Warrior Character Classes

1.2 Warrior Meta-class Abilities

1.2.1 The War Veteran

This protagonist has been discharged from military duty (honourably or not) in the recent past. The battles he has fought have left their scars on his psyche. The first casualty of war is innocence. War Vets must choose between Air Force, Army or Navy and may choose to be from a specialized combat unit (such as Bomb Disposal) that will give him access to the associated skills. Inspirations: “Snake” Plissken from Escape From New York, Said from Lost, Dutch from Predator and Hicks from Aliens.

PRIME REQUISITES – A high DEX is key to firearms use and a high STR is important for melee combat and martial arts. A good CON will help the War Vet survive combat longer and a high INT is good for increasing the number of military skills he can employ.

PROTAGONIST ALIGNMENT – Thanks to their military training War Veterans and due to the obedience to the chain of command that is drummed into them all War Vets are Lawful in alignment. Even though a War Vet may have been disobedient or insubordinate before his discharge he will still lead a well-ordered life.

PSYCHOLOGICAL DISORDER – The War Vet must choose one of the following behaviour defects: PTSD (Post-Traumatic Stress Disorder), an Addiction (Sedatives, Painkillers, or Amphetamines), an Anxiety Disorder, a Phobia, an Impulse Control Disorder, or a Mood Disorder. Despite this, the War Vet is the best prepared for combat situations.

CLASS SKILLS – Balance, Climb, Demolitions, Drive, Gamble, Handle Animal (Cavalry Units only), Craft (Structural – Army Corp of Engineers only, Chemical – Explosives and Ammunition only), Demolition (Bomb Disposal Unit only), Disable Device (Bomb Disposal Unit only), Intimidate, Jump, Knowledge (Tactics), Navigate (Navy only), Pilot, Profession, Repair, Ride (Cavalry Units only), Read/Write & Speak Language, Survival, and Swim.
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: (2 + Int modifier)

FEATS – War Vets begin with 2 Feats from this list at 1st level and then a new Feat at every odd-numbered level after that. Aircraft Operation (Air Force Vet only), Alertness, Archaic Weapon Proficiency, Armour Proficiency (Light, Medium or Heavy), Athletic, Blind-Fight, Brawl (and related Feats), Cautious, Combat Expertise (and all connected Feats), Combat Martial Arts Related Feats, Combat Reflexes, Confident, Defensive Martial Arts (and related Feats), Dodge (and related Feats), Drive-By Attack, Endurance, Far Shot (& Dead Aim), Focused, Frightful Presence, Gearhead, Great Fortitude (not available to Drug Addicted War Vets), Guide, Heroic Surge, Improved Damage Threshold, Improved Initiative, Lightning Reflexes, Personal Firearms Proficiency Related Feats, Point Blank Shot (and related Feats), Quick Draw, Quick Reload, Renown, Run, Simple Weapons Proficiency, Surface Vehicle Operation, Toughness, Track, Vehicle Expert (and related Feats), Weapon Finesse, Weapon Focus.

CLASS FEATURES – War Vets start with Personal Firearms Proficiency and Combat Martial Arts Feat at 1st level.
Bonus Features : Weapon Focus at 2nd level, Weapon Specialization at 3rd level, Tactical Aid at 4th level, Improved Critical at 5th level, Improved Reaction at 7th level, Greater Weapon Specialization at 8th level, and Critical Strike at 10th level (see D20 Modern pgs 165-166 for details).

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Good), Reflex (Poor), Will (Good)

BASE ATTACK BONUS (PHB3.5 PG.22) – Good

STARTING EQUIPMENT – One loaded sidearm with 2 full reloads, a single loaded assault rifle or submachine gun with 2 full reloads, a combat knife, a 4×4 vehicle, a flak jacket and military-grade helmet, and a choice of either a Taser, 2 non-lethal grenades, or a sabre. Wealth bonus is 10 + Level + Int modifier.

1.2.2 The Ex-Cop

The Ex-Cop used to be a member of a City Police Department, a State Trooper, a U.S. Marshal, an RCMP Officer, an FBI Agent or a member of a Sheriff’s Department. Due to the soul-grinding experience of seeing the evil that Man inflicts on his fellow Man this protagonist finally quit in disgust and depression. If an Ex-Cop wishes, he may be a member of a Special Unit (for example SWAT/ERT, K-9, or Negotiation Unit), that allows him to have access to the Unit-specific skills and feats. Inspirations: Will Graham and Clarice Starling from the Hannibal Series, Somerset from Se7en, Nathan Fillion in Slither, and Olivia Dunham from Fringe..

PRIME REQUISITES – A high DEX is key to firearms use and a high STR is important for hand-to-hand combat. A good CON will help the Ex-Cop survive combat longer and a high INT is good for increasing the number of paramilitary skills he can employ.

PROTAGONIST ALIGNMENT – Police Officers represent the Law in all societies. Even Ex-Cops are always Lawful in alignment.

PSYCHOLOGICAL DISORDER – The Ex-Cop leaves the Force a shell of a Man, he must choose one of the following behavioural problems : PTSD, an Addiction (Alcohol or a popular local street drug), a Mood Disorder or a Sleep Disorder.

CLASS SKILLS – Balance, Bluff (Negotiation Unit only), Climb, Computer Use, Craft (Chemical Electronic – Bomb Disposal Unit only, Demolitions (Bomb Disposal Unit only), Disable Device (Bomb Disposal Unit only), Diplomacy (Negotiation Unit only), Drive, Gather Information, Handle Animal (Horse & K-9 Units only), Intimidate, Investigate, Jump, Knowledge (Behavioural Sciences – Negotiation Unit only, Tactics, Streetwise), Listen, Navigate (Harbour Patrol only), Pilot (Helicopter Unit only), Profession, Repair, Ride (Horse Units only), Search, Sense Motive, Speak Language, Spot, Swim and Tumble.
Skill Points at 1st Level: (3 + Int modifier) x 4
Skill Points at Each Additional Level: (3 + Int modifier)

FEATS – Ex-Cops begin with 2 Feats (3 if not assigned to a Special Unit) from this list at 1st level and then a new Feat at every odd-numbered level after that. Aircraft Operation (Helicopter Unit only), Alertness, Animal Affinity (Horse & K-9 Units only), Armour Proficiency (only Bomb Disposal Unit gets Heavy), Athletic, Brawl (and related feats), Builder (Bomb Disposal Unit only), Cautious (Bomb Disposal Unit only), Combat Expertise & related feats (all but Bomb Disposal Unit), Combat Reflexes, Confident, Deceptive (Negotiation Unit only), Defensive Martial Arts related feats, Dodge & related feats, Drive-By Attack, Educated, Endurance, Far Shot & Dead Aim, Focused, Gearhead, Great Fortitude (unavailable to Ex-Cops with Addiction issues), Guide (K-9 unit only), Heroic Surge, Improved Damage Threshold, Improved Initiative, Lightning Reflexes, Low Profile, Personal Firearms related feats, Point Blank Shot and related feats, Quick Draw, Quick Reload, Renown, Run, Surface Vehicle Operation, Toughness, Track (K-9 unit only), Trustworthy (Negotiation Unit only), Vehicle Expert and related feats, Weapon Focus.

CLASS FEATURES – Ex-Cops start with Personal Firearms Proficiency, Simple Weapon Proficiency and Defensive Martial Arts Feat at 1st level.
Bonus Features : Weapon Focus at 2nd level, Weapon Specialization at 3rd level, Tactical Aid at 4th level, Improved Critical at 5th level, Improved Reaction at 7th level, Greater Weapon Specialization at 8th level, and Critical Strike at 10th level (see D20 Modern pgs 165-166 for details).

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Poor), Reflex (Good), Will (Good)

BASE ATTACK BONUS (PHB3.5 PG.22) – Good

STARTING EQUIPMENT: One loaded sidearm with 2 full reloads, a single loaded assault rifle or shotgun with 2 full reloads, a police baton, a sedan or motorbike but a member of the Horse Unit can choose a thoroughbred instead, a flak jacket, a Taser, pepper spray can, and a Tear gas grenade. Members of a K-9 unit may choose to also start with a well-trained retired police dog (German Shepherd for patrol, Beagle for drug and explosives detection, or Bloodhound for tracking). Wealth bonus is 10 + Level + Int modifier.

1.2.3 The Ex-Con

A Protagonist from the wrong side of the tracks, a rebel without a cause, or just a really bad guy that has paid his debt to society and now is out and ready to lead a quiet law-abiding existence (mostly). Despite this, Ex-Cons rarely get a break from the citizenry and will have a tough go at earning respect and trust from those around them. Inspirations: Charles S. Dutton from Alien 3, that yakuza guy from Predators, Mr. Eko in Lost, George Clooney from “From Dusk ‘Til Dawn“.

PRIME REQUISITES – A high DEX is key to firearms use and a high STR is important for hand-to-hand combat. A good CON will help the Ex-Cop survive combat longer and a high INT is good for increasing the number of criminal skills he can employ.

PROTAGONIST ALIGNMENT – The Ex-Con may have learnt from his mistakes and been rehabilitated but that doesn’t mean he is instilled with a love of the Law. Hit Men may be any alignment except Lawful Neutral and Lawful Good. Eco-Terrorists may be Neutral Good, True Neutral, Chaotic Good, or Chaotic Neutral. Gang Members and Outlaw Bikers may be any non-Lawful alignment.

PSYCHOLOGICAL DISORDER – The Ex-Con has led a hard and brutal life and this has taken a toll on his psyche, he must choose one of the following behavioural problems : PTSD, an Addiction (Alcohol or a popular local street drug), an Impulse Control Disorder or a Personality Disorder.

CLASS SKILLS – Balance, Bluff, Climb, Craft ( Chemical – Hit Man and Eco-Terrorist only,  Pharmaceutical – Gang Member and Outlaw Biker only), Demolitions (Hit Man and Eco-Terrorist only), Diplomacy (Hit Man only), Disguise (Hit Man only), Drive (Car only for Hit Man, Motorbike or Car for Gang Member, Motorbike only for Outlaw Biker, Moped or ATV only for Eco-Terrorist), Gamble, Gather Information, Handle Animal (Eco-Terrorist only), Hide (Hit Man and Eco-Terrorist only), Intimidate (Outlaw Biker and Gang Member only), Investigate (Hit Man only), Jump, Knowledge (Current Events, Popular Culture, Streetwise, Tactics), Listen (Hit Man and Eco-Terrorist only), Move Silently (Hit Man only), Navigate (Eco-Terrorist only), Profession, Repair, Ride (Eco-Terrorist only), Read / Write & Speak Language, Search, Survival, and Swim.
Skill Points at 1st Level: (3 + Int modifier) x 4
Skill Points at Each Additional Level: (3 + Int modifier)

FEATS – Ex-Cons begin with 2 Feats from this list at 1st level and then a new Feat at every odd-numbered level after that. Alertness, Animal Affinity (Eco-Terrorist only), Archaic Weapon Proficiency (Hit Man only), Armour Proficiency (Light only), Athletic, Attentive, Blind-Fight (Hit Man only), Brawl (and related feats), Builder (Hit Man and Eco-Terrorist only), Cautious (Hit Man and Eco-Terrorist only), Combat Expertise (and related feats), Combat Martial Arts and related feats, Combat Reflexes, Confident, Deceptive, Defensive Martial Arts and related feats (Hit Man and Gang Member only), Dodge (and related feats), Drive-by Attack, Endurance, Exotic Melee Weapon Proficiency, Far Shot & Dead Aim (Hit Man only), Focused, Frightful Presence, Gearhead (Outlaw Biker only), Great Fortitude, Improved Damage Threshold, Improved Initiative, Lightning Reflexes, Low Profile, Personal Firearms related feats, Point Blank Shot related feats, Power Attack and related feats, Quick Draw, Quick Reload, Renown, Run, Stealthy, Surface Vehicle Operation (Motorbike only for Outlaw Biker), Toughness, Track (Eco-Terrorist only), Two-Weapon Fighting and related feats, Vehicle Expert and related feats (Motorbike only for Outlaw Biker), Weapon Finesse, and Weapon Focus.

CLASS FEATURES – Ex-Cons start with Personal Firearms Proficiency, Simple Weapons Proficiency and Point Blank Shot at 1st level. Bonus Features : At 2nd level the Hit Man gains Close Combat Shot and the other Ex-Cons gain Weapon Focus in a personal firearm model (Outlaw Bikers may choose Chain instead if they so choose), The Hit Man gains Weapon Focus in one Personal Firearm model at 3rd level, all Ex-Cons gain Weapon Specialization at 4th level, Improved Critical at 5th level, Lightning Shot at 6th level, Improved Reaction at 7th level (the Hit Man gains Lightning Shot instead), Greater Weapon Specialization at 8th level (the Hit Man gains Sharp Shooting instead), Greater Weapon Focus at 9th level (Hit Man only) and Critical Strike at 10th level (the Hit Man gains Bull’s-eye instead) (see D20 Modern pgs 165-166 and 169 for details).

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Good), Reflex (Good), Will (Poor)

BASE ATTACK BONUS (PHB3.5 PG.22) – Good

STARTING EQUIPMENT: One loaded sidearm with 3 full reloads, a single loaded long-arm rifle or semi-automatic with 2 full reloads, a butterfly knife or switchblade, a low-end car (motorbike in the case of the Outlaw Biker). Wealth bonus is 8 + Level + Str modifier.

1.2.4 The Survivalist

This Protagonist has been preparing for the coming Social Collapse/ WW III/ Zombie Apocalypse/ Alien Invasion or whatever as long as he can remember. Though most likely close to broke this character is one of the best prepared for the Horrors that the heroes will face (at least from a logistical standpoint since Survivalists aren’t the most mentally stable people). Inspirations: Burt Gummer from the Tremors Series, Mad Max.

PRIME REQUISITES – Since the Survivalist is all about survival his prime requisite is CON, followed closely by DEX and STR for the use of firearms and melee weapons in a post-apocalyptic wasteland. A moderately high INT also helps in learning all the skills he would need when fending for himself.

PROTAGONIST ALIGNMENT – By their very nature Survivalists are loners and tend to be selfish and self-serving as well. Survivalists may be Chaotic Good, True Neutral, Chaotic Neutral, Neutral Evil or Chaotic Evil in alignment.

PSYCHOLOGICAL DISORDER – Survivalists are all a bit twitchy and paranoid but anyone that would stand against unfathomable Horror is even more off in the head. The Protagonist must pick one of the following disorders; PTSD, an Anxiety Disorder, a Mood Disorder, or a Personality Disorder.

CLASS SKILLS – Balance, Climb, Computer Use, Craft (Chemical, Electronic, Mechanical, Pharmaceutical, Structural), Demolitions, Disable Device, Drive, Handle Animal, Hide, Jump, Listen, Move Silently, Navigate, Pilot, Repair, Ride, Search, Spot, Survival (duh!), Swim, Treat Injury and Tumble.
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: (3 + Int modifier)

FEATS – Survivalists begin with 3 Feats from this list at 1st level and then a new Feat at every odd-numbered level after that. Acrobatic, Aircraft Operation, Animal Affinity, Archaic Weapon Proficiency, Armour Proficiency (Light and Medium), Brawl related feats, Builder, Cautious, Combat Expertise and related feats, Combat Martial Arts and related feats, Combat Reflexes, Defensive Martial Arts and related feats, Dodge and related feats, Drive-By Attack, Endurance, Exotic Melee Weapon Proficiency, Far Shot & Dead Aim, Focused, Gearhead, Great Fortitude, Guide, Heroic Surge, Improved Damage Threshold, Lightning Reflexes, Low Profile, Medical Expert, Meticulous, Personal Firearms related feats, Point Blank Shot and related feats, Power Attack and related feats, Run, Simple Weapons Proficiency, Stealthy, Surface Vehicle Operation, Track, and Vehicle Expert and related feats.

CLASS FEATURES – Survivalists start with Personal Firearms Proficiency and Brawl Feat at 1st level.
Bonus Features : Athletic at 2nd level, Alertness at 3rd level, Improved Brawl at 4th level, Quick Draw and Quick Reload at 5th level, Improved Initiative at 6th level, Weapon Focus at 7th level, and Toughness at 8th – 10th level.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Good), Reflex (Good), Will (Poor)

BASE ATTACK BONUS (PHB3.5 PG.22) – Good

STARTING EQUIPMENT – It is better to look at what a Survivalist doesn’t start with than what he does, he may be a  loner and a gun nut but he has all the legal permits for all those guns he owns! His weapons are anything that he can buy a legal permit for (so no grenade launchers …or grenades for that matter). For game purposes he may choose from  3 sidearms, 2 long-arms (for simplicity he is not allowed to start with fully automatic weapons), 1 shotgun and 1 flamethrower. He will have 500 rounds of ammunition for each gun he owns. The Survivalist starts with as much equipment as he can carry as long as he can find a place to carry it (full hiking backpacks are allowed). The only limit is his carrying capacity and his ingenuity. A Survivalist also starts with a stationary bunker with enough food, water and fuel to allow 4 adults to survive underground for 1 year. A Survivalist also begins with 1 off-road capable truck and one dirt bike or off-road ATV, with enough fuel to fill each of their tanks 3 times. Because of all of their starting materiel Survivalists Wealth bonus is Level + INT modifier.
NOTE: The Survivalist cannot start with equipment that he does not personally have the knowledge to operate and repair, always remember they are total loners.

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