Ceiling009
2007-08-26, 11:01 AM
So I've been watching a show called Storm Hawks (http://en.wikipedia.org/wiki/Storm_Hawks), and it's actually a lot of fun... I was intrigued by the idea of sky campaign, and the battles and the like that came with it... So I decided to make a class (advanced class) for it in Modern D20, most because I think it fits with the show a little better versus DnD... (after all they have motorbikes and some high tech things)... So here it is...
Sky Knight
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Defense|Reputation
1st|
+0|
+0|
+2|
+0|Drive By Attack|
+1|
+1
2nd|
+1|
+0|
+3|
+0|Sky’s the Limit!|
+1|
+1
3rd|
+2|
+1|
+3|
+1|Bonus Feat|
+2|
+2
4th|
+3|
+1|
+4|
+1|Ready to Ride?|
+2|
+2
5th|
+3|
+1|
+4|
+1|Weak Point|
+3|
+3
6th|
+4|
+2|
+5|
+2|Auto-Pilot|
+3|
+3
7th|
+5|
+2|
+5|
+2|Bonus Feat|
+4|
+4
8th|
+6|
+2|
+6|
+2|Lightning Leap|
+4|
+4
9th|
+6|
+3|
+6|
+3|Me and My Ride|
+5|
+5
10th|
+7|
+3|
+7|
+3|Storm Strike|
+5|
+5[/table]
Requirements
BAB: +2
Skills: Drive (Dex) 6 ranks, Pilot (Dex) 6 ranks
Feats: Archaic Weapons Proficiency, Vehicle Expert
Best Path: Fast
Class Information
Hit Die: d8
Action Points: 6 + half the characters level
Class Skills: Balance (Dex), Concentration (Con), Craft (Electronic, Mechanical) (Int), Disable Device (Dex), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (Physical Sciences, Tactics, Earth and Life Sciences) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read/Write Language (None), Repair (Int), Speak Language (None), Spot (Int), Tumble (Dex)
Skill Points at Each Level: 5 + Int modifier
Class features
Sky’s the Limit!
A Sky Knight is adept with their Air Skimmer or Heliscooter, either as it flies or if it’s a land vehicle, being able to attack and pilot in either mode without any penalties; instead they get a bonus to Pilot and Drive checks equal to their levels in Sky Knight.
Drive by Attack
As the feat, a Sky Knight does not suffer any speed penalties for attacking while on a moving vehicle nor, does the pilot have to make an attack before or after their vehicular Movement.
Ready to Ride?
A Sky Knight should know their “Ride” in and out, being able to repair, rebuild, and modify their rides for all uses and situations. They receive a bonus equal to their Class level in Sky Knight to Craft (Mechanical) and Repair checks used on their Air Skimmers or Heliscooters.
Weak Point
Since a Sky Knight knows his Ride in and out, he knows well enough about other’s rides, the best way to disable and destroy them. When attacking any version of an Air Skimmer or Heliscooter, they may ignore hardness equal to their Sky Knight level.
Auto-Pilot
A Sky Knight can always pilot his Ride, no matter the situation, so they can always take 10 on the piloting check, even when in battle, and piloting checks become free actions.
Me and My Ride
A Sky Knight is so “in tune” with their Rides, that they may add their defense bonus to their Ride’s Defense.
Lightning Leap
Since a lot of fighting in the air does not quite include straight lines of attack, a Sky Knight may make a charge against an opponent as a jump. If they make the successful jump check, they get additional +2 bonus to their attack in addition to the +2 from the Charge; while also incurring an additionally -2 to their defense, in addition to the -2 from the Charge.
Storm Strike
As a full round action, a Sky Knight may charge their weapon and make a ranged attack against one opponent adding 5d6 to their weapon and crystal damage.
Bonus Feats
A Sky Knight gains bonus feats at 3rd level and 7th level, they may choose these feats from this list, as long as they fulfill their requirements: Acrobatic, Armor Proficiency (light), Brawl, Combat Martial Arts, Defensive Martial Arts, Dodge, Improved Initiative, Point Blank Shot, Quick Draw, Two Weapon Fighting, Weapon Focus, Force Stop, and Vehicle Dodge
So what do you guys think... I'm also thinking of making a Crystal Mechanic Advanced Class to represent the Crystal users of the show, and writing up how Crystal augmented weapons work.
Sky Knight
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Defense|Reputation
1st|
+0|
+0|
+2|
+0|Drive By Attack|
+1|
+1
2nd|
+1|
+0|
+3|
+0|Sky’s the Limit!|
+1|
+1
3rd|
+2|
+1|
+3|
+1|Bonus Feat|
+2|
+2
4th|
+3|
+1|
+4|
+1|Ready to Ride?|
+2|
+2
5th|
+3|
+1|
+4|
+1|Weak Point|
+3|
+3
6th|
+4|
+2|
+5|
+2|Auto-Pilot|
+3|
+3
7th|
+5|
+2|
+5|
+2|Bonus Feat|
+4|
+4
8th|
+6|
+2|
+6|
+2|Lightning Leap|
+4|
+4
9th|
+6|
+3|
+6|
+3|Me and My Ride|
+5|
+5
10th|
+7|
+3|
+7|
+3|Storm Strike|
+5|
+5[/table]
Requirements
BAB: +2
Skills: Drive (Dex) 6 ranks, Pilot (Dex) 6 ranks
Feats: Archaic Weapons Proficiency, Vehicle Expert
Best Path: Fast
Class Information
Hit Die: d8
Action Points: 6 + half the characters level
Class Skills: Balance (Dex), Concentration (Con), Craft (Electronic, Mechanical) (Int), Disable Device (Dex), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (Physical Sciences, Tactics, Earth and Life Sciences) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read/Write Language (None), Repair (Int), Speak Language (None), Spot (Int), Tumble (Dex)
Skill Points at Each Level: 5 + Int modifier
Class features
Sky’s the Limit!
A Sky Knight is adept with their Air Skimmer or Heliscooter, either as it flies or if it’s a land vehicle, being able to attack and pilot in either mode without any penalties; instead they get a bonus to Pilot and Drive checks equal to their levels in Sky Knight.
Drive by Attack
As the feat, a Sky Knight does not suffer any speed penalties for attacking while on a moving vehicle nor, does the pilot have to make an attack before or after their vehicular Movement.
Ready to Ride?
A Sky Knight should know their “Ride” in and out, being able to repair, rebuild, and modify their rides for all uses and situations. They receive a bonus equal to their Class level in Sky Knight to Craft (Mechanical) and Repair checks used on their Air Skimmers or Heliscooters.
Weak Point
Since a Sky Knight knows his Ride in and out, he knows well enough about other’s rides, the best way to disable and destroy them. When attacking any version of an Air Skimmer or Heliscooter, they may ignore hardness equal to their Sky Knight level.
Auto-Pilot
A Sky Knight can always pilot his Ride, no matter the situation, so they can always take 10 on the piloting check, even when in battle, and piloting checks become free actions.
Me and My Ride
A Sky Knight is so “in tune” with their Rides, that they may add their defense bonus to their Ride’s Defense.
Lightning Leap
Since a lot of fighting in the air does not quite include straight lines of attack, a Sky Knight may make a charge against an opponent as a jump. If they make the successful jump check, they get additional +2 bonus to their attack in addition to the +2 from the Charge; while also incurring an additionally -2 to their defense, in addition to the -2 from the Charge.
Storm Strike
As a full round action, a Sky Knight may charge their weapon and make a ranged attack against one opponent adding 5d6 to their weapon and crystal damage.
Bonus Feats
A Sky Knight gains bonus feats at 3rd level and 7th level, they may choose these feats from this list, as long as they fulfill their requirements: Acrobatic, Armor Proficiency (light), Brawl, Combat Martial Arts, Defensive Martial Arts, Dodge, Improved Initiative, Point Blank Shot, Quick Draw, Two Weapon Fighting, Weapon Focus, Force Stop, and Vehicle Dodge
So what do you guys think... I'm also thinking of making a Crystal Mechanic Advanced Class to represent the Crystal users of the show, and writing up how Crystal augmented weapons work.