User:The Dire Reverend/Sandbox 3

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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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The Dire Reverend's Homebrew (Links in italics are adopted articles)
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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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