Biotic Vanguard, Variant (3.5e Class)

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Biotic Vanguard

A Biotic Vanguard is a person who is born with the ability to manipulate the energy around all living things, they use this innate ability to devastating affect, teleporting across the battlefield to close in on enemies then boosting their own attacks to quickly kill their opponents.

Making a Biotic Vanguard

Biotic Vanguard's are powerful melee combatants that use their biotics to close the distance between them and their foes.

Abilities: Strength is the most important ability for a Biotic Vanguard, it allows them to make devastating blows on their opponents, next is Wisdom as it improves their biotics, and finally Constitution for increased durability.

Races: Any race can become a Biotic Vanguard however Humans and to a lesser extent Half-Elves are more commonly born with the biotic potential, and while rare Half-Orcs make great Biotic Vanguard's.

Alignment: Any, though chaotic is very common.

Starting Gold: 3d6 times 10 gold

Starting Age: Simple

Table: The Biotic Vanguard

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+0+0 Biotic Charge
2nd+2+3+0+0 Charge Synergy +1
3rd+3+3+1+1
4th+4+4+1+1 Biotic Charge
5th+5+4+1+1 Warp, Charge Synergy +2
6th+6/+1+5+2+2 Barrier +1
7th+7/+2+5+2+2
8th+8/+3+6+2+2 Biotic Charge, Charge Synergy +3
9th+9/+4+6+3+3 Barrier +2
10th+10/+5+7+3+3 Warp
11th+11/+6/+1+7+3+3 Charge Synergy +4
12th+12/+7/+2+8+4+4 Biotic Charge, Barrier +3
13th+13/+8/+3+8+4+4 Biotic Charge Evolution
14th+14/+9/+4+9+4+4 Charge Synergy +5
15th+15/+10/+5+9+5+5 Warp, Barrier +4
16th+16/+11/+6/+1+10+5+5 Biotic Charge
17th+17/+12/+7/+2+10+5+5 Charge Synergy +6
18th+18/+13/+8/+3+11+6+6 Barrier +5
19th+19/+14/+9/+4+11+6+6
20th+20/+15/+10/+5+12+6+6 Biotic Charge, Warp, Charge Synergy +7

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), Spot (Wis), Swim (Str),

Class Features

All of the following are class features of the Biotic Vanguard.

Weapon and Armor Proficiency: A Biotic Vanguard is proficient in all simple and martial weapons as well as light and medium armor but not shields

Biotic Charge: At first level the Biotic Vanguard gains the ability to use a Biotic Charge which allows him to teleport 50ft in a straight line at an opponent ending in-front of the opponent. This deals 1d6 dmg unless the target passes a DC(12 + ½ level + wisdom modifier) Reflex save. The Biotic Vanguard can only do this once every 5 turns and its use cancels all other biotic abilities and none can be activated until 2 turns after the charge. A Biotic Vanguard can make a full attack after the charge but take no other actions.

At level four and every four levels after a Biotic Vanguard may improve one aspect of the Biotic Charge

  • Increase the dmg by 1d6
  • Reduce the abilities cool down by one turn to a minimum of 1 turn cool down
  • Increase the distance by 20ft

Charge Synergy: At level two the Biotic Vanguard adds +1 to attack and damage rolls the round of and for one round after, a Biotic Charge. Every four levels this increases by +1.

Warp: At level five the Biotic Vanguard gains the ability to throw a ball of biotic energy at an opponent up to 60ft that must pass a Reflex Save (DC 12 + ½ Level + Wisdom Modifier) or take 1d4 + Wisdom modifier and receive a -1 to AC for three rounds. This cancels all other biotic abilities and must wait 1 round before activating any other biotic abilities.

At level ten and every Five levels after wards the Biotic Vanguard may improve his warp in one of three ways

  • Increase damage by 1d4
  • Increase the range by 20ft
  • Increase the penalty to AC by -1

Barrier: At level six the Biotic Vanguard gains the ability to increase his AC by 1, increasing by 1 every three levels. This ability cannot be activated after using warp or Biotic Charge for two rounds, and using either cancels barrier.

Biotic Charge Evolution: At thirteenth level the Biotic Vanguard's Charge evolves into one of two forms, the Area Charge, or the Heavy Charge.

  • The Area Charge allows for the Biotic Vanguard to make the Charges damage effect all adjacent opponents to the target.
  • The Heavy Charge forces the target to make a DC(12 + ½ level + the Biotic Vanguard's wisdom modifier) Fortitude save or be stunned for 1 round

Ex-Biotic Vanguard

The Biotic Vanguard is born with his powers and thus can never lose his class abilities.

Human Biotic Vanguard Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Playing a Biotic Vanguard

Religion: Many Biotic Vanguard's worship Kord, but any god is fine.

Other Classes: While his tendancys towards chaos may put him at odds with paladins the Biotic Vanguard gets along well with most other classes, barbarians and Biotic Vanguard's get along well together.

Combat: The Biotic Vanguard fills the damage role in a party, charging in and killing foes, but at later levels can fulfill a ranged roll as well, though not as effectively.

Advancement: Multiclassing into a barbarian or fighter is likely the best option for a Biotic Vanguard.

Biotic Vanguards in the World

Did you just seriously disintegrate that guy? Cause, he totally owed me money. Now how am I supposed to get it back!? He's just dust and ashes. Jeez! You biotic's are so inconsiderate sometimes...
—Drake Shadowtide, Human Rogue

Biotic Vanguards are flashy and confident in their lifestyle of combat. Feeling themselves above the average members of their race they are sometimes given to pride and arrogance. Viewing themselves as a superior evolution of their species they always strive to obtain the heroes portion. For this, they are viewed with fear, disdain, and a general dislike by others.

Daily Life: Soldiering, Freelancing, or Mercenary work. They are valued for their natural combat prowess.

Notables: None. Their flashy displays are always remembered, their names are mostly unknown.

Organizations: Local Military Corps, Freelancing Guilds, or Mercenary Companies.

NPC Reactions: A general dislike of their superior traits and prideful manner.

Biotic Vanguard Lore

Characters with ranks in Knowledge(History) can research Biotics to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(History)
DCResult
5Superior breed of soldiers with extraordinary powers. Known to be prideful and arrogant.
10Many only find and express their powers after reaching puberty. Even then, their powers only manifest outwardly when called upon.
15It can often take up to four years for a Biotic to fully control their destructive powers. They have been known to melt a bedframe or two in their sleep.
20Biotics often live shorter lives than most of their species due to heart failure. However, they show fewer signs of cellular breakdown than their peers, resulting in a slowing aging process.

Biotic Vanguards in the Game

Biotic Vanguards are few and far between. Player Characters will often never interact with a Biotic Npc in their lifetimes. They are just too few to make an impression on society.

Adaptation: Barbarian or maybe a Chi wielding warrior.

Sample Encounter: A group of elite soldiers confront the party. Within their ranks numbers a single Biotic Vanguard wearing light armor. The Biotic will attempt to deal with the party one at a time focusing on spike damage to a single individual after charging in to melee range.


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