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imp_fireball
2010-03-19, 02:40 AM
http://www.bioware.com/_commonext/flash/masseffect/wrex/images/krogan_wrex_210x400.jpg
"Shepard."
"Wrex."
"Shepard."
"So long Wrex."
"Grrr, Shepard."

http://i591.photobucket.com/albums/ss356/NakomisXI/98939-Liara_TSoniMass_effectShepard.png
Indeed Shepard.


Krogan

- +4 STR, -2 DEX, +4 CON, -2 CHA, -2 INT

Krogan are strong, tough and war like. However, they are also generally abrasive and tend not to lean towards academic pursuits, rather, only enough for the latter to get them by on their homeworld as their populations grew and they adapted to constant nuclear war. Their humps, combined with leveraged limbs offers them less dexterity then humans.

- +1 Intimidate. Their abrasiveness prevents them from being lesser intimidaters despite their lowered charisma.

- Extraordinary Recuperation: A Krogan regains hit points at double the normal rate.

- +9 FORT saves versus paralysis, poison and non-magical disease. Originally on the Krogan homeworld, the most common cause of death was by predators. After the invention of gunpowder, it was death by gunshot.

- Wide set eyes give Krogan a +4 to reactionary Spot checks. They may not receive this bonus when 'trying again'.

- Natural Armor +4, 2 natural weapons: 1 slam (1d4+1.5 STR damage), 1 gore (1d3+STR damage)

- 2 humanoid HD. Krogan may apply the x4 multiplier to skill points upon taking a class level or during their racial levels, at player option (so as not to choke off class options). Humanoid levels give them (2+int)x2 additional skill points, +1 BAB, +3 to FORT saves and 1 feat.

- Genophage: 999 out of 1000 pregnancies results in a dead fetus.

- LA +0
--------

Krogan Warrior

Krogan Warrior Racial Substitution Levels (Substitutes any Class)

Krogan Warriors are an ideal in Krogan society. Coming from all martial disciplines and aided by the extensive training granted by such, the Krogan Warrior learns to incorporate an intense savagery that nicely compliments their existing abilities.

HD d12
2+int sp per level.
No additional Class Skills or Proficiencies.
Prerequisite: Race must be Krogan.
{table]Level | Barbarian Substitution Level| Fort | Ref | Will | Special
1st| 3rd| +1| +1| +1| Fast Movement +10ft., Die Hard
2nd| 5th| +2| +1| +1| Bloodied Rage, Armored Savage
3rd| 7th| +3| +2| +2| Persisting Rage, +1 Rage or Frenzy/day
[/table]
NOTE: BAB listed is for the level you can take upon acquiring that BAB (ie. at BAB +2, you can take a level in Krogan Warrior next level, since that will bring your BAB up to +3). BAB progression is as fighter for Krogan Warrior.

At 1st level, the Krogan Warrior acquires Die Hard as the feat, and fast movement 10ft., which stacks with other fast movement granted by class features, items, feats, etc.

At 2nd level, the Krogan Warrior acquires Bloodied Rage and Armored Savage.

Bloodied Rage (Ex)

When brought to 0 hp or below, you gain fast healing 15 as a free action that can be performed only during your turn. All hp healed by this fast healing is temporary hp. In addition, you gain rage equivalent to the barbarian's rage ability. If you are able to frenzy, whether by means of an item, class feature, etc., you may choose to frenzy instead. You also receive an additional +2 to your first attack made while charging (stacks with usual charge bonus). Your charge is also triple your regular move instead of double. When the rage ends, all temporary hp disappears.

At 3rd level, the Krogan Warrior acquires Persisting Rage, which improves upon everything granted by Bloodied Rage. The Krogan Warrior may also rage or frenzy 1 additional time per day (depending on which ability he has). If the Krogan Warrior doesn't have either rage or frenzy, he cannot use either ability, however the affect applies as soon as he able to use such abilities. If the Krogan Warrior has both abilities, he must choose which one to use 1 additional time per day.

Armored Savage (Ex)

You may run, charge and move normally in heavy and medium armor as if you were wearing light armor (thus, fast movement applies). Armor check penalties and max dexterity are not reduced/raised. Traveling in such a way, however, cuts the time it takes before exhaustion/fatigue to take place in half. So, if you are running full out in heavy armor and you have 18 constitution, it will take 9 rounds for you to need to stop running and rest instead of 18. Other constitution dependent affects such as holding breath are still treated as normal.

Persisting Rage (Ex)

In addition to what Bloodied Rage offers, you acquire DR 10/- when raging under the conditions listed in the Bloodied Rage description. Additionally, your fast healing is now 30 instead of 15 and you always fall stable at 0 hp at the end of any rage, unless killed before then.


Krogan Battlemaster

Krogan Battlemaster Racial Substitution Levels (Substitutes any Class)

The Krogan Battlemaster, while a dying martial practice, is much desired. Able to combine both brute force and biotic psi-like abilities, they are terrible weapons on any battlefield. Although biotics aren't much respected in Krogan society, their sheer might and fear that they bring is enough to often place them in a leadership position regardless of majority opinion. And petty opinions don't matter when you have a very large gun and the ability to break spines with your mind.

HD d12
2+int sp per level.
No additional Class Skills or Proficiencies.
Prerequisite: Race must be Krogan, Must be capable of at least one biotic psi-like ability
{table]Level | Barbarian Level Substitute| Fort | Ref | Will | Special
1st| 6th| +1| +1| +1| Tough, Knockback, Blood Satisfies
2nd| 9th| +2| +2| +2| Tougher, Psi Armor, +1 manifester level
3rd| 12th| +3| +2| +3| Tougherer, Improved Psi Armor, Clarity of Anger, +1 manifester level
[/table]

Tough (Ex)

At every level of Krogan Battlemaster, the Krogan Battlemaster receives a permanent +2 bonus to Strength and Constitution.

Knock Back

If the Krogan Battlemaster deals at least 10 damage, he may initiate a bull rush for free (free action, does not provoke AoO). This doesn't only apply to melee but also applies to attacks made with ranged weapons within the first increment, as the Battlemaster is able to charge his rounds with psychokinetic force.

Blood Satisfies

At first level, a Krogan Battlemaster can automatically regain psionic focus whenever he reduces an opponent to 0 hp or less. Because the Battlemaster subconsciously desires battle, executing opponents at less than 0 hp will not regain your psionic focus.

Psi Armor

At 2nd level, whenever the Krogan Battlemaster is psionically focused, he gains DR 5/-. This stacks with all other damage reduction. At 3rd level, this increases to DR 10/-.

Clarity of Anger

At 3rd level, whenever raging or frenzying, the Krogan Battlemaster automatically regains psionic focus. He may also expend psionic focus to regain one use of rage or frenzy for the day, up to his maximum allowable by other class features, feats, etc.

Manifester Levels

The Battlemaster across all 3 levels is assumed to acquire an additional 2 manifester levels for the purpose of biotics and other psi-like abilities, but not powers granted by psychic classes. The Battlemaster does not gain access to powers in this way, nor does he gain power points or additional powers/power points if another class already granted him powers.

It is a good idea to note this on your character sheet, so as not to confuse it with manifester levels granted by other character supplements such as PRCs.

imp_fireball
2010-04-17, 04:20 AM
Feats

Burst Fire
Prerequisites: Wisdom 13, proficiency with automatic firearm
Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deal +2 dice of damage.
Firing a burst expends five bullets and can only be done if the weapon has five bullets in it. In the Mass Effect universe, this isn't much of a concern considering most weapons fire very small hyper-accelerated expanding/fragmenting rounds, with thermodynamics being the only main concern.

Normal: Autofire deals an amount of damage specified in its per attack description and heats up accordingly (more so on full attacks), targets a 10-foot-by-10-foot area (or several 10ft.x10ft. connecting areas on a full attack), and can’t be aimed at a specific target. Without this feat, if a character attempts an auto fire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.

Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it. If the firearm's burst setting fires more then 5 rounds, it deals an additional die of damage per round over the 5 rounds and expends the listed amount of bullets.

Heroic Surge
Benefit: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.

{table]Character Level |Times per Day
1st–4th |1
5th–8th |2
9th–12th |3
13th–16th |4
17th–20th |5 [/table]

Surface Vehicle Operation
Select a class of surface vehicle (heavy wheeled, powerboat, sailboat, ship, or tracked). The character is proficient at operating that class of vehicle.
The heavy wheeled class includes all kinds of semi-trucks and tractor-trailers, as well as wheeled construction ve*hicles (such as earth movers) and wheeled armored vehicles (such as some armored personnel carriers). Powerboats are engine-powered water vessels designed for operation by a single person and usually no more than 100 feet in length. Sailboats are wind-powered water vessels. Ships are large, multicrewed water vessels. Tracked vehicles include bulldozers and tanks and other military vehicles.

Prerequisite: Pilot (4 ranks).

Benefit: The character takes no penalty on Pilot checks or attack rolls made when operating a surface vehicle of the selected class.

Normal: Characters without this feat take a –4 penalty on Pilot checks made to operate a surface vehicle that falls under any of these classes, and to attacks made with vehicle weapons that require the pilot to initiate. There is no penalty when you operate a general-purpose surface vehicle.
Special: A character can gain this feat multiple times. Each time the character takes the feat, he or she selects a different class of surface vehicle.

Double Tap
Prerequisites: Dexterity 13, Point Blank Shot.
Benefit: When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.

Soldier
Prerequisite: BAB +1, Medium Armor Proficiency, Martial Weapon Proficiency

You have 6 points to invest in soldier talents.

Advanced Soldier
Prerequisite: BAB +3, Soldier

Receive a number of points to invest in Soldier talents equal to your BAB + Key ability modifier of your choice.

Commando
Prerequisite: Advanced Soldier or Advanced Infiltrator, BAB +6

Reduce the cool down on assassination, marksmen and immunity by 1/4.

NOTE: If you took another feat that improved individual talents (such as Shocktrooper), you are only allowed to take this feat at BAB +12 or higher.

Shocktrooper
Prerequisite: Advanced Soldier or Advanced Vanguard, BAB +6

Reduce cool down on immunity, and adrenaline burst by 1/4. Barrier now has increased temporary hp equal to 5/4 of its value prior to taking this feat and can fast heal a number of temporary hp per round equal to your manifester level.

NOTE: If you took another feat that improved individual talents (such as Commando), you are only allowed to take this feat at BAB +12 or higher.

Vanguard
Prerequisite: Biotic Template, BAB +1

You have 6 points to invest in Vanguard talents.

Advanced Vanguard
Prerequisite: BAB +3, Vanguard

Receive a number of points to invest in Vanguard talents equal to your BAB + key ability modifier.

Nemesis
Prerequisite: Advanced Vanguard or Advanced Adept, BAB +6 or Manifester level 6

Warp's radius increases by 6ft. and damage per round 5/4 of initial value. Lift's radius increases by 13ft.

NOTE: If you took another feat that improved individual talents (such as Bastion), you are only allowed to take this feat at Manifester level 12/BAB +12 or higher.

Sentinel
Prerequisite: Use Technological Device (2 ranks), Biotic Template

You have 6 points to invest in Sentinel talents.

Advanced Sentinel
Prerequisite: Use Technological Device (6 ranks), Manifester level 3, Sentinel

You have a number of points to invest in Sentinel talents equal to your manifester level or 2/3 your ranks in use technological device (rounded down) + your key ability modifier.

Bastion
Prerequisite: Advanced Sentinel or Advanced Adept, Manifester level 6

Barrier now has temporary hp equal to 5/4 its initial value and can fast heal a number of temporary hp per round equal to your manifester level. Enemies affected by stasis can now be damaged.

NOTE: If you took another feat that improved individual talents (such as Nemesis), you are only allowed to take this feat at Manifester level 12 or higher.

Medic
Prerequisite: Advanced Sentinel or Advanced Engineer, Use Technological Device (9 ranks), Heal (4 ranks)

Neural shock lasts 5/4 its initial duration and deals 1d4 int, wis or charisma damage at your choice. Medi-gel recovers 1/4 more hp for all up-linked squad members, and can even revive people who were originally dead (-10 hp, death threshold is now -total hp) assuming some other affect hasn't been dealt to them such as raise dead.

NOTE: If you took another feat that improved individual talents (such as Operative), you are only allowed to take this feat at Use Technological Device (15 ranks) or higher.

Engineer

Prerequisite: Use Technological Device (4 ranks), Knowledge: Science and Technology (4 ranks)

You have 6 points to invest in Engineer talents.

Advanced Engineer
Prerequisite: Use Technological Device (6 ranks), Knowledge: Science and Technology (6 ranks)

You have a number of points to invest in Engineer talents equal to 2/3 your ranks in use technological device (round down) + your key ability modifier.

Operative
Prerequisite: Advanced Engineer or Advanced Infiltrator, Use Technological Device (9 ranks)

Radius of overload is increased by 6ft., and explosion damage is 4/3 its initial value. Damage to temporary hp granted by shields is increased by 4/3, and for its duration, victims have 5% vulnerability to damage (stacks).

Sabotage's radius increases by 6ft., explosion damage by 4/3 its initial value. Burn damage is increased by 4/3 and duration by 1 additional round.

NOTE: If you took another feat that improved individual talents (such as Medic), you are only allowed to take this feat at Use Technological Device (15 ranks) or higher.

Adept
Prerequisite: Biotic Template, At least 1 manifester level

You have 6 points to invest in Adept talents.

Advanced Adept
Prerequisite: Manifester level 3, Adept

You have a number of points to invest in Adept talents equal to your Manifester level + Key ability modifier.

Infiltrator
Prerequisite: Use Technological Device (4 ranks), BAB +1

You have 6 points to invest in Infiltrator talents.

Advanced Infiltrator
Prerequisite: Use Technological Device (7 ranks), BAB +3

You have a number of points to invest in Infiltrator talents equal to your BAB + Key ability modifier.


Biotics

Biotic Template

- Must have Wild Talent
- Acquire psionic subtype
- You may permanently sacrifice a number of power points (50%?) or chosen powers available to your class for one psi-like ability, from the list below. You can gain additional psi-likes by investing in the talents from the appropriate lists.

NOTE: All biotics are psi-like abilities that have a cool down. All require a character to be psionically focused. All require either line of effect or line of sight, although psi-likes that affect a radius can affect any area of the manifester's choosing, assuming of course, that they can estimate that the target will belong in a portion of that area.

Throw (Ps)

As violent thrust.

Warp (Ps)

Causes damage vulnerability in radius as well as minor damage per round.

Barrier (Ps)

Adds temporary hp that has no damage vulnerability and is unaffected by fast healing/regeneration/DR/etc.

Lift (Ps)
Prerequisite: Throw, 6 talent points invested in Throw

As levitate. Targets radius. Only affects enemies and not allies.

Singularity (Ps)
Prerequisite: Warp, 7 talent points invested in Warp

Draws enemies within radius towards inner radius, around which they orbit for a duration. Deals small damage per round.

Pull (Ps)
Prerequisite: Must have Advanced Singularity

The target is hoisted into the air, as levitate. At the beginning of the next round (highest initiative), the target falls into a chosen space adjacent to the manifester (take no falling damage, but prone). To resist, the target must make a Str check versus the Biotic's key ability modifier + manifester level.

NOTE: Target must have a line of effect to get to adjacent space.

Shockwave (Ps)
Prerequisite: Must have advanced pull.

Forces targets in a radius to make a fortitude save (10 + manifester level + Key ability score modifier) or fall prone and stunned. Targets with temporary hp granted by shields will not be affected in this way, but can suffer damage to their temporary hp granted by shields.

Charge (Ps)

You may charge as a swift action up to 4 times your base move speed (rather then the usual 2 times base move speed) and make a bull rush attempt as a free action with a +10 circumstantial modifier to this check. Note that you are not granted an attack action for this charge and must instead make a bull rush check (costs no action, however). Enemies that are successful bull rushed are also treated as if they have been overrun (hence, they are also prone).

Heavy Charge (Ps)
Prerequisite: Must have Charge Mastery

You may act as if hasted immediately after using your charge ability (duration is 1 round). Your circumstantial modifier to bull rush checks made in this way is now +28.

Area Charge (Ps)
Prerequisite: Must have Charge Mastery

You may choose to initiate your special bull rush upon multiple enemies in a 10ft. radius adjacent to you, whom must all roll to oppose your check.

NOTE: If you have both area charge and heavy charge psi-likes, you must choose which one to use (you cannot manifest both simultaneously).

Reave (Ps)
Prerequisite: Manifester level 9 or race must be Asari

Reave has a line of effect and deals manifester level d4 damage, which is then converted into hp that heals the manifester. It disables medi-gel healing for the victim for the same round that it restores health for the manifester and also does double damage to temporary hp granted by the barrier psi-like ability and temporary hp granted by shields. Finally, the target is rendered helpless for the round that this occurs, assuming they fail a will saving throw (DC 10 + manifester level + key ability modifier).

Heavy Reave (Ps)
Prerequisite: Reave Mastery

Reave damage increases by 37.5% (round down) and heals that much more as well. Will save to not be rendered helpless for a round is DC 15 + manifester level + key ability modifier. Finally, if the target fails their will save by 5 or more, the biotic may pull apart their armor as Rend Armor (Ex), dealing damage to armor equal to the damage they dealt to the target's regular hp (not shield/barrier hp).

Area Reave (Ps)
Prerequisite: Reave Mastery

Reave now affects targets in a 10ft. radius. It still requires line of effect however.

NOTE: If you have both area reave and heavy reave psi-likes, you must choose which one to use (you cannot manifest both simultaneously).

Slam (Ps)
Prerequisite: Manifester Level 9

You lift the target into the air, and then slam it to the ground dealing bludgeoning damage. Sacrifices a move action from target. Target must make a balance check (DC 10 + Manifester Level + Key Ability Modifier) to not fall prone.

NOTE: Can be countered by warp on a readied action, assuming biotic succeeds on a psicraft check to determine whether or not slam is being used. When countered, the victim is still lifted into the air and then falls down (suffering no damage, falling or otherwise), wasting one of their move actions.

Heavy Slam (Ps)
Prerequisite: Slam Mastery

Target suffers even more damage then what Slam Mastery dishes. Balance DC is now 15 + Manifester Level + Key Ability Modifier.

Crippling Slam (Ps)
Prerequisite: Slam Mastery

In addition to usual affects, slam stuns target for one round assuming they fail a Fort Save (DC 10 + Manifester + Key Ability Modifier). You may also perform precision damage (sneak attacks, skirmish, sudden strike) with slam and critically threaten on a natural 20 (x2 damage; roll versus AC for critical confirmation is another Fort Save).

Dominate (Ps)
Prerequisite: Manifester Level 9 (At least 5 Telepath Powers) or Ardat-Yakshi (Asari subrace)

As an immediate action, you order an organic target around as if under the affects of dominate person for 1 round.

Enhanced Dominate (Ps)
Prerequisite: Dominate Mastery

As before, except dominate now lasts for 2 rounds.

Group Dominate (Ps)
Prerequisite: Dominate Mastery

As before, except dominate now affects all organic targets in a 10ft. radius.


Armor and Weapons Qualities

Mods

Most armor has room available for one modification that can be swapped out via omni-gel assembly/dis-assembly (requires no tech craft check, takes 1d2 or 1.5 minutes). Very high quality armors usually have room for up to two modifications.

Shields

Armor provides kinetic barriers or 'shields' that add temporary hp that recovers at a certain rate per round. Both of this is listed in the stat block for the armor. Note that the barrier psi-like ability also adds temporary hp but does not regenerate usually over time (and if it does, the rate usually varies from the shield recovery rate), this temporary hp must be noted separately from the temporary hp provided by shields.

Temporary hp granted by shields or barriers aren't affected by what regular hp is normally affected by. Thus, they don't have the same damage vulnerabilities, fast healing, DR, etc. Because they are an entity separate from the wearer's body, they also aren't vulnerable to precision damage (sneak attack, sudden strike, skirmish, etc.) or critical strikes. In order to deal precision damage, a character must reduce temporary hp granted by shields and barrier to 0 with the damage dealt by a regular attack and only then may apply precision damage, or critical strike damage from a critical confirmation roll.