Contractor (D20 Modern Advanced Class)

Contractor

Contractor abilities are gained from exposure to Lanceropt Radiation. This radiation is commonly generated by the use of a Large Hadron Collider in the vicinity of a fragment of a large meteorite that fell in the Pacific Ocean. They are called contractors due to the fact that they have to have some sort of payment for their abilities. Their though processes are unaffected by emotion and are almost always neutrally aligned. Abilities differ from contractor to contractor and can be nearly anything.

Requirements

Requirement 1: Exposure to Lancelnoptchrotron radiation and presence of a meteor fragment.


Class Information

Hit Die: d8

Action Points: 7 + one-half character level, rounded down, every time the Contractor attains a new level in this class.

Class Skills

The Contractor’s class skills (and the key ability for each skill) are: Concentration (con), Diplomacy (cha), Drive (dex), Knowledge Arcane Lore (int), Navigate (int), Survival (int), Listen (int), Spot (int), Sense Motive (wis)

Skill Points at Each Level: 5 + Int modifier.

Class Table

Table: The Contractor
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Rep Def
Power Points/Day
1st+1+1+1+1Contractor Powers,Payment+1+14
2nd+1+1+1+1Powers+1+16
3rd+2+1+1+2Bonus Feat,Improved Powers+2+28
4th+3+2+2+2Powers,Power Weapon+3+210
5th+3+2+2+2Powers,Charge Powers+3+314
6th+4+3+3+3Bonus Feat,Improved Powers+4+326
7th+5+3+3+3Power Penetration,Powers+5+438
8th+5+3+3+3Powers,Improved Power Weapon+5+444
9th+6+4+4+4Bonus Feat,Powers+6+556
10th+6+5+5+5Supercharge Power,Powers+6+668


Class Features

The following features pertain to the Contractor advanced class.

Contractor Powers: You gain an ability unique to you. This ability can be whatever you want, within reason. Use of this ability requires payment afterward.

Payment: After using your contractor abilities you must pay a price. This price is usually in the form of an OCD like routine. It can be whatever you choose but failure to pay more than 2 hours after use results in death. Also once chosen it cannot be changed.

Improved Powers: (can be taken more than once) Powers become more powerful. +1d6 to damage for any power of your choice

Power Weapon: Use powers to enhance a weapon to deal +1d6 damage of power type. +2 Power Point cost

Charge Powers: Power becomes a full round action to double the damage output. +2 Power Point cost

Power Penetration: Attacks with power become touch attacks. +2 Power Point cost

Improved Power Weapon: Same as Power Weapon +2d6 damage. +2 Power Point cost

Supercharge Powers: Power becomes full round action and all variables are maximized. Double Power Point cost

Contractor Spells : A Contractor's spells depend on the Contractor's ability. A Contractor can manipulate their ability to do whatever they desire. Contractors always have an ability to deal 1d3, 1d6, or 1d8 of whatever type of damage pertains to their ability. These damaging abilities use 2, 4, and 6, power points respectively.

Bonus Feat

At 3rd, 6th, and 9th level, the Contractor gets a bonus feat. The bonus feat must be selected from the following list, and the Contractor must meet all the prerequisites of the feat to select it.

Alertness, Attentive, Blind-Fight, Combat Expertise, Deceptive, Focused, Frightful Presence, Hide Power, Iron Will, Renown, Stealthy



Back to Main Page D20 Modern Classes Advanced Classes

gollark: > Yeah but with light propelled crafts you will be able to move indefinitly in the vacuum of spaceVery slowly (or, well, low-acceleration-ly), and only if you have infinite fuel.
gollark: The only real advantage of the whole light-based propulsion idea is that you don't need reaction mass.
gollark: SPC? Shark punching centre?
gollark: As far as I know it's harder to accidentally shoot someone than to point a laser in their direction a bit.
gollark: ...
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.