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Classes

Intelligence Officer
The Intelligence Officer is trained to sneak around in places they aren’t wanted and to pull out whatever information is needed. The Intelligence Officer is often held in disdain by most members of the Navy and Army but they provide the data that lets them do their job.

Game Rule Information
Abilities: An Intelligence Officers most important abilities are Dexterity since they must sneak around. Charisma, Intelligence, and Wisdom are also useful since they are the base for most of the Intelligence Officer’s skills.
Vitality: 1D6

Class Skills
Bluff (Cha) / Computer Use (Int)
Craft (Int) / Demolitions (Int)
Diplomacy (Cha) / Disable Device (Int)
Disguise (Cha) / Entertain (Cha)
Escape Artist (Dex) / Forgery (Int)
Gather Information (Cha) / Hide (Dex)
Knowledge (Int) / Listen (Wis)
Move Silently (Dex) / Pilot (Dex)
Profession (Wis) / Read/Write Language
Search (Int) / Sleight of Hand (Dex)
Speak Language / Spot (Wis)
Survival (Wis) / Tumble (Dex)
Skill Points at first level: (8 + Int Mod) x 4
Skill Points at each additional level: 8 + Int mod

Class Features

Starting Feats: The Intelligence officer gains the following feats at first level:
Weapon Group Proficiency (simple weapons)
Weapon Group Proficiency (blaster pistols)

Bonus Feat: At first level the Intelligence Officer gains a bonus feat from the following list; Alertness, Cautious, Nimble, Sharp-Eyed, Stealthy, Trustworthy, Mimic, Skill Emphasis (any skill). The Intelligence Officer also gains a bonus feat at 5th, 10th, 15th, and 20th level

Sneak Attack: At second level an Intelligence Officer may make a sneak attack as a Scoundrel does. The damage bonus goes up 1D6 every other level.

Deception: At fourth level the Intelligence Officer gains a +4 bonus to all bluff, diplomacy, and disguise checks.

Quick Motion: At seventh level the Intelligence Officer gains a +4 bonus to move silently checks and gains the Dodge feat.

Improved Moment: At tenth level the Intelligence Officer gains a +6 bonus to move silently checks and gains the Mobility feat.

Credits: (1D8+2) x 2

Level Attack Fortitude Reflex Will Special Defense Reputation
1+0+0+2+2Starting Feats, Bonus Feat+40
2+1+0+3+3Sneak Attack +1D6+50
3+2+1+3+3+51
4+3+1+4+4Sneak Attack +2D6, Deception+61
5+3+1+4+4Bonus Feat+61
6+4+2+5+5Sneak Attack +3D6+72
7+5>+2+5+5Quick Motion+72
8+6+2+6+6Sneak Attack +4D6, +82
9+6+3+6+6+53
10+7+3+7+7Improved Movement, Sneak Attack +5D6, Bonus Feat+93
11+8+3+7+7+93
12+9+4+8+8Sneak Attack +6D6+104
13+9+4+8+8+84
14+10+4+9+9Sneak Attack +7D6+104
15+11+5+9+9Bonus Feat+115
16+12+5+10+10Sneak Attack +8D6+115
17+12>+5+10+10+125
18+13+6+11+11Sneak Attack +9D6+136
19+14+6+11+11+136
20+15+6+12+12Sneak Attack +10D6, Bonus Feat+146

Martial Artist
The martial artist relies on his hands and feet to deliver their attacks instead of weapons. A martial artist can use any part of his body to deliver damage to his foe and is never without a way to attack

Game Rule Information
Abilities: A martial artist’s most important abilities are Dexterity and Strength. Dexterity allows the martial artist to avoid more damage since they don’t wear armor and strength lets the martial artist deal more damage.
Vitality: 1D10

Class Skills
Climb (Str) / Computer Use (Int)
Craft (Int) / Escape Artist (Dex)
Hide (Dex) / Jump (Str)
Knowledge (Int) / Listen (Wis)
Move Silently (Dex) / Profession (Wis)
Search (Int) / Spot (Wis)
Tumble (Dex)
Skill Points at first level: (4 + Int Mod) x 4
Skill Points at each additional level: 4 + Int mod

Class Features

Starting Feats: A martial Artist gains the following feats at first level
Weapon Group Proficiency (simple weapons)
Martial Artist
Endurance

Unarmed Damage: At first level all unarmed attacks made by the martial artist deal 1D6 damage. The damage increases at fifth level and every five levels after. 5th level 1D8 damage. 10th level 1D10. 15th level 1D12. 20th level 2D8.

Bonus Feat: At third level the martial artist gains one of the following feats for free. He also gains one at 5th level and every five levels after that. Blind Fight, Acrobatic, Ambidexterity, Two Weapon Fighting, Dodge, Power Attack, Cleave, Mobility, Run, Dodge, Spring Attack, Improved Grapple, Combat Toss, Sneak Attack, Dirty Fighting, Jump Kick, Unarmed Attacks

Stunning Blow: Three times per day the Martial Artist may attempt to stun a target with an unarmed attack. The attack only does 1D4 damage but stuns the character for 1D8 rounds unless they succeed a fortitude check with DC of 16 then they are only stunned for 1D4 rounds

Quick Attack: Once per day the martial artist may attempt to make extra unarmed attacks. The martial artist may make an extra unarmed attack at each attack bonus with a -2 penalty. If the martial artist has the feat Unarmed Attacks the penalty is only -1 and is on his unarmed attack bonus.

Death Blow: Once per week the martial artist may attempt to make an unarmed attack that instantly kills the target. The martial artist must take a full round action to use death blow. The target is killed instantly unless he succeeds a will save with DC of 18 when he only takes 3D6 damage. If the martial artist kills the target he is flat-footed until his next turn.

Level Attack Fortitude Reflex Will Special Defense Reputation
1+1+2+2+0Starting Feats, Unarmed Damage 1D6+20
2+2+3+3+0+21
3+3+3+3+1Bonus Feat+31
4+4+4+4+1+32
5+5+4+4+1Unarmed Damage 1D8, Bonus Feat+32
6+6+5+5+2+43
7+7>+5+5+2+43
8+8+6+6+2Stunning Blow+44
9+9+6+6+3+54
10+10+7+7+3Unarmed Damage 1D10, Bonus Feat+55
11+11+7+7+3Quick Attacks+55
12+12+8+8+4+66
13+13+8+8+4+66
14+14+9+9+4+67
15+15+9+9+5Unarmed Damage 1D12, Bonus Feat+77
16+16+10+10+5+78
17+17>+10+10+5Death Blow+78
18+18+11+11+6+89
19+19+11+11+6+89
20+20+12+12+6Unarmed Damage 2D8, Bonus Feat+810