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View Full Version : d20 Space Pirate [Base class] (PEACH)



The Witch-King
2012-05-14, 03:46 PM
Space Pirate


http://fc07.deviantart.net/fs47/f/2009/226/2/3/23ea805eb323a42ccfa87e4612fa588e.jpg

Alignment: Any non-lawful.

Hit Die: d8

Starting Age: As Rogue.

Starting Gold: As Rogue.

Class Skills: The Space Pirate’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (astronavigation) (Int), Knowledge (computers) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).

Skill Points at 1st Level: (6 + Int modifier) ×4.

Skill Points at Each Additional Level: 6 + Int modifier.


Space Pirate

{table=head]Level|BAB|Fort|Ref|Will|Class Features|
Skirmish

1st|+0|+2|+2|+0|Dodge, Acrobatics|
-

2nd|+1|+3|+3|+0|Mobility|
-

3rd|+2|+3|+3|+1|Skirmish, Two Weapon Fighting, Weapon Finesse|
+1d6

4th|+3|+4|+4|+1|Point Blank Shot, Wretched Hives Of Scum And Villainy|
+1d6

5th|+3|+4|+4|+1|Evasion, Space Pirate|
+1d6, +1 AC

6th|+4|+5|+5|+2|Quick Draw, Sexaferocity, Pistol Butt|
+1d6, +1 AC

7th|+5|+5|+5|+2|Space Pirate, Space Pirate|
+2d6, +1 AC

8th|+6/+1|+6|+6|+2|Leadership, Space Pirate|
+2d6, +1 AC

9th|+6/+1|+6|+6|+3|Heavy Artillery, Space Pirate|
+2d6, +2 AC

10th|+7/+2|+7|+7|+3|Space Pirate|
+2d6, +2 AC

11th|+8/+3|+7|+7|+3|Space Pirate|
+3d6, +2 AC

12th|+9/+4|+8|+8|+4|Impact Deflection, Space Pirate|
+3d6, +2 AC

13th|+9/+4|+8|+8|+4|Space Pirate, Space Pirate|
+3d6, +3 AC

14th|+10/+5|+9|+9|+4|Space Pirate|
+3d6, +3 AC

15th|+11/+6/+1|+9|+9|+5|Damn Right She Shot First, Shoot Lock Controls|
+4d6, +3 AC

16th|+12/+7/+2|+10|+10|+5|Space Pirate|
+4d6, +3 AC

17th|+12/+7/+2|+10|+10|+5|Space Pirate|
+4d6, +4 AC

18th|+13/+8/+3|+11|+11|+6|Screaming Gun-gasm|
+4d6, +4 AC

19th|+14/+9/+4|+11|+11|+6|Nine Lives|
+5d6, +4 AC

20th|+15/+10/+5|+12|+12|+6|Starship|
+5d6, +4 AC
[/table]

Class Features

All of the following are class features of the Space Pirate.

Weapon and Armor Proficiency

A Space Pirate is proficient with all simple and martial weapons, all firearms, and with light and medium armor.

Dodge

During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Acrobatics (Ex): At 1st level, a Space Pirate gains +1 to all Climb, Jump and Tumble checks. This bonus increases to +2 at level 7, +4 at level 13 and +6 at level 19.

Mobility

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Skirmish:

A Space Pirate depends on mobility to deal extra damage and improve her defense. She deals an extra 1d6 on all attacks she makes in any round in which she moves at least 10 ft. The extra damage only applies to attacks taken during her turn. This extra damage increases by 1d6 for every four levels gained above 3rd (2d6 at 7th, 3d6 at 11th, 4d6 at 15th and 5d6 at 19th level).

At 5th level, a Space Pirate gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the Space Pirate has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 5th (+2 at 9th, +3 at 13th, and +4 at 17th level).

A Space Pirate loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Two Weapon Fighting

Weapon Finesse

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Point Blank Shot

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Wretched Hives Of Scum And Villainy (Ex): At 4th level, a Space Pirate has learned her way around dens of inquity and how to survive on the streets and back alleyways. She gains a competence bonus of one-third her class levels (round down, minimum 1) to Gather Information and Knowledge (local) checks.

Evasion

A Space Pirate can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless Space Pirate does not gain the benefit of evasion.

Space Pirate: When "Space Pirate" appears on the class table, a Space Pirate may choose one Space Pirate ability.

Space Pirate abilities:

Saboteur (Ex): If you fail a Disable Device check to disable a device or mechanism, you may immediately reroll and use the second result instead. This effect is used as an immediate action after the first check is attempted, but before the results are revealed by the GM.

Shanghai (Ex): Whether its trying to fill her ship with a new crew or her bed with a reluctant or escaping lover, a Space Pirate knows to employ the same solution: club the right guy over the head and drag him back to the ship. If during the surprise round, a Space Pirate uses a standard action against an unaware opponent who's head is not covered by armor to attack him with a blunt instrument (a pistol butt or even the side of a gauntleted hand will do), she can attempt to knock that opponent unconscious. The attacker automatically hits and scores a critical hit; any damage done is non-lethal. If the defender is not reduced to 0 HP, he must make a Fortitude save (DC 10 + damage dealt) or he is unconscious.

Fast Balance (Ex): A successful Balance check lets a Space Pirate move her full speed across a precarious surface, rather than half speed.

Carousing (Ex): A Space Pirate doesn't last long if she doesn't learn how to handle hard drink, play and if necessary cheat at games of chance and how to party as hard as she fights. A Space Pirate's Constitution is treated as being two points higher when it comes to handling alcohol and other intoxicants and she gains a competence bonus of one-third her class levels (round down, minimum 1) when using Bluff, Sense Motive or Sleight of Hand in the context of playing card games, dice games and other games of chance.

BOOTY! (Ex): A Space Pirate gains a competence bonus of one third her class levels (round down, minimum 1) to Appraise checks and to Knowledge (local) checks to determine where can she successfully fence her ill-gotten gain.

BIG BOOTY! (Ex): Prerequisite: BOOTY! A Space Pirate gains a competence bonus of one-third her class levels (round down, minimum 1) to Bluff and Intimidate checks to convince merchants to fence her more expensive and/or notorious baubles--whether they want to or not.

Smuggling (Ex): A Space Pirate gains a competence bonus of one-half her class levels (round down, minimum 1) to any and all Diplomacy checks made to buy or sell illicit or illegal goods.

Fire Solution (Ex): After spending a full action locking the targeting scanners onto an enemy ship, a Space Pirate operating a ship's weapons may in subsequent rounds, reroll missed attacks a number of times equal to her Intelligence modifier. She may only reroll a particular attack once and must take the second roll if she decides to reroll.

Security Systems (Ex): A Space Pirate may make rerolls of Disable Device checks against automated security systems either to disable them or to prevent them detecting or recording the presence of herself or her allies. She may make a number of such rerolls equal to her Intelligence modifier per day. If she chooses to reroll, she must accept the second roll, even if it is worse than the first.

Circuitous Route (Ex): By taking a route that makes the best use of ambient astronavigational phenomena, sticking to nebulae and so forth, the Space Pirate attempts to keep her ship undetected and slip past the enemy or to take them by surprise. The Space Pirate makes a Knowledge (astronavigation) roll against a DC of 20. She may then reduce all opponent's attempts to detect her ship by how ever many points she made the roll by. Should combat ensue anyway, during the first round, she may add those same points as a bonus to her ship's initiative.

Hacking (Ex): A Space Pirate gains a competence bonus of one-third her class levels (round down, minimum 1) when using the Disable Device skill for the purposes of hacking.

Quick Jump (Ex): By making a DC 25 Knowledge (astronavigation) check, the Space Pirate prepares her ship to jump into two rounds, the bare minimum for making a successful hyperspatial jump. If she fails, she must begin making calculations all over again starting on the next round.

I Know This Ship Like The Back Of My Hand (Ex): Given one month's time aboard a specific vessel, a Space Pirate can learn its unique qualities, features and idiosyncracies allowing her to gain a +10 competence bonus when making all Profession (Spacer), Craft (Starshipwright) or Search checks aboard her. This acclimation apples only to a single unique vessel and not to her whole class.

Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Sexaferocity (Ex): If, after using a successful Sense Motive check, a Space Pirate determines a male is genuinely attracted to her, she can use Intimidate rather than Diplomacy to convince him to court her. Sexaferocity is completely ineffective on anyone not genuinely attracted to the Space Pirate in question. It makes a shy male who is interested stop hesitating and procrastinating and make the first move, although its hard to call it the first move after he's been told to "suck it up," "be a man," and "crap or get off the pot."

Pistol Butt (Ex): A Space Pirate can use an empty pistol as an improvised bludgeoning weapon without penalty.

Leadership Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her.

Heavy Artillery (Ex): Beginning at 9th level, a Space Pirate treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in two hands.

Spica Spin (Ex): The Space Pirate can pretend to hand over her pistol butt first but twirls the pistol around to attack instead. Roll a DEX check against a DC of 20. If successful, the Dirgeshooter gets a free attack against the target. If the check is failed, she drops her weapon.

Impact Deflection (Ex): A Space Pirate is skilled in using the protection of her powered armor to its best effect in covering vital spots. When an opponent scores a critical hit, there is a 50% chance that a Space Pirate wearing powered armor will instead take normal damage.

Damn Right She Shot First (Ex): By conducting a successful feint attack against a target, the Space Pirate may draw and shoot the target before anyone can roll for initiative. The target is considered flatfooted. Should there be a surprise round, the Space Pirate gets her attack, then the surprise round is conducted and then initiative is rolled.

Shoot Lock Controls (Ex): The Space Pirate makes an attack roll against a lock's control panel within 30'. A standard control panel has an AC of 15. At the DM's discretion, the AC may be adjusted for a larger or smaller control panel, one better or worse constructed, etc. If the shot hits the lock, the Space Pirate can then make a Disable Device skill check against the control panel and if the lock is active (the force field to the cell on, etc.), the lock is disabled and the door opens (the force field turns off, etc.). If the Disable Device check fails, someone can still bypass the lock but the DC for the check increases by 10. A Space Pirate can attempt the reverse--she can shoot a control panel for an open door or a cell with the force field off and cause the blast doors to close, the force field to turn on, etc. Either way, once a lock's control panel has been shot, a key or other code will no longer function although a Knock spell will still work.

Screaming Gun-gasm (Ex): The Space Pirate must be armed with either two one-handed ranged weapons or a two-handed ranged weapon. One of the weapons used must have either explosive ordinance or be an energy weapon. One of the weapons used must be capable of autofire. Using a full action, which includes if necessary putting a fresh clip or clips into the weapon(s) before firing, the Space Pirate lays down a withering hail of fire in a 60' cone in front of her while laughing maniacally. All targets within the cone that are four levels or lower below the Space Pirate's level are reduced to 0 hit points, stunned and knocked prone by concussive force and flying debris (which includes but is not limited to the airborne limbs of their comrades) and rolls 1d4 × 10 feet. All targets outside the cone which witness this must make a Will save vs. fear or be panicked. All targets within the cone from three levels below the Space Pirate's level to above her level are subject to two attacks from the Space Pirate's weapons and for each of these two attacks, she make roll two dice and take the best roll. This ability may only be used once per encounter. Once conducted, the Space Pirate's weapons are empty of ammunition.

Nine Lives (Su): A Space Pirate's luck has to literally be seen to be believed. She may reroll any failed ability check, skill check, attack roll or saving throw. In effect, any task resolution die roll using a d20 may be rerolled. The second roll must be used even if worse than the original roll. A Space Pirate may do this a number of times per day equal to her Charisma modifier but only once per combat encounter.

Starship: If a Space Pirate hasn't "acquired" a starship of her own by this level, her pirate clan provides her one, complete with crew. The ship is still the property of the clan and from time to time, the clan may require her and her crew to conduct missions on their behalf but in general, they are happy with letting the Space Pirate have use of the ship in exchange for 10% of her take.

The Witch-King
2012-05-14, 03:48 PM
Space Pirate ACFs:

Several of the class abilities listed above are intended to represent a generic Space Pirate. However, Space Pirates can come from one of six distinctive themed Space Pirate Clans, in which case the generic class features should be replaced by the specific class features for that clan.

A Space Pirate must choose a Space Pirate Clan. Once a Space Pirate has chosen her Space Pirate Clan, she cannot change this choice. There are six known Space Pirate Clans: the Banebats, Battle Eaters, Dirgeshooters, Bladecats, Doomstorm Clan and Grimgrowlers.

Instead of receiving the following class features, the Space Pirate would instead receive the specific class features at the appropriate level for her Space Pirate Clan.

REPLACE:

3: Two Weapon Fighting
6: Sexaferocity
9: Heavy Artillery
12: Impact Deflection
15: Damn Right She Shot First, Shoot Lock Controls
18: Screaming Gun-gasm

Banebats

3: Piloting: A Banebat is proficient with all forms of aircraft and with shuttle/fighter sized space vehicles. When piloting such a vehicle, she effectively improves its maneuverability by one class. This also applies when a Banebat is using a personal flight pack. At 12th level, this increases to two classes.

Jury Rig Expert (Ex): The Space Pirate gains +4 to all Jury Rig checks.

6: Engine Restart (Ex): A Banebat is trained at quickly going through the start/restart process for a flight vehicle's engine system. The Space Pirate makes a DC 15 Repair check to get the engines going again on an aircraft or shuttle/fighter sized spacecraft that she is piloting. The attempt takes one round but requires no parts. This can only be attempted twice per day on a particular vehicle.

9: Master Pilot (Ex): A Banebat can add half her Space Pirate levels to Profession (Spacer), Knowledge (Astronavigation) and Pilot checks when aboard a Small size starship (light freighters are considered Small ships, in comparison, fighters are Tiny and cruisers are Huge).

12: The Need For Speed (Ex): A Banebat at 12th level can coax an additional 50% movement out of an aircraft or fighter's engines or those of a personal flight pack.

15: Any Landing You Can Walk Away From (Ex): A Banebat at 15th level may always reroll the result of a Pilot check when crashing but must, if rerolling, take the second roll.

18: Banebat Overrun (Ex): The Banebat flies right in on the target, veering off at the last moment to skim over the target dangerously, drawing the target's attention to her so that another flier, right behind her, can make a point-blank assault with minimal interference. The Banebat uses a full action to move to a spot behind the target (be it an individual if the Banebat is using her flight pack or a starship if the Banebat is in a fighter) and is subject to attacks of opportunity all the way. The designated ally gains +6 AC to any and all attacks from the target or from attacks of opportunity on the way to a position in front of the target. Once in position, the designated ally may make a single attack at +10 to hit. If this attack hits, it automatically does double damage. This ability may only be used once per day. Allies may not assist the designated ally with Aid Another checks but may overfly the target to thus provide the initiating Banebat (the one conducting the Banebat Overrun) with assistance, effectively joining the distraction attack.

Battle Eaters

3: Heavy Armor Proficiency

Powered Armor Proficiency

Power Attack

6: Improved Overrun

Improved Bull Rush

9: Armor Training (Ex): Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At levels 12, 15 and 18, these bonuses increase by +1 each time, to a maximum –3 reduction of the armor check penalty and a +3 increase of the maximum Dexterity bonus allowed.

12: Impact Deflection (Ex): A Battle Eater is skilled in using the protection of her powered armor to its best effect in covering vital spots. When an opponent scores a critical hit, there is a 50% chance that the Battle Eater will instead take normal damage.

15: Advanced Impact Deflection (Ex): A Battle Eater in powered armor is immune to Sneak Attacks. Her powered armor cannot be Sundered while she is wearing it.

18: Juggernaut Smash (Ex): The Battle Eater designates a point on the tactical map within her move distance. All opponents within 10 feet of the line drawn between her current location and her final location come under attack as the Battle Eater kicks, punches, slashes, stabs, slams, stomps and throws everything in her way. All targets within the area of effect must make a Reflex save at a -1 penalty. Success means the target is prone, having dived out of the way. Failure means the target is reduced to 0 HP and is stunned if of a race or species that is not unconscious at 0 HP.

Dirgeshooters

3: Two Weapon Fighting

Clear Jam (Ex): Using a move-equivalent action, the Space Pirate can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire.

6: Precise Shot

Quick Load (Ex): The Space Pirate can load an ammunition magazine or power cell into a firearm as a free action instead of a move-equivalent action.

9: Shot On The Run

Spica Spin (Ex): The Dirgeshooter can pretend to hand over her pistol butt first but twirls the pistol around to attack instead. Roll a DEX check against a DC of 20. If successful, the Dirgeshooter gets a free attack against the target. If the check is failed, she drops her weapon.

12: Improved Initiative

Crack Shot (Ex): Penalties suffered for shooting at targets behind cover are reduced by half.

15: Damn Right She Shot First (Ex): By conducting a successful feint attack against a target, the Space Pirate may draw and shoot the target before anyone can roll for initiative. The target is considered flatfooted. Should there be a surprise round, the Space Pirate gets her attack, then the surprise round is conducted and then initiative is rolled.

Shoot Lock Controls (Ex): The Space Pirate makes an attack roll against a lock's control panel within 30'. A standard control panel has an AC of 15. At the DM's discretion, the AC may be adjusted for a larger or smaller control panel, one better or worse constructed, etc. If the shot hits the lock, the Space Pirate can then make a Disable Device skill check against the control panel and if the lock is active (the force field to the cell on, etc.), the lock is disabled and the door opens (the force field turns off, etc.). If the Disable Device check fails, someone can still bypass the lock but the DC for the check increases by 10. A Space Pirate can attempt the reverse--she can shoot a control panel for an open door or a cell with the force field off and cause the blast doors to close, the force field to turn on, etc. Either way, once a lock's control panel has been shot, a key or other code will no longer function although a Knock spell will still work.

18: Perfect Shooting (Ex): The Dirgeshooter is so skilled at precision shooting that the critical threat range for her pistols increases by 2.

Flight of Doves (Ex): Once per day, while wielding two pistols, the Dirgeshooter opens fire in a blaze of glory on every target in a 360 degree radius including targets above and below her position so long as a clear line of sight (no cover) can be drawn to the target. All opponents four levels or more below her level must roll a fortitude save or die. Those who succeed in the roll are at -1 HP. The Dirgeshooter may roll a ranged attack against all other targets in the radius (those from three levels below her level to above it). Each attack is at a -2 penalty. The Dirgeshooter's pistols are empty immediately after.

Bladecats

3: Close Combat Training (Ex): A Bladecat may count her Space Pirate class levels as Fighter levels for qualifying for Fighter feats.

Fencing (Ex): A Bladecat gains +1/2 her Space Pirate class levels as a competence bonus to attack and damage rolls when using a single one-handed bladed melee weapon in combat. At 9th level, a Bladecat can also use this ability while armed with a light bladed off-hand melee weapon.

6: Spring Attack

9: Fencing Defense (Ex): When wearing no or light armor without using a shield and wielding only a single one-handed bladed weapon, a Bladecat adds a bonus of half her class level as a dodge bonus to AC when in melee.

12: Shipboard Fighter (Ex): A Bladecat can take 10 on Balance and Climb checks even if threatened and distracted. She also does not lose her Dexterity bonus to Armor Class when balancing or climbing.

15: Fighter Bonus Feat (A Bladecat may take the fighter bonus feat of her choice provides she meets the prerequisites.)

18: Steel Wind (Ex): Once per day, a Bladecat may weave in and out of a mass melee forging a lethal net out of which few can escape. The Bladecat conducts a bladed attack against all targets within ten feet of her current position. All opponents two levels or more below her level must roll a fortitude save or die. Those who succeed in the roll are at -1 HP. The Bladecat may roll a bladed attack against all other targets in the radius (those from one level below her level to above it). Each attack is at a -2 penalty. The Bladecat is fatigued thereafter.

Doomstorm Clan

3: Expert Gunner (Ex): When using a bipod or tripod mounted heavy weapon or a ship mounted artillery weapon, a Doomstormer does one additional die of damage of that weapon's type to its target. This increases to 2 additional dice at level 9 and 3 additional dice at level 15.

Clear Jam (Ex): Using a move-equivalent action, the Space Pirate can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire.

6: Manyshot (Ex): A 6th-level Doomstormer is treated as having Manyshot even if she does not have the prerequisites for it, but only when she is wearing light or no armor.

Quick Load (Ex): The Space Pirate can load an ammunition magazine or power cell into a firearm as a free action instead of a move-equivalent action.

9: Heavy Artillery (Ex): Beginning at 9th level, a Doomstormer treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in two hands.

12: Entrenched Position (Ex): Starting at 12th level, the Doomstormer gains an additional +4 cover bonus to Defense and an additional +4 cover bonus on Reflex saves whenever she has cover.

15: Critical Strike (Ex): When firing a weapon on a target one size category or more lower than the weapon's, the Doomstormer gains the ability to automatically confirm a threat as a critical hit, eliminating the need to make a roll to confirm the critical hit.

18: Screaming Gun-gasm (Ex): The Doomstormer must be armed with either two one-handed ranged weapons or a two-handed ranged weapon. One of the weapons used must have either explosive ordinance or be an energy weapon. One of the weapons used must also be capable of autofire. Using a full action, which includes if necessary putting a fresh clip or clips into the weapon(s) before firing, the Doomstormer lays down a withering hail of fire in a 60' cone in front of her while laughing maniacally. All targets within the cone that are four levels or lower below the Doomstorm's level are reduced to 0 hit points, stunned and knocked prone by concussive force and flying debris (which includes but is not limited to the airborne limbs of their comrades) and rolls 1d4 × 10 feet. All targets outside the cone which witness this must make a Will save vs. fear or be panicked. All targets within the cone from three levels below the Doomstormer's level to above her level are subject to two attacks from the Doomstormer's weapons and for each of these two attacks, she make roll two dice and take the best roll. This ability may only be used once per encounter. Once conducted, the Doomstormer's weapons are empty of ammunition.

Grimgrowlers

3: Two Weapon Fighting

Frenzy: A Grimgrowler can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 3rd level, a Grimgrowler can frenzy for a number of rounds per day equal to 4 + her Constitution modifier. Temporary increases to Constitution, such as those gained from frenzy and spells like bear's endurance, do not increase the total number of rounds that a Grimgrowler can frenzy per day. A Grimgrowler can enter frenzy as a free action. The total number of rounds of frenzy per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in frenzy, a Grimgrowler gains a +4 morale bonus to her Dexterity and Constitution, as well as a +2 morale bonus on Will saves. The increase to Constitution grants the Grimgrowler 2 hit points per Hit Dice, but these disappear when the frenzy ends and are not lost first like temporary hit points. While in frenzy, a Grimgrowler cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, Ride and Tumble) or any ability that requires patience or concentration.

A Grimgrowler can end her frenzy as a free action and is fatigued after frenzy for a number of rounds equal to 2 times the number of rounds spent in the rage. A Grimgrowler cannot enter a new frenzy while fatigued or exhausted but can otherwise enter frenzy multiple times during a single encounter or combat. If a Grimgrowler falls unconscious, her frenzy immediately ends, placing her in peril of death.

Frenzy is effectively an alternate form of the barbarian's Rage ability. No character may be under the effects of Frenzy and Rage at the same time. At DM's discretion, a theoretical multi-classed Space Pirate/Barbarian character could take Rage levels as additional rounds of Frenzy or Frenzy as additional levels of Rage.

6: Spring Attack

Sexaferocity: If, after using a successful Sense Motive check, a Grimgrowler determines a male is genuinely attracted to her, she can use Intimidate rather than Diplomacy to convince him to court her. Sexaferocity is completely ineffective on anyone not genuinely attracted to the Cat Girl in question. It makes a shy male who is interested stop hesitating and procrastinating and make the first move, although its hard to call it the first move after he's been told to "suck it up," "be a man," and "crap or get off the pot."

Frenzy: A 6th level Grimgrowler gains +4 rounds of frenzy per day.

9: Fighter Bonus Feat (A Grimgrowler may take the fighter bonus feat of her choice provides she meets the prerequisites.)

Frenzy: A 9th level Grimgrowler gains +4 additional rounds of frenzy per day.

12: Fighter Bonus Feat (A Grimgrowler may take the fighter bonus feat of her choice provides she meets the prerequisites.)

Frenzy: A 12th level Grimgrowler gains +4 additional rounds of frenzy per day.

15: Intimidating Growl: A Grimgrowler can conduct a Ranged Disarm against a single designated opponent using her Intimidation skill simply by screaming at someone of a lower level or Hit Dice and thus making them drop their weapon. If the Disarm succeeds, the opponent is also shaken.

Frenzy: A 15th level Grimgrowler gains +4 additional rounds of frenzy per day.

18: Furious Tirade (Ex): The Grimgrowler unleashes a flurry of savage growls and murderous and obscene threats against her enemies. Enemies four or more levels or below must make a Will save. If the save is failed, they are paralyzed in fear and may not act for the next 1d4 rounds. If they make the save, they are panicked for 1d4 rounds and if they cannot flee, they throw down their weapons and surrender. Foes one, two or three levels below the Grimgrowler must make a Will save, if they fail, they are panicked, if the succeed, they are shaken. Opponents at or above the Grimgrowler's level must make a Will save, if they fail, they are shaken and otherwise, there is no effect. This ability can only be used once per encounter.

Frenzy: A 18th level Grimgrowler gains +4 rounds of frenzy per day.

Eldan
2012-05-21, 11:40 PM
Right, so. I am going through everything in the peaching thread, and you are first. Therefore:

My first question: Are you sure this is for d20 future? IT does not seem to follow the class format there. And you seem to be missing almost all the details that a d20 future class wouldd need, while listing a lto of stuff that exists in fantasy only:

-Bonus human skill point not included
-STarting ages and starting gold don't exist in d20 future ,as far as I know. Rogue is not a d20 class.
-No class defence bonus, no reputation bonus, no wealth bonus.
-Relatively sure that Dungeoneering is not a skill in future. In general, this seems to be a D&D, not a d20 skill list.
-Alingment does not belong there, either.
-Most classes in d20 barely get any class features, this one gets tons.

Overall, this seems a space themed class for a game using D&D 3.5 rules. Is that assessment correct?

Apart from that:

-Dodge, mobility and several others are, as far as I know, already feats. Just say that it gives them as a bonus feat, that should save space.

-Space pirate abilities: Shanghai seems very powerful, but then, attacking an opponent unawares should kill him anyway. However, the mixture is strange. Some are incredibly specific, others are generally applicable in a wide variety of combat situations.

-Sexaferocity: I find the ability silly, personally, but hey, your game. That said, you never required space pirates to be female, so I'd make it a general "opposite sex" thing.

-Pistol Butt: You should probably give more detailed stats for using PIstol Butts as improvised weapons (1d4 bludgeoning light, is my suggestion).

-Nine Lives: Rerolls are considered very powerful. Especially in d20, where I'm not even sure if there are any, normally.

-Shoot Lock Controls: Relatively specific. Again, Knock spell seems to me to be a fantasy-specific term, though I'm not too familiar with Urban Arcana.

-Starship: By this level, wealth checks to buy ships should be trivial anyway.


I'll get into ACFs later.

The Witch-King
2012-05-23, 04:34 PM
Right, so. I am going through everything in the peaching thread, and you are first.

Thanks for the feedback. I really appreciate it. I put a lot of work into this and it still isn't where I want it and so I'm really thankful for your comments.


My first question: Are you sure this is for d20 future? It does not seem to follow the class format there. And you seem to be missing almost all the details that a d20 future class wouldd need, while listing a lot of stuff that exists in fantasy only:

Well--you are correct. The original version of the class was the Cat Girl Space Pirate (http://www.giantitp.com/forums/showpost.php?p=12320533&postcount=7), a class created for the "Better Than It Sounds" base class contest.

I suppose that is problem #1. I really like the ideas I've come up with the class but I don't have a fixed framework for using it. I could set it up for d20 Future or d20 Blood and Space or even Pathfinder. I'm a fan of the old Dragonstar game and want it to be compatible with fantasy in case I decide to run a Dragonstar-like game but 3.5, d20 Future, d20 Blood and Space and Pathfinder all have differences and I'm really having trouble making up my mind about this. I forgot that I'm also considering using the d20 Star Wars rules to run a game in. The dilemma is making me very indecisive.



-Bonus human skill point not included
-Starting ages and starting gold don't exist in d20 future ,as far as I know. Rogue is not a d20 class.
-No class defence bonus, no reputation bonus, no wealth bonus.
-Relatively sure that Dungeoneering is not a skill in future. In general, this seems to be a D&D, not a d20 skill list.
-Alingment does not belong there, either.
-Most classes in d20 barely get any class features, this one gets tons.

Overall, this seems a space themed class for a game using D&D 3.5 rules. Is that assessment correct?

Correct.


Apart from that:

-Dodge, mobility and several others are, as far as I know, already feats. Just say that it gives them as a bonus feat, that should save space.

Are you suggesting I leave out the spoilered definitions of those feats or are you saying you think I should just say they get a free feat of their choice? Because I'd like the feats they get to reflect a swashbuckler style.


Space pirate abilities: Shanghai seems very powerful, but then, attacking an opponent unawares should kill him anyway. However, the mixture is strange. Some are incredibly specific, others are generally applicable in a wide variety of combat situations.

Is that a problem?


Sexaferocity: I find the ability silly, personally, but hey, your game. That said, you never required space pirates to be female, so I'd make it a general "opposite sex" thing.

It was meant to be silly, originally. The original idea was a lighthearted Cat Girl Space Pirate class. I didn't get any real commentary so I thought if I removed the Cat Girl aspects of the class that its being more generic might make it more palatable but I accidentally left that ability in. The Cat Girl Space Pirate was meant to be a very anime-esque class.

Also--I thought about making Sexaferocity a general "opposite gender" thing but that doesn't make sense. The idea, which being silly, I might just get rid of, is based on the traditional heterosexual construct that males are supposed to initiate romantic contact with females. Given that assumption, a male wouldn't be trying to shame a female to make the first move. Nor would a female trying to initiate a romantic contact with another female or a male trying to get things going with another male, have a contextual position to say to someone else "you should make the first move because of your gender, get on with it." Perhaps the ability is best forgotten.

The original class had a set of Cat Girl racial abilities blended into the class feature structure in order to make the class unique to anime-style catfolk. Again, given the problem I had with length and lack of PEACHing, I decided to cut those abilities from the class. I'd honestly still prefer to keep them in but I was just so desperate to get ANY useful opinion on the class that I cut it to the bone.

I know the typical thinking is that a base class should be as general as possible but my own thinking is once you've already got a good solid base of generic, flexible base classes (Fighter, Rogue, Ranger, etc.) then you have nothing to lose by making classes more specific. And past a certain point, you're making new classes to satisfy a desire for a very specific schtick and thus you might as well go all out. So--I wanted Cat Girl Space Pirates so I made a specific Cat Girl Space Pirate class.


Pistol Butt: You should probably give more detailed stats for using Pistol Butts as improvised weapons (1d4 bludgeoning light, is my suggestion).

Nine Lives: Rerolls are considered very powerful. Especially in d20, where I'm not even sure if there are any, normally.

Shoot Lock Controls: Relatively specific. Again, Knock spell seems to me to be a fantasy-specific term, though I'm not too familiar with Urban Arcana.

1d4 bludgeoning light seems perfectly fine for pistol butts, thanks for the suggestion.

I'll give the other two some thought.


Starship: By this level, wealth checks to buy ships should be trivial anyway.

Starship as a capstone is just a place holder. I put together a whole Kanchou ability based off the Pathfinder Gunslinger class' special ability. In essence, you got so many points you could spend on different abilities that provided bonuses in starship combat. But considering pretty much the only commentary my class got was "tl;dr" I figured it was best to cut those rules from the class in the hopes of getting the class PEACHed and having the Kanchou rules PEACHed separately.


I'll get into ACFs later.

Again, my thanks!

Gallowglass
2012-05-24, 10:57 PM
First, I love the idea of this class and will probably steal some or all of it for my next game.

Screaming gun-gasm is way too powerful. Basically, they get this at 18th level and it amounts to once per encounter I can auto-kill (without killing) anything with 14 or less hit dice in a quarter of the battlefield. In my opinion, and in my games where you are more likely to fight other levelled NPCs than HD monsters, that would be insanely too powerful.

Maybe make it autokill only 7HD or less, or give some kind of save or something to balance this power.

The Witch-King
2012-06-12, 07:51 AM
First, I love the idea of this class and will probably steal some or all of it for my next game.

Thanks--I'm glad you like it!


Screaming gun-gasm is way too powerful. Basically, they get this at 18th level and it amounts to once per encounter I can auto-kill (without killing) anything with 14 or less hit dice in a quarter of the battlefield. In my opinion, and in my games where you are more likely to fight other levelled NPCs than HD monsters, that would be insanely too powerful.

Maybe make it autokill only 7HD or less, or give some kind of save or something to balance this power.

I've decided to clean up the class and format it for d20 Star Wars since that game seems to be a good foundation for a generic space RPG in any case once you've filed off the names and the Force and all.

I think you might be right about Screaming gungasm but instead of weakening it, I'm thinking of allowing it to be used less. I think it would be very dramatic as is and as it only covers a fourth of the battlefield, it would be something that wouldn't be too bad so long as every fight isn't "herd them all in front of the manically laughing nutjob with the autocannons."

I might still lower the autokill HD on it though. Have to give it some thought.

Thanks for responding!