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arkanis
2008-06-05, 03:53 PM
Obviously the Terran classes are already covered with the d20 Modern classes including Soldier for Marines and Firebats, Gunslinger for Reapers, Field Medic for Medics, and Pilot for Vehicle and Ship pilots of both Terran and Protoss races. Ghosts, zealots, high templar, and dark templar still lack advanced classes for heroes which I've filled here:

GHOST

Coming soon


HIGH TEMPLAR

The fastest path into this advanced class is from the Dedicated hero basic class, though other paths are possible.
Requirements
To qualify to become a High templar, a character must fulfill the following criteria.
Skills: Diplomacy 3 ranks, Knowledge (civics) 3 ranks, Knowledge (theology and philosophy) 6 ranks.
Feat: Wild Talent
Class Information
The following information pertains to the High templar advanced class.
Hit Die
The High templar gains 1d6 hit points per level. The character’s Constitution modifier applies.
Action Points
The High templar gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.
Class Skills
The High templar’s class skills are as follows.
Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (behavioral sciences, current events, popular culture, philosophy and theology) (Int), Profession (Wis), Psicraft (Int), Read/Write Language (none), Sense Motive (Wis), Speak Language (none).
Skill Points at Each Level: 4 + Int modifier.

{table="head"]Level|BAB|Fort|Refl|Will|Special|Defense|Reputatio n
1st|+0|+0|+0|+2|Psionic skills, psionic powers|+0|+1
2nd|+1|+0|+0|+3|Trigger power|+1|+1
3rd|+1|+1|+1|+3|Bonus feat|+1+1
4th|+2|+1|+1|+4|Khaydarin crystal|+1|+2
5th|+2|+1|+1|+4|Trigger power|+2|+2
6th|+3|+2|+2|+5|Bonus feat|+2|+2
7th|+3|+2|+2|+5|Combat manifestation|+2|+3
8th|+4|+2|+2|+6|Trigger power|+3|+3
9th|+4|+3|+3|+6|Bonus feat|+3|+3
10th|+5| +3|+3|+7|Maximize power|+3|+4[/table]
Class Features
All of the following features pertain to the High templar advanced class.
Psionic Powers
The High templar’s main strength is his ability to manifest psionic powers.
A psionic power is a one-time psionic effect. Psionic powers require power points to use. Unlike arcane spellcasters, High templars don’t have spellbooks and they don’t prepare powers ahead of time. In addition, a High templar can use psionics while wearing armor without risking the failure of the power.
A High templar’s level limits the number of power points available for manifesting powers. In addition, a High templar must have an Intelligence score equal to at least 10 + the power’s level to manifest a particular power. The High templar’s power DCs are determined by 10 + their Charisma modifier + the power’s level.
The High templar’s selection of powers is extremely limited, although he enjoys ultimate flexibility. At 1st level, a High templar knows three 0-level powers of your choice and one 1st-level power. At each level, the High templar discovers one or more previously latent powers, as indicated on the table below.
The DC for saving throws to resist a psionic power is 10 + the power’s level + the High templar’s key ability modifier.
—— Powers Discovered by Level ——
{table]Level| Pts/Day| 0| 1| 2| 3| 4| 5
1st| 2| 3| 1| —| —| —| —|
2nd| 3| 3| 2| —| —| —| —|
3rd| 4| 3| 3| —| —| —| —|
4th| 7| 4| 3| 1| —| —| —|
5th| 10| 4| 3| 2| —| —| —|
6th| 15| 4| 3| 2| 1| —| —|
7th| 20| 5| 4| 3| 2| —| —|
8th| 27| 5| 4| 3| 2| 1| —|
9th| 34| 5| 4| 3| 3| 2| —|
10th| 43| 6| 4| 3| 3| 2| 1|[/table]
A High templar can manifest a certain number of powers per day based on his available power points. (0-level powers have a special cost; see FX Basics.) He just pays the power point cost of a power to manifest it, no preparation necessary. The base number of power points available per day is shown on the table above. This number is improved by bonus points determined by the High templar’s Intelligence score, as shown on the table below.
{table="head"]Int Score| Bonus Power Points per Day
12–13| 1
14–15| 3
16–17| 5
18–19| 7
20–21| 9
22–23| 11
24–25| 13[/table]
Trigger Power
At 2nd, 5th, and 8th level, the High templar chooses one psionic power that he can attempt to manifest for no power point cost.
At each of these levels, you select one 0-, 1st-, 2nd-, or 3rd-level power you can use. From that point on, you can attempt to trigger that power without paying its cost. To trigger a power, you must have enough power points to cover the normal cost of the power manifestation. Then, make an ability check appropriate to the power.
If you succeed at the ability check, the power manifests with no cost in power points. If the check fails, you pay the power point cost and the power manifests.
DCs for the ability check depend on the level of the power: 0-level, DC 11; 1st-level, DC 13; 2nd-level, DC 15; and 3rd-level, DC 17.
Bonus Feats
At 3rd, 6th, and 9th level, the High templar gets a bonus feat. The bonus feat must be selected from the following list, and the High templar must meet all the prerequisites of the feat to select it.
Alertness, Animal Affinity, Attentive, Blind-Fight, Combat Expertise, Confident, Creative, Deceptive, Educated, Focused, Frightful Presence, Iron Will, Renown, Stealthy, Studious.
Khaydarin Crystal
At 4th level, the High templar can store excess power points in a khaydarin crystal specially attuned to him (usually encased in a form of jewelry such as an amulet or bracelet). Encoding the crystal takes 24 hours and requires a gem with a purchase DC of 20. When complete, the power crystal is a psionically charged crystalline stone no more than an inch in diameter. A High templar can possess no more than one power crystal at a time.
A power crystal is imbued with 5 power points when it is created. The High templar can call upon these power points at any time and use them just as he would his natural power points. Once the crystal is depleted, the High templar must refill it using up to 5 power points from his own reserves. A power crystal can be recharged after a High templar has rested and renewed his own reserves of power points for the day.
Combat Manifestation
At 7th level, a High templar becomes adept at manifesting psionic powers in combat. He gets a +4 bonus on Concentration checks to manifest a power while on the defensive.
Maximize Power
At 10th level, a High templar learns to manifest psionic powers to maximum effect. All variable, numeric effects of a maximized power automatically achieve their maximum values. A maximized power deals the most possible points of damage, affects the maximum number of targets, and so forth, as appropriate. Saving throws and opposed checks are not affected. Powers without random variables are not affected.
A maximized power costs a number of power points equal to its normal cost +6.

HIGH TEMPLAR POWERS
0-Level High templar Powers
Daze: Target loses next action.
Detect Psionics: Manifester can detect the presence of psionic activity.
Distract: Target’s mind wanders, imparting a –1 penalty on certain actions.
Far Hand: Minor telekinesis.
Finger of Fire: Deal 1d3 fire damage to target.
Missive: Send a one-way telepathic message.
Far Punch: Telekinetic strike deals 1 damage.
Valor: Gain a +1 morale bonus on saving throws.

1st-Level High templar Powers
Attraction: Target develops an attraction the manifester specifies.
Charm Person: Makes target manifester’s friend.
Control Object: Telekinetically animate a small object.
Lesser Mindlink: Forge a limited mental bond with target.
Object Reading: Reveal an object’s past.
Combat Precognition: Gain a +1 insight bonus to Defense.
Fire Bolt: Deals 1d6+1 fire damage to target.
Lesser Bioweapon: Create a staff of bioenergy that deals 1d4 bludgeoning damage.
Lesser Concussion: Mentally pummel target for 1d6 damage.

2nd-Level High templar Powers
Brain Lock: Target can’t move or take any mental actions.
Clairaudience/Clairvoyance: Hear or see at a distance.
Detect Thoughts: Detect target’s surface thoughts.
Inflict Pain: Mental attack deals 3d6 damage to target.
Levitate: Target moves up or down at manifester’s direction.
Sensitivity to Psychic Impressions: Reveal an area’s past.
Suggestion: Compels target to follow suggested action.
Combat Focus: Gain a +4 insight bonus to initiative.
Combat Prescience: Gain a +2 insight bonus on attack rolls.
Concussion: Mentally pummel target for 3d6 damage.
Darkvision: See in the dark.
Electric Charge: Shocking touch deals 2d6 damage to target.

3rd-Level High templar Powers
False Sensory Input: Falsify one of the target’s senses.
Lesser Domination: Forces target to obey manifester’s will.
Mental Blast: Target stunned for 3d4 rounds.
Mindlink: Forge a mental bond with others.
Negate Psionics: Cancels psionic powers and effects.
Lightning Strike: Deals 3d6 electrical damage in a 30-foot radius.
Metaphysical Weapon: Weapon gains a +3 enhancement bonus.
Mind Darts: A flurry of mental bursts deals 5d6 damage to target.
Negate Psionics: Cancels psionic powers and effects.
Whitefire: Deals 5d4 fire damage in 20-foot radius.

4th-Level High templar Powers
Domination: Subject obeys manifester’s will.
Forced Mindlink: Forge mental bond with unwilling target.
Tailor Memory: Plant false memory in target.
Telekinesis: Lift or move 25 pounds per level at long range.

5th-Level High templar Powers
Mindprobe: Discover a target’s secret thoughts.
Power Resistance: Target gains power resistance 12.
Sending: Deliver short message anywhere instantly.
Fire Storm: Deals 5d6 fire damage in 30-foot radius.
Greater Bioweapon: Creates a staff of bioenergy that deals 2d8 bludgeoning damage.


DARK TEMPLAR

The fastest path into this advanced class is from the Fast hero basic class, though other paths are possible.
Requirements
To qualify to become a Dark Templar, a character must fulfill the following criteria.
Skills: Hide 3 ranks, Move Silently 3 ranks, Knowledge (theology and philosophy) 6 ranks.
Feat: Wild Talent, Archaic Weapons Proficiency.
Class Information
The following information pertains to the Dark Templar advanced class.
Hit Die
The Dark Templar gains 1d6 hit points per level. The character’s Constitution modifier applies.
Action Points
The Dark Templar gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.
Class Skills
The Dark Templar’s class skills are as follows.
Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (behavioral sciences, history, philosophy and theology) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Psicraft (Int), Read/Write Language (none), Sense Motive (Wis), Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.
{table="head"]Level|BAB|Fort|Refl|Will|Special|Defense|Reputatio n
1st|+0| +0| +2| +2| Psionic powers |+1 |+0
2nd|+1| +0| +3| +3| Invisibility |+2 |+0
3rd|+1| +1| +3| +3| Bonus feat |+2 |+0
4th|+2| +1| +4| +4| Psiblade |+3 |+0
5th|+2| +1| +4| +4| Swift invisibility |+4 |+1
6th|+3| +2| +5| +5| Bonus feat |+4 |+1
7th|+3| +2| +5| +5| Swift blade |+5 |+1
8th|+4| +2| +6| +6| Greater psiblade |+6 |+1
9th|+4| +3| +6| +6| Bonus feat |+6 |+2
10th|+5| +3| +7| +7| Greater invisibility |+7 |+2[/table]
Class Features
All of the following features pertain to the Dark Templar advanced class.
Psionic Powers
The Dark Templar’s main strengths are his ability to manifest psionic powers and remain stealthily hidden.
A psionic power is a one-time psionic effect. Psionic powers require power points to use. Dark Templar can use psionics while wearing armor without risking the failure of the power.
A Dark Templar’s level limits the number of power points available for manifesting powers. In addition, a Dark Templar must have a Wisdom score equal to at least 10 + the power’s level to manifest a particular power. The Dark Templar’s power DCs are determined by 10 + their Charisma modifier + the power’s level.
The Dark Templar’s selection of powers is extremely limited, although he enjoys ultimate flexibility. At 1st level, a Dark Templar knows three 0-level powers of your choice and one 1st-level power. At each level, the Dark Templar discovers one or more previously latent powers, as indicated on the table below.
The DC for saving throws to resist a psionic power is 10 + the power’s level + the Dark Templar’s key ability modifier.
Powers Discovered by Level
{table="head"]Level|Pts/Day |0 |1 |2 |3 |4
1st |2 |2 |— |— |— |—
2nd |3 |3 |— |— |— |—
3rd |4 |3 |1 |— |— |—
4th |5 |3 |2 |— |— |—
5th |8 |3 |3 |1 |— |—
6th |11 |3 |3 |2 |— |—
7th |16 |3 |3 |2 |1 |—
8th |21 |3 |3 |3 |1 |—
9th |26 |3 |3 |3 |2 |—
10th |33 |3 |3 |3 |2 |1[/table]
A Dark Templar can manifest a certain number of powers per day based on his available power points. (0-level powers have a special cost; see FX Basics.) He just pays the power point cost of a power to manifest it, no preparation necessary. The base number of power points available per day is shown on the table above. This number is improved by bonus points determined by the Dark Templar’s Wisdom score, as shown on the table below.
{table="head"]Wis Score| Bonus Power Points per Day
12–13| 1
14–15| 3
16–17| 5
18–19| 7
20–21| 9
22–23| 11
24–25| 13[/table]
Invisibility
At 1st level, as a standard action the Dark Templar can turn invisible as by if by the arcane spell, invisibility. This invisibility applies not only to creature’s eyes but also makes the templar invisible to creatures’ sense of smell, taste, and even hearing. Only psionic detectors can sense them normally. This is a psionic ability and thus requires no components and is not susceptible to spell failure but costs 2 power points for each time it is manifested. At 5th level invisibility becomes a swift action to manifest. A Dark Templar’s effective caster level for this ability is equal to his manifester level. At 10th level a Dark Templar gains the ability to turn invisible as by if by the arcane spell, greater invisibility, which costs 4 power points.
Bonus Feats
At 3rd, 6th, and 9th level, the Dark Templar gets a bonus feat. The bonus feat must be selected from the following list, and the Dark Templar must meet all the prerequisites of the feat to select it.
Alertness, Animal Affinity, Attentive, Blind-Fight, Combat Expertise, Confident, Creative, Deceptive, Educated, Focused, Frightful Presence, Iron Will, Renown, Stealthy, Studious.
Warpblade
At 4th level, as a swift action the Dark templar can manifest two light blades of psionic energy from their hands and wield them with proficiency dealing 1d4 damage each or one two-handed blade dealing 2d6 damage. These blades ignore all armor and shields (except natural armor and energy shields) and can be manifested for 1 minute per dark templar level at the cost of only one power point. At 7th level the light blades improve to 1d6 damage and the two-handed blade improves to 2d8 damage instead. The Dark templar applies their Strength or Dexterity modifier to damage with this weapon (whichever is greater). This blade also ignores hardness when damaging objects. All these blades critically hit on a roll of 19 or 20 and deal x2 damage upon a critical hit. These blades cannot be disarmed but can be sundered by other warpblades or psiblades. Each blade possesses an amount of hit points equal its maximum possible damage without a critical hit + creator’s Wisdom modifier. Dismissing the blades is a free action.

DARK TEMPLAR POWERS
0-Level Dark templar powers
Daze: Target loses next action.
Detect Psionics: Manifester can detect the presence of psionic activity.
Distract: Target’s mind wanders, imparting a –1 penalty on certain actions.
Missive: Send a one-way telepathic message.
Valor: Gain a +1 morale bonus on saving throws.

1st-Level Dark templar powers
Control Object: Telekinetically animate a small object.
Lesser Mindlink: Forge a limited mental bond with target.
Object Reading: Reveal an object’s past.
Combat Precognition: Gain a +1 insight bonus to Defense.
Lesser Bioweapon: Create a staff of bioenergy that deals 1d4 slashing damage.

2nd-Level Dark templar powers
Brain Lock: Target can’t move or take any mental actions.
Clairaudience/Clairvoyance: Hear or see at a distance.
Detect Thoughts: Detect target’s surface thoughts.
Sensitivity to Psychic Impressions: Reveal an area’s past.
Combat Focus: Gain a +4 insight bonus to initiative.
Combat Prescience: Gain a +2 insight bonus on attack rolls.

3rd-Level Dark templar powers
False Sensory Input: Falsify one of the target’s senses.
Mental Blast: Target stunned for 3d4 rounds.
Mindlink: Forge a mental bond with others.
Negate Psionics: Cancels psionic powers and effects.
Metaphysical Weapon: Weapon gains a +3 enhancement bonus.

4th-Level Dark templar powers
Forced Mindlink: Forge mental bond with unwilling target.
Tailor Memory: Plant false memory in target.
Greater Bioweapon: Creates a staff of bioenergy that deals 2d8 slashing damage.


ZEALOT

ZEALOT
The fastest path into this advanced class is from the Strong hero basic class, though other paths are possible.
Requirements
To qualify to become a Zealot, a character must fulfill the following criteria.
Skills: Intimidate 3 ranks, Knowledge (tactics) 3 ranks
Base Attack Bonus: +3
Feat: Wild Talent, Archaic Weapons Proficiency.
Class Information
The following information pertains to the Zealot advanced class.
Hit Die
The Zealot gains 1d10 hit points per level. The character’s Constitution modifier applies.
Action Points
The Zealot gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.
Class Skills
The Zealot’s class skills are as follows.
Autohypnosis (Wis), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (tactics) (Int), Profession (Wis), Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
{table="head"]Level | BAB | Fort | Ref | Will | Special | Defense | Reputation
1st| +1| +2| +0| +2| Psionic boost| +0| +0
2nd| +2| +3| +0| +3| Psiblade| +1| +0
3rd| +3| +3| +1| +3| Weapon focus (psiblades)| +1| +0
4th| +4| +4| +1| +4| -| +1| +0
5th| +5| +4| +1| +4| Improved psionic boost| +2| +1
6th| +6| +5| +2| +5| Weapon specialization (psiblades)| +2| +1
7th| +7| +5| +2| +5| Greater psiblade| +2| +1
8th| +8| +6| +2| +6| - | +3| +1
9th| +9| +6| +3| +6| Improved critical (psiblades)| +3| +2
10th| +10| +7| +3 | +7| Greater psionic boost | +3| +2[/table]
Class Features
All of the following features pertain to the Zealot advanced class.
Psionic Boost
Zealots gain power points to use per day, but their psionic powers are limited to this one ability. As a swift action costing two power points they may gain a +2 bonus to any one of their physical ability scores (Str, Dex, or Con), +10 to any Str, Dex, or Con-based class skill, or +10-feet to their base speed for one minute per zealot level. The constitution increase grants temporary hit points which vanish after the duration. A zealot may have multiple boosts on them at the same time but they cannot stack the same boost’s effects. At 5th level the zealot can spend three power points to increase the benefits of this ability to +4 to an ability score, +20 to a skill, or +20 to their base speed and at 10th level the zealt can spend five power points to increase the benefits of this ability to +6 to an ability score, +30 to a skill, or +30 to their base speed.
{table="head"]Level| Pts/Day
1st| 1
2nd| 2
3rd| 3
4th| 5
5th| 6
6th| 8
7th| 10
8th| 13
9th| 15
10th| 18[/table]
The base number of power points available per day is shown on the table above. This number is improved by bonus points determined by the Zealot’s Wisdom score, as shown on the table below.
{table="head"]Wis Score| Bonus PP per Day
12–13| 1
14–15| 3
16–17| 5
18–19| 7
20–21| 9
22–23| 11
24–25| 13[/table]
Bonus Feats
At 3rd level a zealot gains Weapon Focus (psiblades) as a bonus feat and at 6th level a zealot gains Weapon Specialization (psiblades) as a bonus feat and at 9th level a zealot gains Improved Critical (psiblades) as a bonus feat. The zealot gains these feats even if they did not meet the prerequisites.
Psiblade
At 4th level, as a swift action the Zealot can manifest two light blades of psionic energy from their hands and wield them with proficiency dealing 1d4 damage each or one two-handed blade dealing 2d6 damage. These blades ignore all armor and shields (except natural armor and energy shields) and can be manifested for 1 minute per zealot level at the cost of only one power point. At 7th level the light blades improve to 1d6 damage and the two-handed blade improves to 2d8 damage instead. The Zealot applies their Strength or Dexterity modifier to damage with this weapon (whichever is greater). This blade also ignores hardness when damaging objects. All these blades critically hit on a roll of 19 or 20 and deal x2 damage upon a critical hit. These blades cannot be disarmed but can be sundered by other psiblades or warpblades. Each blade possesses an amount of hit points equal its maximum possible damage without a critical hit + creator’s Wisdom modifier. Dismissing the blades is a free action.

ShneekeyTheLost
2008-06-05, 06:56 PM
Umm... Dark Templars don't use any Psi-Like Abilities except manifesting the mind blade (soulknife) and the permanent invisibility. In fact, they specifically cut themselves off from accessing that part of the Khala.

Silence
2008-06-05, 07:06 PM
Becoming a high templar seems a little too easy...

Any mostly any 3rd level character can do it without going too much out of his/her way.

Pie Guy
2008-06-05, 07:37 PM
Yeah, I could make a rouge into high templars very easily.

Pie Guy
2008-06-05, 07:38 PM
damn double post. Also I don't own D20 modern so, eh.

weishan
2008-06-05, 08:50 PM
Umm...No. You actually couldn't, because these are d20 modern advanced classes. The lack of a rouge class would present an obvious problem to your plan.

In any case, a 3rd level PC character is supposed to be easily able to enter an advanced class.

Smiley_
2008-06-05, 10:57 PM
I would like to point out that dark templar donot have psi-blades. They have very mean warp-blades instead. I thought that the zealot punchy-thingy was the psi blade...or do I have it backwards.

Silence
2008-06-06, 10:16 AM
I would like to point out that dark templar donot have psi-blades. They have very mean warp-blades instead. I thought that the zealot punchy-thingy was the psi blade...or do I have it backwards.

Dude. It's just a different name. It doesn't really matter.

Darkkwalker
2008-06-06, 03:46 PM
DT's blades are actually more powerful than Zealots. Also, DT's are actually a sort of different race. or at least a very split off branch of protoss. Also, Ghosts need to have inborn psionic powers in order to be Ghosts. I mean, as soon as the children are discovered to have powers they are put into the program.

arkanis
2008-06-06, 04:26 PM
In the game they were called Warp blades. Dark Templar and High Templar are essentially the same thing except high templar draw their power from psionic crystals while dark templar draw their power from what they call "the void."

They both use psionic powers (just because the game didn't have it doesn't mean the story doesn't) but have different sources. This is why High Templar are Intelligence-based and Dark Templar are Wisdom-based. (kinda a divine vs. arcane things except its raw energy vs. void)

In the game dark templar blades were more powerful simply because they were an advanced unit. Here in a d20 system I take into account that some dark templar may like to get flavorful and wield two blades like a zealot thus they can do both if they desire.

In d20 modern advanced classes are supposed to be easier to enter than prestige classes in 3.5 D&D. 3rd-5th level is the target entry levels.

The feat Wild Talent represent innnate inborn psionic abilities so taking it would solve that problem.

I've added the Zealot class.

Okay, I think that's everything. I'm still working on the ghost class.