Difference between revisions of "User:The Dire Reverend/Sandbox 3"

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(GAH!! Going from gender neutral, to second person, to male, >:()
(Security Cheif)
 
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== THIS IS A WORK IN PROGRESS, IT IS NOT FINISHED, THANK YOU AND HAVE A MUNDANE DAY ==
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{{author
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|author_name=The Dire Reverend
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|date_created=12/15/2011
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|adopter=
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|date_adopted= 
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|status=Just Started
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|editing=Suggestions in Talk Page welcome.
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|balance=<!-- One of Monk, Fighter, Rogue, or Wizard (closest approximation) -->
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}}
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<div class="blank">
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{{#set:Summary=A class that's main feature is Leadership.<!-- A short description of your class. This will show up on the class navigation page. -->
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|Length=10
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|Minimum Level=6<!--  The minimum level you can qualify for this class. -->
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|Base Attack Bonus Progression=Good<!-- Choose one of: Good, Moderate, Poor, Other. -->
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|Fortitude Save Progression=Good<!-- Choose one of: Good, Poor, Other. -->
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|Reflex Save Progression=Poor<!-- Choose one of: Good, Poor, Other. -->
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|Will Save Progression=Good<!-- Choose one of: Good, Poor, Other. -->
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|Class Ability=Other
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|Class Ability Progression=Full
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}}
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<!-- Delete any of the following alignments if they are not allowed in the class -->
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{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}}
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</div>
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Based off of the Evil Overlord class by The Demented One, found [http://www.giantitp.com/forums/showpost.php?p=4628329&postcount=3 here].
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<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
  
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==Security Cheif==
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 +
{{quote
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|Laws change depending on who's making them, but justice is justice.
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|orig=Odo, Changeling<sup>DS9</sup> Security Chief
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|src=Star Trek: DS9
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}}
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The average Security Chief does stuff.
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 +
===Becoming a Security Chief===
 +
 +
Characters with a sense of honor, justice or some other lawful emotion are the most likely to become a Security Chief. A lot of them have levels in Paladin.
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 +
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"
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|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
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|-
 +
! Alignment:
 +
| Any Lawful. Very few Lawful Evil characters become Security Chiefs, but it is not completely unheard of.
 +
|-
 +
! Skills:
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| Knowledge (Tactics) 8 Ranks, Gather Knowledge 4 Ranks.
 +
|-
 +
! Special:
 +
| Must have been promoted to become the Chief of Security of a certain place.
 +
|} 
  
 
{| class="zebra d20"
 
{| class="zebra d20"
|+
+
|+ <div>{{Anchor|Table: The Security Chief}}</div>
<div>{{Anchor|Table: The Modsoul}}</div>
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<p>Hit Die: d8</p>
Hit Die: d8
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|-
!Level!![[Base Attack Bonus (Term)|Base Attack Bonus]]!!Good Save!!Poor Saves!!Special!!Base Damage!!Def. Bonus
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! rowspan="2" | Level
|-  
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! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
| 1st || +0 || +2 || +0 || [[#Combat Point|Combat Point]], [[#Modsoul Design|Modsoul Design]], [[#Modification|Modification]], [[#Bonus Feat|Bonus Feat]] || 1d6 || 3
+
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
|-
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! rowspan="2" | Special
| 2nd || +1 || +3 || +0 || [[#Bonus Feat|Bonus Feat]] || 1d6 || 3
 
|-
 
| 3rd || +2 || +3 || +1 || [[#Modification|Modification]] || 1d6 || 4
 
|-
 
| 4th || +3 || +4 || +1 || [[#Modsoul Design|Improved Modsoul Design]], [[#Bonus Feat|Bonus Feat]] || 1d8 || 4
 
|-
 
| 5th || +3 || +4 || +1 ||  [[#Self-Repair|Self-Repair 2]] || 1d8 || 5
 
 
|-
 
|-
| 6th || +4 || +5 || +2 || [[#Modification|Modification]], [[#Bonus Feat|Bonus Feat]] || 1d8 || 5 
+
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|-
+
|- 
| 7th || +5 || +5 || +2 || [[#Modsoul Design|Greater Modsoul Design]] || 1d8 || 6
+
| 1st || +1 || +2 || +0 || +2
|-  
+
| class="left" | [[#Security Chief's Code|Security Chief's Code]], [[#Forces of Justice|Forces of Justice]], [[#Leadership|Leadership]]
| 8th || +6/+1 || +6 || +2 || [[#Bonus Feat|Bonus Feat]] || 1d10 || 6 
+
|- 
|-
+
| 2nd || +2 || +3 || +0 || +3
| 9th || +6/+1 || +6 || +3 || [[#Modification|Modification]] || 1d10 || 7
+
| class="left" | [[#Advanced Restraints|Advanced Restraints]], [[#Impressive Tactician|Impressive Tactician]]
|-  
+
|- 
| 10th || +7/+2 || +7 || +3 || [[#Self-Repair|Self-Repair 4]], [[#Modsoul Design|Perfect Modsoul Design]], [[#Bonus Feat|Bonus Feat]] || 1d10 || 7 
+
| 3rd || +3 || +3 || +1 || +3
|-  
+
| class="left" | [[#Protect the Innocent|Protect the Innocent]]
| 11th || +8/+3 || +7 || +3 || [[#Repurpose|Repurpose]] || 1d10 || 8 
+
|- 
|-  
+
| 4th || +4 || +4 || +1 || +4
| 12th || +9/+4 || +8 || +4 || [[#Annihilation Mode|Annihilation Mode]], [[#Modification|Modification]], [[#Bonus Feat|Bonus Feat]] || 2d6 || 8 
+
| class="left" | [[#Instant Promotion|Instant Promotion]], [[#Just as Planned|Just as Planned]] (Move Action)
|-  
+
|- 
| 13th || +9/+4 || +8 || +4 || [[#Modsoul Design|Second Modsoul Design]] || 2d6 || 9
+
| 5th || +5 || +4 || +1 || +4
|-
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| class="left" | [[#NAME NAME NAME NAME|NAME NAME NAME NAME]]
| 14th || +10/+5 || +9 || +4 || [[#Bonus Feat|Bonus Feat]] || 2d6 || 9 
+
|- 
|-  
+
| 6th || +6/+1 || +5 || +2 || +5
| 15th || +11/+6/+1 || +9 || +5 || [[#Self-Repair|Self-Repair 6]], [[#Modification|Modification]] || 2d6 || 10 
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| class="left" | [[#Authoritative Presence|Authoritative Presence]]
|-
+
|- 
| 16th || +12/+7/+2 || +10 || +5 || [[#Bonus Feat|Bonus Feat]] || 2d8 || 10 
+
| 7th || +7/+2 || +5 || +2 || +5
|-
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| class="left" | [[#Just as Planned|Just as Planned]] (Standard Action)
| 17th || +12/+7/+2 || +10 || +5 || [[#Modsoul Design|Improved Second Modsoul Design]] || 2d8 || 11
+
|- 
|-  
+
| 8th || +8/+3 || +6 || +2 || +6
| 18th || +13/+8/+3 || +11 || +6 || [[#Bonus Feat|Bonus Feat]], [[#Modification|Modification]] || 2d8 || 11
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| class="left" | [[#Elite Officers|Elite Officers]]
|-  
+
|- 
| 19th || +14/+9/+4 || +11 || +6 || [[#Redesign|Redesign]] || 2d8 || 12
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| 9th || +9/+4 || +6 || +3 || +6
|-  
+
| class="left" | [[#Arch-Chief|Arch-Chief]] 
| 20th || +15/+10/+5 || +12 || +6 || [[#Perfect Modification|Perfect Modification]], [[#Self-Repair|Self-Repair 8]], [[#Bonus Feat|Bonus Feat]] || 2d10 || 12
+
|- 
 +
| 10th || +10/+5 || +7 || +3 || +7
 +
| class="left" | [[#Just as Planned|Just as Planned]] (Full-Round Action)
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|- class="noalt"
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| colspan="42" class="skill" |
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'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level.'''<br/>
 +
<!--class skills: simply delete those skills which your class does not have as class skills from the complete list below.  If you only allow a subsection, such as Knowledge (arcana) (religion), write it like that. -->
 +
{{3.5e Skills|
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Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge, Listen, Move Silently, Perform, Profession, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Magic Device, Use Rope}}
 
|}
 
|}
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier +1 (if human race) per level, &times;4 at 1st level)'''<br/>
 
Choose any seven skills as class skills, plus craft. Additional skills are gained based on the chosen Combat Point
 
  
=== Class Features ===
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====Class Features====
'''Weapon and armor proficiencies:''' Modsouls are proficient in all simple weapons. Modsouls are not proficient with any armor.
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 +
All of the following are class features of the Security Chief.
 +
 
 +
'''{{Anchor|Security Chief's Code}}:''' 
 +
All Security Chiefs follow a strict code of conduct, knowing that if they do not follow the laws, others would follow in their footsteps. The tenants of the code are:
 +
*The first, and most important rule, is that protecting the innocent under your protection is more important than anything. Sacrificing your own life, compromising your principles, even violating the Security Chief's Code itself is justified if that’s what it takes to keep the innocent alive.
 +
*You must rarely ever break your word, only doing so accidentally or when forced to do so against your will. You cannot tell small lies, or lies that will go unnoticed.
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*A defeated or helpless foe should never be killed. They should be sent to a holding cell, where they will stay according to the law of where you currently are Located.
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*Even when fighting against or interrogating a person, A Security Chief must treat others with at least a minimal amount of courtesy and politeness. This does not mean the Security Chief cannot be rude to others, but he cannot go too far. 
 +
 
 +
A Security Chief who breaks any tenant of the code is disgraced, unless he broke the code in order to protect the innocent. All of his followers and his cohort abandon him, and he takes a permanent -1 penalty to his Leadership score, as his reputation is smeared. He can begin recruiting new followers and cohorts after a week.
 +
 
 +
'''{{Anchor|Forces of Justice}} {{Ex}}:''' You gain a bonus to your Leadership score equal to your class level, but you can only recruit characters of Lawful alignment. Your followers’ Strength, Dexterity or Constitution score increases by 2, but their Charisma score decreases by 2. This is not a bonus, but results from the fact that those applying for the job of a Security Officer are better trained in combat, but lack social skills. 
 +
Your cohort, however, gets a +2 increase to his Strength or Dexterity, Constitution, Intelligence, and Charisma scores, as he is much more unique of a security officer. You do not take penalties to your Leadership score as a result of your followers dying, because death and injury is expected in their line of work, and all officers sign a liability wavier. 
 +
 
 +
'''{{Anchor|Leadership}} {{Ex}}:''' At 1st level, you gain Leadership as a bonus feat. If you wish, you can use your Intelligence modifier in place of Charisma to determine your leadership score.
 +
 
 +
Alternatively, you can choose a feat similar to Leadership, such as ''Undead Leadership''<sup>[[Publication:Libris Mortis|LM]]</sup>, [[Variant_Leadership_(3.5e_Feat)|Variant Leadership]] or [[Sidekick_(3.5e_Feat)|Sidekick]].
 +
 
 +
'''{{Anchor|Advanced Restraints}} {{Ex}}:'''
 +
At 2nd level, you are a master of ways to immobilize those that you have captured. You add your class level to the DC of any skill check or ability check made to escape from or disable one of your restraints.
 +
 
 +
'''{{Anchor|Impressive Tactician}} {{Ex}}:'''
 +
You have become well-known for your ability to lead those around you in battle. At 2nd level, as a swift action, you may grant any of your allies, followers, or your cohort an extra action by making a Knowledge (Tactics) check. They take the extra action immediately on your turn. The type of action they may take depends on the result of your Knowledge check. A result of 10 or lower allows a swift action, a result of 11 to 30 allows a move action, a result of 31 to 40 allows a standard action, and a result of 41 to 50 allows a full-round action. Once you have used this ability, you must wait 5 rounds before you can use it again. 
 +
 
 +
'''{{Anchor|Protect the Innocent}} {{Ex}}:'''
 +
If a Security Officer dies, it is a sad day, but if an innocent dies when a Security Chief is nearby, the Security Chief has failed at his job. At 3rd level, once per round, you may redirect half of all damage dealt to an adjacent all to yourself. 
 +
 
 +
'''{{Anchor|Instant Promotion}} {{Ex}}:'''
 +
At 4th level, you gain the ability to promote an officer in the middle of a battle. Once per encounter, as a swift action, you may bestow an instant promotion on a cohort or follower. They gain two bonus d10 HD, the appropriate amounts of hit points, a +2 morale bonus on attack rolls, and a +1 morale bonus on Fortitude saving throws. In addition, they are treated as having two additional levels in a base class of your choice for determining which class features they receive (but not other class abilities, like spellcasting, psionics, or martial maneuvers). The promotion lasts until the end of the encounter.
 +
 
 +
'''{{Anchor|Just as Planned}} {{Ex}}:'''
 +
At 4th level, your superior tactics to those around you gives you (and your allies) the edge in battle. At the beginning of each encounter, you formulate a cunning plan that relies on your foes acting just as you expected. You must state a specific action to be taken by any of your foes, such as casting a specific spell (but not just casting a spell), or attempting to trip you (but not just attacking you). Once during the encounter, when those circumstances are met, either you may take a move action before your enemy completes their action, or you may have a cohort or follower take a move action. At 7th level, you may instead take a standard action. At 10th level, you may instead take a full-round action.
 +
 
 +
'''{{Anchor|Extra}} {{Ex}}:'''
 +
At 5th level, your reputation as a force of justice grows so great that even Archons, Devils and Inevitables respect your adherence to law. You may use your Leadership feat to recruit any intelligent lawful outsider or any other creature with the lawful sub-type as a follower or cohort. If they do not have a level adjustment, treat their effective character level as being one and a half times their racial HD, plus any class levels or level adjustments from templates they may have. 
 +
 
 +
'''{{Anchor|Authoritative Presence}} {{Ex}}:'''
 +
At 6th level, your reputation and stoic demeanor are so great that your nearby officers are to emotionally empowered to let little things like broken bones and blood loss stop them from protecting others. Your cohort and followers gain fast healing 5 while they are at half or less of their maximum hp and within 60 ft. of you. Note that you do not gain any fast healing from this ability.
 +
 
 +
'''{{Anchor|Elite Officers}} {{Ex}}:'''
 +
At 8th level, you can promote your officers to the ranks of the elite—and they’d better live up to your high expectations. Once per encounter, as a swift action, you may promote a number of followers (but not your cohort) equal to your Charisma modifier to elite minions. They gain six temporary d10 HD and the appropriate amount of hp, a +6 morale bonus on attack rolls, a +5 morale bonus on Fortitude saves, a +1 morale bonus on Will and Reflex saves, and they all gain the feats Combat Reflexes, Diehard, and Power Attack as bonus feats. These bonuses last until the end of the encounter. You cannot use this ability and the instant promotion ability in the same encounter. If you fail to triumph in the encounter, your Evil Overlord’s Code requires that you kill all of the elite minions.
 +
 
 +
'''{{Anchor|Arch-Chief}} {{Ex}}:'''
 +
At 9th level, you have become a pure source of justice. You gain the benefit of a constant ''[[SRD:Shield of Law|Shield of Law]]'' effect. This is not magic or a supernatural ability, but merely the effect of your considerable presence and reputation as an Security Chief, inspiring your officers and demoralizing your foes.
 +
 
 +
====Ex-Security Chiefs====
 +
 
 +
If a Security Chief stops being lawful or he is fired from his position of Security Chief, he loses all of his class abilities, including his followers. His Cohort might stay with him, depending on how the relationship between the two is. To regain all abilities from the Security Chief class back, the Ex-Security Chief only needs to become lawful again and find a new job (or get rehired to his original position) as a Security Chief.<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class->
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<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
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===Campaign Information===
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 REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
  
'''{{Anchor|Bonus Feat}}:''' A Modsoul gains bonus feats at the first and second level, as well as every even level thereafter.
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<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A ... " SECTION
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====Playing a <-class name->====
  
'''{{Anchor|Combat Point}}:''' Each Modsoul is designed with one part of their body enhanced to allow them to combat hollows and the like. This serves as both their main form of combat, but also determines what skills the Modsoul can utilize with greater efficiency, and in some cases adds an additional mode of transport.
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'''Combat:''' <-Typical role in combat->
  
Choose one of the following options. The Modsoul adds the listed skill(s) as a class skill, and also gains the other listed benefits.
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'''Advancement:''' <-Typical advancement options for characters with this class.  Include desirable multiclass options->
  
:'''Legs:''' The Modsoul adds Balance and Jump to their class skills. If jump was already a class skill, they gain a modifier to jump/balance equal to ½ their class level. The Modsoul's base movement speed is increased by 10 feet at 1st level, and another 10 feet per four levels thereafter.
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'''Resources:''' <-What kind of assistance members of this class can expect from each other including possible organizations->
::At 1st level, the Modsoul gains the ''[[SRD: Run|Run]]'' feat. They also gain a +10 racial bonus to jump checks.
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 REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A ... " SECTION -->
::At 4th level, the Modsoul gains the ''Leap Attack'' feat, even if they do not meet the prerequisites.
 
::At 7th level, the Modsoul can jump and balance like a Shinigami, except that they cannot balance on thin air. The Modsoul gains the ''Spring Attack'' feat, even if they do not meet the prerequisites.
 
::At 13th level, the Modsoul gains the ability to ''pounce'' as long as they use their ''Leap Attack'' feat on the charge.
 
::at 17th level, the Modsoul no longer suffers falling damage so long as they can reasonably land on their feet. The Modsoul no longer has a maximum height they can jump.
 
:'''Arms:''' The Modsoul adds climb and swim to their list of class skills. If climb was already a class skill, they gain a modifier to swim/climb equal to ½ their Modsoul level. The Modsoul's strength is assumed to be 4 higher when determining their carrying capacity, and and extra 2 strength for breaking objects. This is increased by an additional +4/+2 every four levels thereafter.
 
::At 1st level, the Modsoul counts their strength as 4 higher when they attempt to grapple, trip, disarm and bull-rush someone.
 
::At 4th level, the Modsoul can ignore the movement penalty for being over encumbered. The Modsoul suffers no penalties to climb or swim tests for wearing armor.
 
::At 7th level, the Modsoul gains the ''Stunning Fist'' feat, even if they do not meet the prerequisites, The Modsoul can slow fall like a monk of the same level, and they can use ''Stunning Fist'' as a monk could.
 
::At 13th level, the Modsoul the Modsoul gains the ''Shock Trooper'' feat, even if they do not meet the prerequisites.
 
::at 17th level, the Modsoul can climb any surface as if it had handholds. The Modsoul's unarmed attacks count as Adamantine for all purposes.
 
:'''Body:''' the Modsoul adds concentration and survival to their list of class skills. If they were already class skills, the Modsoul gains a bonus on them equal to ½ their class level/ The Modsoul counts their strength 4 higher to resist any trip, bull-rush, disarm or grapples, or any strength-based effect that would restrain or injure them. This is increased by +4 every 4 levels.
 
::at 1st level, the Modsoul rolls twice to determine their hit dice every level thereafter. The Modsoul gains the ''Endurance'' feat.
 
::at 4th level, the Modsoul gains the ''Hold the Line'' feat, even if they don't meet the prerequisites.
 
::At 7th level,  the Modsoul now acts like a Shinigami when reduced to less than 0 health rather than a construct '''(Inspect this, living constructs die differently than constructs)'''
 
::at 13th level,  the Modsoul's hit dice are increased to d10s, which is applied retroactively. They also gain the ''Stand-Still'' feat, even if they do not meet the prerequisites.
 
::at 17th level,  the Modsoul's hit dice are increased to d12s, and all of their hit dice are maximized. This applies retroactively.
 
:'''Eyes:''' the Modsoul adds spot and search to their list of class skills. If they were already class skills, the Modsoul gains a bonus on them equal to ½ their class level. The Modsoul gains low-light vision, and Darkvision out to 60ft. At 4th level, and every 4 levels thereafter, their Darkvision improves by an additional 10 feet.
 
::at 1st level, the Modsoul us capable of picking out extreme details with their vision. They can always take 10 on spot tests, even if they would normally be unable to. They also increase the critical threat range of their attacks by 1.
 
::at 4th level, the Modsoul's eyes can pick out incredible amounts of details about their foes. They can ignore 10% of their enemies' concealment/fortification.
 
::At 7th level, The Modsoul the Modsoul's vision runs at such a rate that artificial images simply cannot keep up. they gain a +2 bonus on saves agains illusions that contain a visual element. They can choose to use the spell ''Detect Magic'' in place of their Darkvision.
 
::at 13th level, the Modsoul can see invisible creatures with their Darkvision. They can ignore 20% of their enemies' concealment and fortification.
 
::at 17th level, the Modsoul gains the ''Knowledge Devotion'' feat, even if they do not meet the prerequisites. They may use their spot skill in place of their Knowledge skill for this ability.
 
:'''Weapon:''' the Modsoul adds Intimidate and Iajutsu Focus to their list of class skills. If they were already class skills, the Modsoul gains a bonus on them equal to ½ their class level. The Modsoul gains proficiency with a weapon of their choice. They also gain both ''Weapon Focus'' and ''Weapon Specialization'' with the chosen weapon.
 
:at 1st level, the Modsoul gains a +1 to hit and damage rolls with their chosen weapon. They choose either ''Power Attack'' or ''Rapid Fire'' as a bonus feat.
 
:at 4th level, the Modsoul's bonus with the weapon increases to +2.
 
:at 7th level, the Modsoul's bonus with the weapon increases to +3. They choose either ''Cleave'' or ''Multishot'' as a bonus feat.
 
:at 13th level, the Modsoul's bonus with the weapon increases to +4. They choose either ''Great Cleave'' or ''Greater Multishot'' as a bonus feat.
 
:at 17th level, the Modsoul's bonus with the weapon increases to +5, and the critical threat range of the chosen weapon increases by +2.
 
:'''Mind:''' the Modsoul adds Diplomacy and Sense Motive to their list of class skills. If they were already class skills, the Modsoul gains a bonus on them equal to ½ their class level. The Modsoul gains Telepathy out to 100 ft, and Limited Telekinesis allowing it to manipulate an amount of matter equal to its light encumbrance with its mind as a standard action within this range. The Modsoul can use either its strength or Intelligence modifier to determine how much they can move. This must remain in the range of the Modsoul's telepathy. The Modsoul can move the controlled objects with itself as it moves, or up to 30 ft. The Modsoul cannot affect objects in another creature’s possession, or another creature with this ability, unless the creature is willing.
 
:at 1st level, the Modsoul gains the ability to throw objects using its telekinesis. This functions in all respects like the Modsoul had thrown the objects itself, save the thrown objects deal damage as the Modsoul's unarmed damage but one stage less, are based on intelligence rather than strength and they always count as being within their first range increment if made within the Modsoul's telekinesis range. Items thrown in this way function as if they were under the benefit of the ''Telekinetic Boomerang'' power. The Modsoul gains the ''Throw Anything'' feat.
 
:at 4th level, the Modsoul can use its telekinesis to attempt to perform a bull-rush, grapple, disarm or pin. This functions exactly as if the Modsoul was adjacent to the chosen victim, save that failed attempts do not gain reactive actions from the victim. They still provoke attacks of opportunity if the target threatens the Modsoul. The Modsoul can use its intellect in place of its strength modifier for these abilities If they so desire. Though this is not a spell, spell resistance can be used to resist this attack, with the Modsoul’s caster level being equal to their class level.
 
:at 7th level, the range that the Modsoul’s telepathy functions is greatly improved. It increases to 200 ft. The Modsoul also gains the brutal throw feat, even if they do not meet the prerequisites. If the Modsoul already has the brutal throw feat, they may select any feat they meet the prerequisites for.
 
:at 13th level, the Modsoul’s telekinesis increases in power to such a degree that they can use it to manipulate a much greater amount of matter, or to manipulate their foes as ammunition. The Modsoul can now manipulate matter up to their medium encumbrance with their Telekinesis. They can also attempt to throw a creature within their telekinesis range to the boundaries of said range, or until it hits an object, so long as its total weight is not above the Modsoul’s max load. The victim is entitled to a will or fortitude save (their choice) with a DC equal to 10+ ½ character level + Int modifier to resist. If they hit a solid object that would resist having their weight launched into it at high speed, then the creature suffers damage as if it had fallen the distance it was thrown.
 
:at 17th level, the Modsoul is a master of telepathy, capable of picking up thoughts with ease. They gain an aura of ''Detect Thoughts'' to the range of their telepathy, and can use ''Brain Spider'' as a spell-like ability three times per day.
 
:'''Voice:''' the Modsoul adds Bluff and Diplomacy to their list of class skills. If they were already class skills, the Modsoul gains a bonus on them equal to ½ their class level. The Modsoul's voice is soothing and musical to any that hears it, they gain a +2 bonus on Charisma-based skill checks that involve speaking of any kind. The range their voice can be heard increase by 20 ft. These abilities increase at 4th level, and every 4 levels thereafter, by 1/10 ft respectively. 
 
:at 1st level, the Modsoul can emit an ear piercing screech that renders all within 30 feet deafened for 1d6 rounds on an unsuccessful Fortitude Save (DC 10 + 1/2 Level + Charisma Modifier). The Modsoul is immune to magical silence.
 
:at 4th level, the Modsoul may use the spell ''Charm Person'' once per day per point of Charisma modifier as a spell-like ability.
 
:at 7th level, the Modsoul may use the spell ''Calm Emotions'' once per day per point of Charisma modifier as a spell-like ability. The Modsoul functions as if under the effects of the tongues spell at all times (caster level equal to hit dice)
 
:at 13th level, the Modsoul can use the spell ''Shout'' once per day per point of Charisma modifier as a spell-like ability.
 
:at 17th level, the Modsoul can use the spell ''Charm Monster'' once per day per point of Charisma modifier as a spell-like ability.
 
  
:'''<COMBAT POINT NAME>:''' the Modsoul adds <skill> and <skill> to their list of class skills. If they were already class skills, the Modsoul gains a bonus on them equal to ½ their class level. <Other benefit>
+
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
:at 1st level, the Modsoul...
+
====<-pluralized class name-> in the World====
:at 4th level, the Modsoul...
 
:at 7th level, the Modsoul...
 
:at 13th level, the Modsoul...
 
:at 17th level, the Modsoul...
 
  
'''Combat-Gigai:''' Though original Modsouls where designed for use in human corpses, the recent batch are instead issued with a specially designed Gigai by soul society. They have the living construct subtype in addition to their normal type. Though they cannot use weapons, this body can be enchanted like a single piece of armor, and a weapon.
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{{quote|<-Some quote from a character of this class->|4=<-NPC name->, <-race-> <-class->}}
A Modsoul always has the improved unarmed strike feat. Their unarmed damage is increased to what shown in the table above, and they gain a bonus to their AC (also shown on the table)
 
If a Modsoul dies, its body is immediately destroyed, and it reverts back to a soul candy. This can be put into another body (such as a corpse or a construct). A Modsoul only has access to their modifications whilst in their own body.
 
  
'''{{Anchor|Modification}}:''' A Modsoul’s Gigai is constantly improved to make it more suitable for combat, ensuring as the soul's skill increases their body is able to keep up. Each time the Modsoul gains a modification, they choose one ability from the Modsoul list. Additional effects are determined by their Modsoul design (see below)
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<-Where characters of this class fit in a d20 world->
  
'''{{Anchor|Modsoul Design}}:''' Each Modsoul is designed to fit a certain niche in the battlefield, and their abilities are designed to compliment that role. At 1st level, choose one of the following builds. At 13th level, select a second build. They must then choose which benefit to apply whenever they gain a modification
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'''NPC Reactions:''' <-How NPCs react to characters of this class->
 +
 REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
  
:'''Supersoldier:'''
+
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
::The Modsoul is quicker, stronger and more ferocious than its peers. This soul is designed to finish the enemy as directly as possible.
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====<-class name-> Lore====
::'''Benefit:''' Whenever the Modsoul obtains a modification, they can add +2 to a single stat of their choice
 
::'''Improved Supersoldier:''' the Modsoul becomes much more effective a fighter. Their Modsoul levels now grant a full base attack bonus. This applies retroactively.
 
::'''Greater Supersoldier:''' The Modsoul is capable of launching a devastating flurry of strikes. They gain the flurry of blows ability, as a monk of their level. They can only perform this unarmed
 
::'''Perfect Supersoldier:''' The Modsoul is capable of dishing out severe damage with each attack. Their unarmed damage is increased by one step. At level 20, they deal 2d12 each attack.
 
  
:'''Hunter:'''
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Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
::The Modsoul is designed to be able to track down the enemy, wherever they may hide, and to neutralize a specific enemy.
 
::'''Benefit:''' Whenever the Modsoul obtains a modification, they increase the range at which they can sense Reiatsu by 5 feet. They also gain + 2 to sense motive and Suppress Reiatsu
 
::'''Improved Hunter:''' the Modsoul gains both the track feat, and the Reiraku hunter feat
 
::'''Greater Hunter:''' The Modsoul gains a favored enemy (as a ranger). They can sense the Reiatsu of their favored enemy even if it is suppressed, though the DC is increased by x
 
::'''Perfect Hunter:''' the Modsoul gains a second favored enemy, and their benefit against their first favored enemy is increased by a further +2
 
  
:'''Defender:
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{| class="zebra d20"
::The Modsoul is designed to be able to intercept attacks, and protect their allies:
+
|+ <-the appropriate skills->
::'''Benefit:''' whenever the hunter gains a modification, they also gain +2 dr/- and an extra 1 AC
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! DC || class="left" | Result
::'''Improved Defender: '''The defender gains proficiency with heavy armor. They retain their AC bonus when in armor
+
|-
::'''Greater Defender:'' The defender reduces the armor check penalty from any armor they wear by 2, their maximum dexterity in armor is increased by +2, and they no longer suffer movement penalties for heavy armor
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| 11 || class="left" | <-not so common knowledge->.
::'''Perfect Defender:''' the defender reduces the armor check penalty from any armor they wear by 4, their maximum dexterity in armor is increased by +4, and they can sleep in armor with no penalties
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|-
 +
| 16 || class="left" | <-rare information->.
 +
|-
 +
| 21 || class="left" | <-very rare information->.
 +
|- 
 +
| 26 || class="left" | <-information so obscure that members of this class might not even know it->.
 +
|}
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 REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
  
:Spiritcaster:
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<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
::This rare breed of Modsoul has a natural reserve of spiritual energy incorporated into their design.
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====<-pluralized class name-> in the Game====
::'''Benefit:''' whenever the Spiritcaster gains a modification, they gain Kido as if they had taken a level of Kido Shinigami
 
::'''Improved Spirit Caster:''' the spirit caster can choose a 1st level Kido spells they know. They can cast this as a spell-like ability 3 times a day
 
::'''Greater Defender:''' the spirit caster can choose a 2nd level Kido spells they know. They can cast this as a spell-like ability 3 times a day
 
::'''Perfect Defender:''' the spirit caster can choose a 3rd level Kido spells they know. They can cast this as a spell-like ability 3 times a day
 
  
'''{{Anchor|Repurpose}}:''' As a Modsoul is artificial, if they have time they can redesign their body for a better purpose. A Modsoul with this ability can spend a day to exchange their Modsoul abilities for any others available. They cannot exchange an ability that is a prerequisite for another ability they know, unless they exchange that ability as well
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<-How characters of this class fit in the game (PC and NPC) and what roles they play->
  
'''{{Anchor|Self-repair}}:''' The Modsoul’s body is designed to be able to repair itself on the fly. The Modsoul gains fast healing 2, which is increased by two at level 10, 15 and 20. In addition, the Modsoul regains one point of ability score per hour.
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'''Adaptation:''' <-Fitting this class in your campaign->
  
'''{{Anchor|Annihilation Mode}}:'''
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'''Sample Encounter:''' <-DM placement for NPC of this class->
The Modsoul is capable of tapping into the inner limits of their power, entering a state of absolute destruction. The Modsoul increases their strength and constitution by an amount equal to their class level, and count as being under the effect of haste spell. They gain abilities depending on what purpose they chose at level 1
 
:'''Supersoldier: '''the Modsoul enters a berserker frenzy (with all the benefits and drawbacks associated) they gain an additional + 4 strength and constitution
 
:'''Hunter: '''The Modsoul acts as if under the benefit of a freedom of movement spell. Against enemies that are denied their dexterity bonus, the Modsoul deals an additional 1d6 damage per two class levels. This stacks with sneak attack.
 
:'''Defender: '''The Modsoul gains double their previous number of hit points. They increase their fast healing by their class level. When the annihilation mode ends, they are returned to full health regardless of their amount of health.
 
:'''Soulcaster: '''The Modsoul can cast Kido as if they where a Kido Shinigami of the same level. They do not increase their strength, but instead their caster stat. The Modsoul is assumed to know every spell of levels available to them.
 
It costs the Modsoul 20 SEP to activate the annihilation mode, and it lasts for 5 rounds. This can be extended by paying a further 10 SEP per round. When the Modsoul's annihilation mode ends, they are exhausted for a number of rounds equal to the time they spent in the annihilation mode.
 
  
'''{{Anchor|Redesign}}:''' Whenever the Modsoul uses their Repurpose ability, they can also change their combat point as well. It only takes the Modsoul an hour to Repurpose, rather than 24.
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''EL <- whatever ->:'' <-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter->
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 REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
  
'''{{Anchor|Perfect Modification}}:''' The Modsoul is the peak of artificial power. They gain three Modifications.
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<nowiki>----
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{{3.5e Prestige Classes Breadcrumb}}
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{{User:The Dire Reverend/My Stuff}}
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[[Category:3.5e]]
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[[Category:User]]
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[[Category:Class]]
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[[Category:Prestige Class]]

Latest revision as of 23:19, 13 October 2012

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Author: The Dire Reverend (talk)
Date Created: 12/15/2011
Status: Just Started
Editing: Suggestions in Talk Page welcome.
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Based off of the Evil Overlord class by The Demented One, found here.

Security Cheif[edit]

Laws change depending on who's making them, but justice is justice.
—Odo, ChangelingDS9 Security Chief, Star Trek: DS9

The average Security Chief does stuff.

Becoming a Security Chief[edit]

Characters with a sense of honor, justice or some other lawful emotion are the most likely to become a Security Chief. A lot of them have levels in Paladin.

Entry Requirements
Alignment: Any Lawful. Very few Lawful Evil characters become Security Chiefs, but it is not completely unheard of.
Skills: Knowledge (Tactics) 8 Ranks, Gather Knowledge 4 Ranks.
Special: Must have been promoted to become the Chief of Security of a certain place.
 

Table: The Security Chief

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Security Chief's Code, Forces of Justice, Leadership
2nd +2 +3 +0 +3 Advanced Restraints, Impressive Tactician
3rd +3 +3 +1 +3 Protect the Innocent
4th +4 +4 +1 +4 Instant Promotion, Just as Planned (Move Action)
5th +5 +4 +1 +4 NAME NAME NAME NAME
6th +6/+1 +5 +2 +5 Authoritative Presence
7th +7/+2 +5 +2 +5 Just as Planned (Standard Action)
8th +8/+3 +6 +2 +6 Elite Officers
9th +9/+4 +6 +3 +6 Arch-Chief 
10th +10/+5 +7 +3 +7 Just as Planned (Full-Round Action)

Class Skills (4 + Int modifier per level.
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Security Chief.

Security Chief's Code:  All Security Chiefs follow a strict code of conduct, knowing that if they do not follow the laws, others would follow in their footsteps. The tenants of the code are:

  • The first, and most important rule, is that protecting the innocent under your protection is more important than anything. Sacrificing your own life, compromising your principles, even violating the Security Chief's Code itself is justified if that’s what it takes to keep the innocent alive.
  • You must rarely ever break your word, only doing so accidentally or when forced to do so against your will. You cannot tell small lies, or lies that will go unnoticed.
  • A defeated or helpless foe should never be killed. They should be sent to a holding cell, where they will stay according to the law of where you currently are Located.
  • Even when fighting against or interrogating a person, A Security Chief must treat others with at least a minimal amount of courtesy and politeness. This does not mean the Security Chief cannot be rude to others, but he cannot go too far. 

A Security Chief who breaks any tenant of the code is disgraced, unless he broke the code in order to protect the innocent. All of his followers and his cohort abandon him, and he takes a permanent -1 penalty to his Leadership score, as his reputation is smeared. He can begin recruiting new followers and cohorts after a week.

Forces of Justice (Ex): You gain a bonus to your Leadership score equal to your class level, but you can only recruit characters of Lawful alignment. Your followers’ Strength, Dexterity or Constitution score increases by 2, but their Charisma score decreases by 2. This is not a bonus, but results from the fact that those applying for the job of a Security Officer are better trained in combat, but lack social skills.  Your cohort, however, gets a +2 increase to his Strength or Dexterity, Constitution, Intelligence, and Charisma scores, as he is much more unique of a security officer. You do not take penalties to your Leadership score as a result of your followers dying, because death and injury is expected in their line of work, and all officers sign a liability wavier. 

Leadership (Ex): At 1st level, you gain Leadership as a bonus feat. If you wish, you can use your Intelligence modifier in place of Charisma to determine your leadership score.

Alternatively, you can choose a feat similar to Leadership, such as Undead LeadershipLM, Variant Leadership or Sidekick.

Advanced Restraints (Ex): At 2nd level, you are a master of ways to immobilize those that you have captured. You add your class level to the DC of any skill check or ability check made to escape from or disable one of your restraints.

Impressive Tactician (Ex): You have become well-known for your ability to lead those around you in battle. At 2nd level, as a swift action, you may grant any of your allies, followers, or your cohort an extra action by making a Knowledge (Tactics) check. They take the extra action immediately on your turn. The type of action they may take depends on the result of your Knowledge check. A result of 10 or lower allows a swift action, a result of 11 to 30 allows a move action, a result of 31 to 40 allows a standard action, and a result of 41 to 50 allows a full-round action. Once you have used this ability, you must wait 5 rounds before you can use it again. 

Protect the Innocent (Ex): If a Security Officer dies, it is a sad day, but if an innocent dies when a Security Chief is nearby, the Security Chief has failed at his job. At 3rd level, once per round, you may redirect half of all damage dealt to an adjacent all to yourself. 

Instant Promotion (Ex): At 4th level, you gain the ability to promote an officer in the middle of a battle. Once per encounter, as a swift action, you may bestow an instant promotion on a cohort or follower. They gain two bonus d10 HD, the appropriate amounts of hit points, a +2 morale bonus on attack rolls, and a +1 morale bonus on Fortitude saving throws. In addition, they are treated as having two additional levels in a base class of your choice for determining which class features they receive (but not other class abilities, like spellcasting, psionics, or martial maneuvers). The promotion lasts until the end of the encounter.

Just as Planned (Ex): At 4th level, your superior tactics to those around you gives you (and your allies) the edge in battle. At the beginning of each encounter, you formulate a cunning plan that relies on your foes acting just as you expected. You must state a specific action to be taken by any of your foes, such as casting a specific spell (but not just casting a spell), or attempting to trip you (but not just attacking you). Once during the encounter, when those circumstances are met, either you may take a move action before your enemy completes their action, or you may have a cohort or follower take a move action. At 7th level, you may instead take a standard action. At 10th level, you may instead take a full-round action.

Extra (Ex): At 5th level, your reputation as a force of justice grows so great that even Archons, Devils and Inevitables respect your adherence to law. You may use your Leadership feat to recruit any intelligent lawful outsider or any other creature with the lawful sub-type as a follower or cohort. If they do not have a level adjustment, treat their effective character level as being one and a half times their racial HD, plus any class levels or level adjustments from templates they may have. 

Authoritative Presence (Ex): At 6th level, your reputation and stoic demeanor are so great that your nearby officers are to emotionally empowered to let little things like broken bones and blood loss stop them from protecting others. Your cohort and followers gain fast healing 5 while they are at half or less of their maximum hp and within 60 ft. of you. Note that you do not gain any fast healing from this ability.

Elite Officers (Ex): At 8th level, you can promote your officers to the ranks of the elite—and they’d better live up to your high expectations. Once per encounter, as a swift action, you may promote a number of followers (but not your cohort) equal to your Charisma modifier to elite minions. They gain six temporary d10 HD and the appropriate amount of hp, a +6 morale bonus on attack rolls, a +5 morale bonus on Fortitude saves, a +1 morale bonus on Will and Reflex saves, and they all gain the feats Combat Reflexes, Diehard, and Power Attack as bonus feats. These bonuses last until the end of the encounter. You cannot use this ability and the instant promotion ability in the same encounter. If you fail to triumph in the encounter, your Evil Overlord’s Code requires that you kill all of the elite minions.

Arch-Chief (Ex): At 9th level, you have become a pure source of justice. You gain the benefit of a constant Shield of Law effect. This is not magic or a supernatural ability, but merely the effect of your considerable presence and reputation as an Security Chief, inspiring your officers and demoralizing your foes.

Ex-Security Chiefs[edit]

If a Security Chief stops being lawful or he is fired from his position of Security Chief, he loses all of his class abilities, including his followers. His Cohort might stay with him, depending on how the relationship between the two is. To regain all abilities from the Security Chief class back, the Ex-Security Chief only needs to become lawful again and find a new job (or get rehired to his original position) as a Security Chief.<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class->




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Sourcebooks Bleach D20
Classes & ACFs Militant Spellcaster, Spellcasting Lifedrinker, Unarmored Duskblade, Undead Paragon, Boneclaw Hybrid, Undead Soul Eater, Unevasive, Wand Wizard, Whiteguard
Feats, Flaws, Traits Adaptive Weapon, Advanced Spiked Chain Proficiency, Armorless Warforged, Bundle of Terror, Deathless Energy Drain Immunity, Emo Vampire, Expendable Familiar, Hungry Hungry Construct, Incognito Undead, Increased Monk AC, Independent Mage of the Arcane Order, Missing Hand Replacement, Necessary Evil, Painful Energy Charge, Persistent Shapechange Attack, Reloading Finesse, Sharp Teeth, Shoulder Riding, Simply Exotic, Spell-Like Imbuing, Jump
Equipment AC Scouter, Battle Sai, Chained Weapon, Cloak of Vampiric Protection, Contracting, Disguised Weapon, Expanding, F.U.E.L., Hair Dryer, Infinite Ammunition, Long Fall Boots, Merciful Crystal, Orb of Power Amplification, Wizard's Wand
Creatures,Races & Templates Awakened Avian, Awakened Bat, Awakened Ferret, Beeforged, Child, DR Variant, Dire Reverend Vampire, Draconic Kobold, Kitten of Endless Decanters, Redeemed Undead, Slaymate, Technoplush, Unhallowed Minion, Werecorgi
Etc. Binding Pact, Energy Charge, Revised, Vampiric Protection, Jump Speed
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