be made each time this particular readied action is used.
A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.
Impetuous Endurance (Ex) After reaching 10th level, a defiant defender does not automatically fail a saving throw on a roll of 1. He still fails the save, however, if his result fails to overcome the save's DC.
Class Skills (4 + Int modifier per level): Balance, Climb, Escape Artist, Intimidate, Jump, Listen, Perform (weapon drill), Search, Sense Motive, Spot, Swim, Tumble.
CLASS FEATURES
All the following are class features of the defiant defender prestige class.
Weapon and Armor Proficiency: Defiant defenders gain no proficiency with any weapon, armor or shield.
Reactive (Ex) A defiant defender may add his class level to the number of attacks of opportunity he can make in one round.
Disruptive (Ex) As far as a defiant defender sees fit, any number of opponents he threatens suffer a penalty equal to 1 + half his class level (rounded down) on all skill checks, as well as on all attack rolls made against targets other than the defiant defender himself and his gear. Opponents become aware of this effect while they are aware of being threatened by the defiant defender.
Crossfire Ken (Ex) Except when helpless, a defiant defender and his position never provide any opponent with cover against any attack made by one of his allies.
Undying Toughness (Ex) A defiant defender without a Constitution score, may increase his maximum hit point total by an amount equal to his class level multiplied by his Charisma bonus (if any).
Steady (Ex) Whenever a defiant defender uses a standard action to perform or ready a move action or any other action that involves making a melee attack roll, he may then assume the penalties and benefits of fighting defensively until the start of his next turn. Any penalty a defiant defender suffers on attacks of opportunity due to fighting defensively, is reduced by an amount equal to half his class level (rounded down), down to a minimum of 0.
Alternatively, if the standard action is used to perform or ready a move action only, the defiant defender may then assume the penalties and benefits of a total defense (instead of fighting defensively) and still make attacks of opportunity at a –10 penalty, reducing that penalty by an amount equal to his class level, down to a minimum of 0.
In either case, a defiant defender with the Combat Expertise feat, may use it as part of this ability.
A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.
Elude Touch (Ex) Starting at 2nd level, a defiant defender's instincts begin to supersede his intellect, alerting him to danger from touch attacks (including rays). He gains a bonus to Armor Class against all touch attacks equal to half his class level (rounded down); however, his touch AC can never exceed his Armor Class against normal attacks.
Lunging Menace (Ex) By 2nd level, whenever a defiant defender uses the Intimidate or Perform (weapon drill) skill in an attempt to demoralize a single foe he threatens, he may do so as a swift action. If using either of these skills as a standard action, he may attempt to demoralize a maximum number of foes he threatens, equal to his class level. Whenever a defiant defender successfully demoralizes a foe, it remains shaken for a number of rounds equal to half his class level (rounded down) or until that foe witnesses the defiant defender rendered helpless or dead.
Holding Ground (Ex) For every two class levels gained beyond the first, a defiant defender gains a cumulative +1 bonus (up to a maximum of +4) on Escape Artist checks and on opposed rolls made to avoid or resist bull rush, disarm, feint, grapple, overrun, sunder and trip attempts made against him. In addition, the defiant defender gains an equal dodge bonus to AC against charge attacks and attacks of opportunity made against him. He also gains an equal bonus on saving throws against fear.
Defensive Feature: At 3rd level and again at 8th level, a defiant defender may choose to gain one of the following:
Armor Mastery (Ex) As per the knight's class feature (PH2 24). A defiant defender with two instances of this ability from any source, may apply its benefit to medium and heavy armor.
Bulwark of Defense (Ex) As per the knight's class feature.
Uncanny Dodge (Ex) As per the barbarian's class feature. A defiant defender with two instances of this ability from any source, gains Improved Uncanny Dodge.
Vigorous Recovery (Ex) A defiant defender gains Fast Healing 1. This ability recovers nonlethal damage normally, but cannot bring his current hit points above one-half his full normal hit point total (rounded up).
None Shall Pass (Ex) Starting at 4th level, whenever a defiant defender deals physical damage to an opponent with a melee attack of opportunity that the opponent provoked by moving through the area threatened by the defiant defender, the defiant defender may try and stop that opponent in its tracks.
If the defiant defender so wishes, the opponent struck must make a Reflex save (DC equals 10 + half his Hit Dice + his Strength modifier). The opponent gets a +2 bonus on the save for each size category it holds over the defiant defender or a –1 penalty for each size category the defiant defender holds over it. If the opponent fails the save, it loses the remainder of its action.
Alternatively, the defiant defender may attempt to trip the opponent struck by the attack of opportunity, without provoking an attack of opportunity against himself in turn. In this case, the defiant defender may use the opponent's momentum to his advantage, gaining a circumstance bonus equal to half his class level (rounded down), on the opposed ability check.
None Shall Flee (Ex) Starting at 4th level, any opponent threatened by a defiant defender, that takes any sort of movement, even a 5-ft step, provokes an attack of opportunity from him. Opponents may not use the withdraw action to treat the square they start in as no longer threatened by such a defiant defender.
Proactive (Ex) Starting at 5th level, a defiant defender's initiative count does not change when taking a readied action.
Sure Grasp (Ex) Starting at 5th level, if a defiant defender becomes stunned or panicked, he may choose not to drop whatever he is holding.
Interference (Ex) Starting at 6th level, before the defiant defender knows the result of a physical attack that he can perceive passing through or occurring within the area he threatens, be it melee or ranged, the defiant defender may use a melee attack of opportunity in an attempt to knock it off course. If the defiant defender's attack roll exceeds the incoming attack roll, the incoming attack suffers a 50% miss chance.
For each size category the enemy attacker holds over the defiant defender, the defiant defender suffers a –4 penalty on his attack of opportunity when using this ability. Unusually massive weapons (such as boulders or ballista bolts) and attacks that don't involve a solid object or missile can't be affected. Attacks from incorporeal and ethereal enemies can't be affected unless the defiant defender possess a means of striking them with the attack of opportunity this ability allows, in which case he may suffer a miss chance (or not, if using a Ghost Touch weapon or wielding a force effect modeled after a melee weapon).
Contingency Plans (Ex) By 7th level, a defiant defender has mastered the task of mentally rehearsing the moves he will make should circumstances change at a moment's notice.
As a standard action, he may ready a standard, move action or swift action.
As a move action, he may ready a move action or swift action.
As a swift action, he may ready a swift action.
The defiant defender may have multiple readied actions available at any one time, but only one of them may be allowed to occur just before a single triggering action. Only after one of the readied actions is taken, and its triggering action is then resolved, may the other readied action(s) be taken at that time or remain readied to possibly be triggered later during the round.
A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.
Intercept Style (Ex) By 9th level, whenever a defiant defender uses a standard action to ready a move action for the purpose of movement, he may use that readied action any number of times during the round, until the sum of movement it provides equals what he can get from a single move action, or until an event occurs in which he would normally lose an entire move action. For movement that involves a check of some kind, the check must be made each time this particular readied action is used.
A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.
Impetuous Endurance (Ex) After reaching 10th level, a defiant defender does not automatically fail a saving throw on a roll of 1. He still fails the save, however, if his result fails to overcome the save's DC.
New and Revised Weapons
A selection of new and revised weapons for D&D 3.5 is written below.
One thing that's eluding me, is how many bolts to put in a typical case for repeating crossbow, given all the abilities and effects out there that offer additional attacks. I really want a full case of bolts to facilitate at least one full attack in nearly any situation.
One thing that's eluding me, is how many bolts to put in a typical case for repeating crossbow, given all the abilities and effects out there that offer additional attacks. I really want a full case of bolts to facilitate at least one full attack in nearly any situation.
Simple Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Inc. | Weight | Type |
Ranged Weapons | |||||||
Crossbow, Heavy | 75 gp | 1d8 | 1d10 | 19-20/x2 | 120 ft. | 6 lb. | Piercing |
Bolts (12) | 1 gp | - | - | - | - | 1 lb. | - |
Crossbow, Light | 50 gp | 1d6 | 1d8 | 19-20/x2 | 80 ft. | 4 lb. | Piercing |
Bolts (12) | 1 gp | - | - | - | - | 1 lb. | - |
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Inc. | Weight | Type |
Ranged Weapons | |||||||
Crossbow, Great | 100 gp | 1d10 | 2d6 | 19-20/x2 | 160 ft. | 8 lb. | Piercing |
Bolts (12) | 1 gp | - | - | - | - | 1 lb. | - |
Crossbow, Hand | 100 gp | 1d3 | 1d4 | 19-20/x2 | 40 ft. | 2 lb. | Piercing |
Bolts (12) | 1 gp | - | - | - | - | 1 lb. | - |
Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Inc. | Weight | Type |
Ranged Weapons | |||||||
Crossbow, Repeating Great | 500 gp | 1d10 | 2d6 | 19-20/x2 | 160 ft. | 12 lb. | Piercing |
Case of Bolts (6) | 1 gp | - | - | - | - | 1 lb. | - |
Crossbow, Repeating Heavy | 375 gp | 1d8 | 1d10 | 19-20/x2 | 120 ft. | 9 lb. | Piercing |
Case of Bolts (6) | 1 gp | - | - | - | - | 1 lb. | - |
Crossbow, Repeating Light | 250 gp | 1d6 | 1d8 | 19-20/x2 | 80 ft. | 6 lb. | Piercing |
Case of Bolts (6) | 1 gp | - | - | - | - | 1 lb. | - |
Crossbow, Great: A great crossbow requires two hands to use effectively. You draw a great crossbow back by turning a winch. Loading a great crossbow is a full-round action that provokes an attack of opportunity. You cannot shoot or load a great crossbow of your size with one hand at all.
Crossbow, Repeating: A repeating crossbow (of any type) holds 6 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 6 bolts is a full-round action that provokes attacks of opportunity, and requires two hands. In all other ways, shooting a repeating crossbow works the same as shooting a standard crossbow of the same type.
Commando Base Class
This class is primarily intended for D&D 3.5 and welcomes other non-casters to be given more consideration.
Compared to other soldiers and military operatives, commandos are often well educated and highly skilled, capable of facilitating reconnaissance, espionage and precise combat objectives. While they may lack some of the blunt resilience found in other warriors, they are still quite capable of using their training, along with the right tools and equipment, to gain the advantage.
Starting Age: same as Ranger
Starting Gold: 6d4x10 gp (150 gp)
Hit Die: d6
Class Skills (8 + Int modifier per level): Balance, Climb, Craft, Disable Device, Escape Artist, Heal, Hide, Jump, Knowledge (all), Listen, Move Silently, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim and Tumble.
Compared to other soldiers and military operatives, commandos are often well educated and highly skilled, capable of facilitating reconnaissance, espionage and precise combat objectives. While they may lack some of the blunt resilience found in other warriors, they are still quite capable of using their training, along with the right tools and equipment, to gain the advantage.
Starting Age: same as Ranger
Starting Gold: 6d4x10 gp (150 gp)
Hit Die: d6
Class Skills (8 + Int modifier per level): Balance, Climb, Craft, Disable Device, Escape Artist, Heal, Hide, Jump, Knowledge (all), Listen, Move Silently, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim and Tumble.
Level | Base Attack Bonus | One Good Save | Two Poor Saves | Special |
1st | +1 | +2 | +0 | Adroit Reload, Open Fire, Trapfinding, Save Focus, Specialize |
2nd | +2 | +3 | +0 | Elude Touch, Hard Target |
3rd | +3 | +3 | +1 | Insightful Aim, Pack Mastery |
4th | +4 | +4 | +1 | Bonus Feat, Harder Target +1 |
5th | +5 | +4 | +1 | Farsight, Multitask, Trap Sense +1 |
6th | +6/+1 | +5 | +2 | Elusiveness +1 |
7th | +7/+2 | +5 | +2 | Bonus Feat, Harder Target +2 |
8th | +8/+3 | +6 | +2 | Rapid Aim, Masterful Motion |
9th | +9/+4 | +6 | +3 | Camouflage, Grounding |
10th | +10/+5 | +7 | +3 | Bonus Feat, Harder Target +3 |
11th | +11/+6/+1 | +7 | +3 | Expert Aim, Trap Sense +2 |
12th | +12/+7/+2 | +8 | +4 | Hasty Barrage |
13th | +13/+8/+3 | +8 | +4 | Bonus Feat, Harder Target +4 |
14th | +14/+9/+4 | +9 | +4 | Clustered Aim, Hide in Plain Sight |
15th | +15/+10/+5 | +9 | +5 | Impetuous Endurance |
16th | +16/+11/+6/+1 | +10 | +5 | Bonus Feat, Harder Target +5 |
17th | +17/+12/+7/+2 | +10 | +5 | Steady Barrage, Trap Sense +3 |
18th | +18/+13/+8/+3 | +11 | +6 | Elusiveness +2 |
19th | +19/+14/+9/+4 | +11 | +6 | Bonus Feat, Harder Target +6 |
20th | +20/+15/+10/+5 | +12 | +6 | Steady Barrage |
CLASS FEATURES
All of the following are class features of the commando.
Weapon and Armor Proficiency: In addition to basic weapons, a commando gains proficiency with four weapon groups, as well as all types of crossbows and firearms (including exotic ones), all types of armor (light, medium and heavy) and all types of shields (including tower shields).
Adroit Reload (Ex) A commando gains Rapid Reload as a bonus feat for all crossbows and firearms. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by reloading any of these weapons.
Open Fire (Ex) A commando may use all crossbows, firearms and light throwing weapons as if he had the Rapid Shot feat, regardless of his Dexterity score. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by attacking with any of these weapons.
Trapfinding (Ex) A commando gains Trapfinding, as per the rogue's class feature.
Save Focus (Ex) At 1st level, a commando must choose one type of saving throw (Fortitude, Reflex or Will). That saving throw advances with a good progression according to his commando class levels, while the others do so with a poor progression.
Specialize (Ex) At 1st level, a commando may choose a number of cross-class skills to gain as additional commando class skills, equal to 6 + his Charisma modifier.
Elude Touch (Ex) By 2nd level, a commando’s intuition alerts him to danger from melee and ranged touch attacks. He gains a bonus to Armor Class against all touch attacks equal to half his class level (rounded down), plus his highest mental ability modifier (minimum sum of +0); however, his touch AC can never exceed his Armor Class against normal attacks.
Hard Target (Ex) Starting at 2nd level, whenever a commando makes a successful saving throw to reduce (rather than negate) consequences he would suffer from a given attack or effect, he may attempt that save one additional time at the same DC to negate those consequences entirely.
Insightful Aim (Ex) Starting at 3rd level, a commando may apply his Intelligence bonus (if any) as a bonus on damage rolls with any crossbow or firearm used to fire a projectile at a target located within the first range increment. Targets immune to sneak attacks and critical hits, are immune to a commando's insightful aim.
Pack Mastery (Ex) At 3rd level, a commando's carrying capacity increases by one half (multiply by 1½). He also gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by retrieving a stored item or sheathing a weapon. Although uncommon, this bonus also applies against any attacks of opportunity he provokes by drawing a weapon, readying a shield or loosing a shield.
Bonus Feat (Ex) A commando gains an additional bonus feat at 4th level, and every three class levels thereafter (7th, 10th, 13th, 16th, 19th, etc). The feats chosen must be from the list of fighter bonus feats.
Harder Target (Ex) At 4th level, a commando gains a +1 bonus on each additional saving throw provided by his Hard Target ability. This bonus increases by 1 for every three class levels gained thereafter.
Farsight (Ex) A commando develops great visual acuity. Starting at 5th level, he suffers only half the normal penalty on his Spot checks because of distance (–1 per 20 feet of distance, rather than –1 per 10 feet). In addition, the commando takes only half the normal penalty on ranged attacks per range increment (–1 per range increment, rather than –2).
Multitask (Ex) By 5th level, a commando can move up to half his speed as part of any move action or standard action used to reload a crossbow or firearm, sheathe a weapon or retrieve a stored item. If he uses a full round action to perform any of these tasks, he may move up to his speed when doing so. The process of using this ability prohibits use of the Tumble skill and provokes only one attack of opportunity from each opponent that threatens him at any point during the action. However, each of those opponents must choose whether their attack of opportunity is made in response to the commando's task or his movement.
Trap Sense (Ex) At 5th level, a commando gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the commando reaches 11th level, and to +3 when he reaches 17th level. Trap sense bonuses gained from multiple classes stack.
Elusiveness (Ex) By 6th level, a commando's training provides him with a +1 bonus on all checks and opposed rolls made to avoid or resist bull rush, disarm, feint, grapple, overrun, sunder and trip attempts made against him. He also gains an equal dodge bonus to AC against all attacks of opportunity, and charge attacks. This bonus increases by 1 when the commando reaches 18th level.
Rapid Aim (Ex) By 8th level, a commando with the Open Fire ability, may use all crossbows, firearms and light throwing weapons as if he had the Improved Rapid Shot feat, regardless of his Dexterity score.
Masterful Motion (Ex) Starting at 8th level, a commando may, as a full round action, move up to his speed and perform a standard action at any point during that movement. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by moving out of or within a threatened area.
Camouflage (Ex) At 9th level, a commando gains Camouflage, as per the ranger's class feature.
Grounding (Ex) By 9th level, a commando can kneel or drop to a prone position as an immediate action. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by standing up, crawling or picking up an item.
Expert Aim (Ex) Starting at 11th level, a commando may use all crossbows, firearms and light throwing weapons as if he had the Improved Precise Shot feat, regardless of his Dexterity score.
Hasty Barrage (Ex) After reaching 12th level, a commando may perform a full attack as a standard action, but in so doing, suffers a –8 penalty on all attack rolls he makes with that action. Alternatively, whenever he performs a full attack under any other conditions, he may make one additional attack at his highest base attack bonus with each weapon he wields, but in so doing, suffers a –4 penalty on all attack rolls he makes with that action.
Clustered Aim (Ex) By 14th level, whenever a commando makes two or more consecutive ranged attacks against one target, by firing projectiles from one or more crossbows and/or firearms as part of the same full attack, any damage reduction and/or energy resistance that target has, applies only once against the total result of those consecutive attacks.
Hide in Plain Sight (Ex) At 14th level, a commando gains Hide in Plain Sight as per the ranger's class feature, except it can be used in any terrain.
Impetuous Endurance (Ex) Starting at 15th level, a commando does not automatically fail a saving throw on a roll of 1. He still fails the save, however, if his result fails to overcome the save's DC.
Steady Barrage (Ex) By 17th level, and again by 20th level, any penalty a commando suffers on attack rolls from using the Hasty Barrage ability, is reduced by half.
All of the following are class features of the commando.
Weapon and Armor Proficiency: In addition to basic weapons, a commando gains proficiency with four weapon groups, as well as all types of crossbows and firearms (including exotic ones), all types of armor (light, medium and heavy) and all types of shields (including tower shields).
Adroit Reload (Ex) A commando gains Rapid Reload as a bonus feat for all crossbows and firearms. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by reloading any of these weapons.
Open Fire (Ex) A commando may use all crossbows, firearms and light throwing weapons as if he had the Rapid Shot feat, regardless of his Dexterity score. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by attacking with any of these weapons.
Trapfinding (Ex) A commando gains Trapfinding, as per the rogue's class feature.
Save Focus (Ex) At 1st level, a commando must choose one type of saving throw (Fortitude, Reflex or Will). That saving throw advances with a good progression according to his commando class levels, while the others do so with a poor progression.
Specialize (Ex) At 1st level, a commando may choose a number of cross-class skills to gain as additional commando class skills, equal to 6 + his Charisma modifier.
Elude Touch (Ex) By 2nd level, a commando’s intuition alerts him to danger from melee and ranged touch attacks. He gains a bonus to Armor Class against all touch attacks equal to half his class level (rounded down), plus his highest mental ability modifier (minimum sum of +0); however, his touch AC can never exceed his Armor Class against normal attacks.
Hard Target (Ex) Starting at 2nd level, whenever a commando makes a successful saving throw to reduce (rather than negate) consequences he would suffer from a given attack or effect, he may attempt that save one additional time at the same DC to negate those consequences entirely.
Insightful Aim (Ex) Starting at 3rd level, a commando may apply his Intelligence bonus (if any) as a bonus on damage rolls with any crossbow or firearm used to fire a projectile at a target located within the first range increment. Targets immune to sneak attacks and critical hits, are immune to a commando's insightful aim.
Pack Mastery (Ex) At 3rd level, a commando's carrying capacity increases by one half (multiply by 1½). He also gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by retrieving a stored item or sheathing a weapon. Although uncommon, this bonus also applies against any attacks of opportunity he provokes by drawing a weapon, readying a shield or loosing a shield.
Bonus Feat (Ex) A commando gains an additional bonus feat at 4th level, and every three class levels thereafter (7th, 10th, 13th, 16th, 19th, etc). The feats chosen must be from the list of fighter bonus feats.
Harder Target (Ex) At 4th level, a commando gains a +1 bonus on each additional saving throw provided by his Hard Target ability. This bonus increases by 1 for every three class levels gained thereafter.
Farsight (Ex) A commando develops great visual acuity. Starting at 5th level, he suffers only half the normal penalty on his Spot checks because of distance (–1 per 20 feet of distance, rather than –1 per 10 feet). In addition, the commando takes only half the normal penalty on ranged attacks per range increment (–1 per range increment, rather than –2).
Multitask (Ex) By 5th level, a commando can move up to half his speed as part of any move action or standard action used to reload a crossbow or firearm, sheathe a weapon or retrieve a stored item. If he uses a full round action to perform any of these tasks, he may move up to his speed when doing so. The process of using this ability prohibits use of the Tumble skill and provokes only one attack of opportunity from each opponent that threatens him at any point during the action. However, each of those opponents must choose whether their attack of opportunity is made in response to the commando's task or his movement.
Trap Sense (Ex) At 5th level, a commando gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the commando reaches 11th level, and to +3 when he reaches 17th level. Trap sense bonuses gained from multiple classes stack.
Elusiveness (Ex) By 6th level, a commando's training provides him with a +1 bonus on all checks and opposed rolls made to avoid or resist bull rush, disarm, feint, grapple, overrun, sunder and trip attempts made against him. He also gains an equal dodge bonus to AC against all attacks of opportunity, and charge attacks. This bonus increases by 1 when the commando reaches 18th level.
Rapid Aim (Ex) By 8th level, a commando with the Open Fire ability, may use all crossbows, firearms and light throwing weapons as if he had the Improved Rapid Shot feat, regardless of his Dexterity score.
Masterful Motion (Ex) Starting at 8th level, a commando may, as a full round action, move up to his speed and perform a standard action at any point during that movement. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by moving out of or within a threatened area.
Camouflage (Ex) At 9th level, a commando gains Camouflage, as per the ranger's class feature.
Grounding (Ex) By 9th level, a commando can kneel or drop to a prone position as an immediate action. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by standing up, crawling or picking up an item.
Expert Aim (Ex) Starting at 11th level, a commando may use all crossbows, firearms and light throwing weapons as if he had the Improved Precise Shot feat, regardless of his Dexterity score.
Hasty Barrage (Ex) After reaching 12th level, a commando may perform a full attack as a standard action, but in so doing, suffers a –8 penalty on all attack rolls he makes with that action. Alternatively, whenever he performs a full attack under any other conditions, he may make one additional attack at his highest base attack bonus with each weapon he wields, but in so doing, suffers a –4 penalty on all attack rolls he makes with that action.
Clustered Aim (Ex) By 14th level, whenever a commando makes two or more consecutive ranged attacks against one target, by firing projectiles from one or more crossbows and/or firearms as part of the same full attack, any damage reduction and/or energy resistance that target has, applies only once against the total result of those consecutive attacks.
Hide in Plain Sight (Ex) At 14th level, a commando gains Hide in Plain Sight as per the ranger's class feature, except it can be used in any terrain.
Impetuous Endurance (Ex) Starting at 15th level, a commando does not automatically fail a saving throw on a roll of 1. He still fails the save, however, if his result fails to overcome the save's DC.
Steady Barrage (Ex) By 17th level, and again by 20th level, any penalty a commando suffers on attack rolls from using the Hasty Barrage ability, is reduced by half.
Imaskari NPCs
The following NPCs are affiliated with the imaskari enclaves (index).
Ambassador Dravad Krezuvyr is a lean 6’1” imaskari male with ashen skin, gray eyes, short white hair, black great coat and tall boots. He's never far from his holocom bracer and other communication devices.
The Humans of Ardotia
Selectively bred and manipulated using shamanistic magic over countless generations by their own cutthroat meritocratic warrior culture, the isolated humans of Ardotia have only recently been discovered and programmed into service by more technologically advanced and magically adept cultures.
ARDOTIANS
- Humanoid (Human): Ardotians appear very much the same as typical humans.
- +4 Strength, +4 Dexterity, +4 Constitution, +2 Wisdom, -2 Charisma.
- Medium: As Medium creatures, ardotians have no special bonuses or penalties
- Ardotian base land speed is 50 feet.
- Low-Light Vision: An ardotian can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Darkvision: Ardotians can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and ardotians can function just fine with no light at all.
- Weapon Group Proficiency: Ardotians are proficient with any one group of weapons in addition to any others.
- +1 racial bonus to natural armor.
- +2 racial bonus on Intimidate checks.
- Automatic Languages: Common and Ardotian.
- Favored Class: Barbarian. A multiclass ardotian’s barbarian class does not count when determining whether he takes an experience point penalty.
- Level Adjustment: +2.
Ardotian Racial and Regional Feats:
Battle Hardened (RoS 137)
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