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.
"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.