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|author_name=Kojopo |
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Revision as of 19:16, 23 September 2010
Kojopo (talk) | |
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Date Created: | September, 2010 |
Status: | Ask before you change something |
Editing: | Please feel free to edit constructively! |
Balance: | Rogue |
{{#set:Summary=the Rogue S.T.A.R.S Agent starts of as a long range class that uses repeater crossbows then is experimenting with potions on himself dies and is then reborn as a superhuman with supernatural strength and speed. |Length=20 |Minimum Level=0 |Base Attack Bonus Progression=Medium |Fortitude Save Progression=Good |Reflex Save Progression=Good |Will Save Progression=Poor |Class Ability=Martial Maneuvers |Class Ability Progression=Half }} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
Rogue S.T.A.R.S Agent
Making a Rogue S.T.A.R.S Agent
Abilities: Dexterity then when you die Dexterity and strength.
Races: ANY.
Alignment: Any NON-Lawful.
Starting Gold: 1d8×100 gp (250 gp).
Starting Age: Simple
Level | Base Attack Bonus |
Saving Throws | Special | Unarmed Damage | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +0 | S.T.A.R.S Weapon selection, Unarmed Strike, S.T.A.R.S Weapon Upgrade | 1d6 | |||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +0 | S.T.A.R.S close range weapon fighting | 1d6 | |||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +1 | S.T.A.R.S Weapon Upgrade | 1d6 | |||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +1 | S.T.A.R.S undead expertise | 1d8 | |||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +1 | S.T.A.R.S Weapon Upgrade | 1d8 | |||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +5 | +2 | S.T.A.R.S Weapon specialization | 1d8 | |||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +5 | +2 | S.T.A.R.S Weapon Upgrade | 1d8 | |||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +6 | +2 | herbs 1/day | 1d10 | |||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +6 | +3 | S.T.A.R.S Weapon Upgrade | 1d10 | |||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +7 | +3 | Reincarnation, Supernatural Speed, Supernatural Strength, Unstable anatomy | 1d10 | |||||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +7 | +3 | Supernatural Dash | 1d10 | |||||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +8 | +4 | Supernatural senses | 2d6 | |||||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +8 | +4 | Supernatural Dash Attack, herbs 2/day | 2d6 | |||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +9 | +4 | Supernatural Pistol Attack | 2d6 | |||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +9 | +5 | 2d6 | ||||||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +10 | +5 | 2d8 | ||||||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +10 | +5 | 2d8 | ||||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +11 | +6 | herbs 3/day | 2d8 | |||||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +11 | +6 | 2d8 | ||||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +12 | +6 | 2d10 | ||||||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Rogue S.T.A.R.S Agent.
Weapon and Armor Proficiency: A Rogue S.T.A.R.S Agent is proficient with all simple, martial weapons,hand Crossbow, repeating heavy Crossbow and Crossbow repeating light, and with light armor and shields (except tower shields). .
Unarmed Strike (Ex): At 1st level, the Copy Ninja gains Improved Unarmed Strike as a bonus feat. the Rogue S.T.A.R.S Agent attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that the Rogue S.T.A.R.S Agent may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for the Rogue S.T.A.R.S Agent's striking unarmed. the Rogue S.T.A.R.S Agent may thus apply her full Strength bonus on damage rolls for all his unarmed strikes. he is considered to be armed even when unarmed—that is, he does not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, he still get an attack of opportunity against any opponent who makes an unarmed attack on him.
In addition, his unarmed strikes can deal lethal or nonlethal damage, at your option.
S.T.A.R.S Weapon selection (Ex) : you may select any of these at anytime but if you choose a new weapon selection then you lose all the bonuses from the other weapon selection you had.
Duel weapons
you may use two hand crossbows as if they were one weapon thus gaining no negatives and being able to shot them both as a standard action. and reload them both as a free action with one hand.
Assault
you gain rapid shot as a bonus feat.
Shotgun
you can use your ranged weapon as a 20ft cone attack which counts as a full round attack action.
Heavy weapon
you can use a heavy repeating crossbow or heavy crossbow as if it was a light crossbow or light repeating crossbow
S.T.A.R.S undead expertise (Ex) : all your weapons are considered to have bane undead on them
S.T.A.R.S close range weapon fighting (Ex) : you no longer provoke attacks of opportunity of attacks when firing ranged weapons
S.T.A.R.S Weapon specialization (Ex) : You gain weapon focus and specialization on all crossbows even if you don't qualify for them.
S.T.A.R.S Weapon Upgrade (Ex) : You may choose one of the following upgrades you may select the same one twice and they stack.
Extended clip
you gain 5 more arrows in a clip of arrows for a repeating crossbows.
Weapon Damage
you gain +2 damage with ranged weapons.
Reload Speed
you gain one stage down on the reload of your repeating weapons so full-standard-move-swift-free.
Accuracy
you gain +2 to attack with ranged weapons.
piercing
You ignore 5/- worth of any damage reduction.
range
you double the range increment of your ranged weapons.
herbs (Ex) :
at eighth level you gain the ability to uses one of the potions listed below once per day it takes one full action to drink. you gain one more use per day every five levels.
Green herb potion
This potion heals 1d6 damage per HD.
Red herb potion
This potion heals 2d6 ability damage.
Purple herb potion
This potion cures disease magical and non magical.
Yellow herb potion
This potion cures poison.
Reincarnation (Ex) :
you have been experimenting with herbs and your body you have had success in increasing your speed and strength but your body became unstable and you died. 24 hours later you revived all by yourself.
you can rearrange you stats as you see fit but you cannot give up any points or get more just rearrange them.
you lose all your S.T.A.R.S abilities.
Supernatural Speed (Ex) :
you gain you base dexterity modifier as a temporary modifier
Supernatural Strength (Ex) :
you gain you base Strength modifier as a temporary modifier
Unstable anatomy (Ex) :
the Rogue S.T.A.R.S Agent must drink a special potion that he has created every 48 hours or suffer from the Unstable anatomy chart till he can drink his potion the effect changes every minute. it takes 20 minutes to make the potion the potion can only be stored for 2 hours.
D% | Effect |
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1 - 10 | he loses all his supernatural abilities |
11 - 20 | he loses his speed and strength |
21 - 30 | he loses his dash and senses |
31 - 40 | he can only move at half speed |
41 - 50 | he get extra angry which gives him -4 to diplomacy and + 4 to intimidate |
51 - 80 | Nothing happens |
81 - 90 | double bonus from supernatural speed |
91 - 99 | double bonus from supernatural strength |
100 | double bonus from supernatural speed and strength |
Supernatural Dash (Ex) : with his supernatural speed he can dash his movement (to everyone else it looks like he dissapers and then reappears at your chosen location within his movement) this counts as a move action
Supernatural senses (Ex) : if he is shot at with any ranged attack or spell he may make a reflex save of the attacks attack roll or the spells equivalent spells DC save even if it doesn't normally have a save to avoid any damage.This ability stops working if he cannot see his attacker or he is in the dark and his attacker is attacking him in the back.
Supernatural Dash Attack (Ex) :
you may use his Supernatural Dash to a location then attack then Supernatural Dash again as long as your dash movement doesn't exceed your total movement.
Supernatural Pistol Attack (Ex) : he has crafted two pistols that he can fire as a swift action with a range of 60ft for (4d6 + Dex modifier) piercing damage and then quickly conceal them as a free action.
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