Post by Akren Garkos on Feb 12, 2006 23:29:12 GMT -5
Guardian (Class option)
After centuries of service to the System Lords, the Jaffa have developed a unique warrior class, prepared to fight to the death for their Goa'uuld masters. With the rebellion & subsiqent freedom of many of these warriors, the SGC has discovered a new source of rugged combatant recruits. While the gaurdian fufills many of the same functions as the solider (see page 166 of the SG SG-1 RPG core rulebook), this characters fighting style relies more on the legendary hardiness & rsilience of the Jaffa/symbiote fusion. A team without a gaurdian lacks his near fanatical commitment to the cause, & his experience with Goa'uuld technology.
Abilties: Like the solider, the gaurdian prise all the physical abilities - Strength, Dexerity, & Constitution.
Vitality: 1d12 + Con modifer per level.
Requirements: Jaffa. This class is typically restricted to Jaffa characters, although an inventive player may convince his or her GM that his/her character concept warrants another species being trained in this class.
Class Skills:
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
The following are the class features of the gaurdian.
Starting Feats: The gaurdian begins play with the following feats:
Unbreakable The gaurdian may spend his action dice to ignore any & all morale penalties for a number of mintues equal to the highest face on his current action dice type (e.g.:[/i] spending 1d6 in this fashion grants immunity for 6 mintues). Further, the gaurdian may spend his action dice to increase the result of any saving throw to resist fear made by an ally or teammate within verbal or visual contact. This is the gaurdian's core ability.
Enforcer: The gaurdians have long served the Goa'uuld as enforcers, controlling occupied worlds through fear & oppression. At 1st level, the gaurdian gains a virtual basic skill feat called 'Enforcer'. This feat grants a +2 bonus with Concentration & Intimidation checks, & increases the gaurdians threat range with these skills to 19 - 20.
At 6th level, the gaurdian gains the Advanced Skill Mastery feat for his Enforcer feat. At 12th level, the gaurdian gains the Grand Skill Mastery feat for his Enforcer feat. Finally, at 18th level, the gaurdian gains the Perfect Skill Mastery feat for his Enforcer feat. All prerequisites for these feats - including minimum character level - are waived.
Soak: Beginning at 2nd level, once per session as a free action, the gaurdian may gain a number of points if damage reduction equal to his bas attack bonus until the start of his initiative count during the following round. These points follow all the standard rules for the damage reduction (see page 352 of the SG SG-1 core RPG book), & stack with points of damage reduction gained from armor, other class abilities, & other character options.
The gaurdian may use this ability up to twice (2 times) per session at 11th level & up to three (3) times per session at 19th level. This ability may not be used more than once (1 time) during any one (1) round. If the gaurdian also possesses this ability from levels gained with another class (such as Prime), the number of uses per sessions stack, but the ability may not be used more than once during any one round.
Toughness: At 3rd level & for every 4 class levels gained thereafter, the gaurdian gains the Toughness feat (see page 243 of the SG SG-1 RPG core rulebook for details on this feat & how the effects of multiple Toughness feats stack together).
Bonus Feat: At 4th level, the gaurdian gains 1 bonus feat from any combat tree (basic, melee, ranged, or unarmed). He must meet all prerequisites for this feat before choosing it. At 8th level, & for every 4 class levels gained thereafter, the gaurdian gains 1 additional bonus combat feat, with the same restrictions.
Accelerated Healing: The gaurdian recovers from minor injuries at a truly astounding rate. Beginning at 5th level, he recovers 1 vitality point every ten mintues (100 rounds), regardless of his level of exertion (see page 382 for more info. about healing). Further, the gaurdian also recovers 2 wounds per day of rest (instead of 1, as standard).
At 9th level, the gaurdian recovers 1 vitality point every 5 minutes (50 rounds) & recovers 3 wounds per day of rest. At 13th level, the gaurdian recovers 1 point of vitality every 2 minutes (20 rounds), & recovers 4 wounds per day of rest. At 17th level, the guardian recovers 1 vitality point every mintue (10 rounds) & recovers 5 wounds per day of rest.
The gaurdian does not benefit from this ability while his wound points are below zero (0).
Superior Metabolism: Beginning at 9th level, whenever the gaurdian succeeds with a Fortitude save to suffer reduced damage from any effect (such as poison), he instead suffers no damage. Starting at 15th level, whenever the gaurdian fails with a Fortitude save to suffer reduced damage from any effect (such as poison), he suffers only 1/2 damage (rounded down).
Superior Conditioning: Guardians train with a ferocity & dedication that has terrified the System Lords' lesser servants for millennia. At 10th level, the gaurdian chooses two (2) of his three (3) physical abilities (Strength, Dexerity or Constitution). Each of the two chosen abilities rises by 1; & the gaurdian may not choose the same ability twice. Ay 20th level, the gaurdian once again chooses 2 of his 3 physical abilities, each of which rises by 1. The gaurdian may choose the same 2 abilities he chose to increase at 10th level, but may not choose the same individual ability twice.
Soul of War: With high-tech weapons, ancient blades, & even his bare hands, the gaurdian is a whirlwind of violence. Beginning at 14th level, once per round after the gaurdian takes his standard action(s), he may make 1 single attack as a free action (see page 353 for more about single attacks). This attack occurs in addition to any other attacks or actions the gaurdian makes during the same round. This ability may be used a number of times per session equal to the gaurdian's class level.
After centuries of service to the System Lords, the Jaffa have developed a unique warrior class, prepared to fight to the death for their Goa'uuld masters. With the rebellion & subsiqent freedom of many of these warriors, the SGC has discovered a new source of rugged combatant recruits. While the gaurdian fufills many of the same functions as the solider (see page 166 of the SG SG-1 RPG core rulebook), this characters fighting style relies more on the legendary hardiness & rsilience of the Jaffa/symbiote fusion. A team without a gaurdian lacks his near fanatical commitment to the cause, & his experience with Goa'uuld technology.
Abilties: Like the solider, the gaurdian prise all the physical abilities - Strength, Dexerity, & Constitution.
Vitality: 1d12 + Con modifer per level.
Requirements: Jaffa. This class is typically restricted to Jaffa characters, although an inventive player may convince his or her GM that his/her character concept warrants another species being trained in this class.
Class Skills:
- Balance (Dex)
- Climb (Str)
- Concentration (Wis)
- Craft (Int)
- Escape Artist (Dex)
- First Aid (Wis)
- Hide (Dex)
- Intimidate (Str or Cha)
- Jump (Str)
- Move Silently (Dex)
- Pilot (Dex)
- Sport (Str or Dex)
- Spot (Wis)
- Survival (Wis)
- Tumble (Dex)
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
The following are the class features of the gaurdian.
Starting Feats: The gaurdian begins play with the following feats:
- Armor Group Proficency (Light)
- Armor Group Proficency (Medium)
- Armor Group Proficency (Heavy)
- Armor Group Proficency (Hurled)
- Armor Group Proficency (Melee)
- Armor Group Proficency (Handgun)
- Armor Group Proficency (Rifle)
Unbreakable The gaurdian may spend his action dice to ignore any & all morale penalties for a number of mintues equal to the highest face on his current action dice type (e.g.:[/i] spending 1d6 in this fashion grants immunity for 6 mintues). Further, the gaurdian may spend his action dice to increase the result of any saving throw to resist fear made by an ally or teammate within verbal or visual contact. This is the gaurdian's core ability.
Enforcer: The gaurdians have long served the Goa'uuld as enforcers, controlling occupied worlds through fear & oppression. At 1st level, the gaurdian gains a virtual basic skill feat called 'Enforcer'. This feat grants a +2 bonus with Concentration & Intimidation checks, & increases the gaurdians threat range with these skills to 19 - 20.
At 6th level, the gaurdian gains the Advanced Skill Mastery feat for his Enforcer feat. At 12th level, the gaurdian gains the Grand Skill Mastery feat for his Enforcer feat. Finally, at 18th level, the gaurdian gains the Perfect Skill Mastery feat for his Enforcer feat. All prerequisites for these feats - including minimum character level - are waived.
Soak: Beginning at 2nd level, once per session as a free action, the gaurdian may gain a number of points if damage reduction equal to his bas attack bonus until the start of his initiative count during the following round. These points follow all the standard rules for the damage reduction (see page 352 of the SG SG-1 core RPG book), & stack with points of damage reduction gained from armor, other class abilities, & other character options.
The gaurdian may use this ability up to twice (2 times) per session at 11th level & up to three (3) times per session at 19th level. This ability may not be used more than once (1 time) during any one (1) round. If the gaurdian also possesses this ability from levels gained with another class (such as Prime), the number of uses per sessions stack, but the ability may not be used more than once during any one round.
Toughness: At 3rd level & for every 4 class levels gained thereafter, the gaurdian gains the Toughness feat (see page 243 of the SG SG-1 RPG core rulebook for details on this feat & how the effects of multiple Toughness feats stack together).
Bonus Feat: At 4th level, the gaurdian gains 1 bonus feat from any combat tree (basic, melee, ranged, or unarmed). He must meet all prerequisites for this feat before choosing it. At 8th level, & for every 4 class levels gained thereafter, the gaurdian gains 1 additional bonus combat feat, with the same restrictions.
Accelerated Healing: The gaurdian recovers from minor injuries at a truly astounding rate. Beginning at 5th level, he recovers 1 vitality point every ten mintues (100 rounds), regardless of his level of exertion (see page 382 for more info. about healing). Further, the gaurdian also recovers 2 wounds per day of rest (instead of 1, as standard).
At 9th level, the gaurdian recovers 1 vitality point every 5 minutes (50 rounds) & recovers 3 wounds per day of rest. At 13th level, the gaurdian recovers 1 point of vitality every 2 minutes (20 rounds), & recovers 4 wounds per day of rest. At 17th level, the guardian recovers 1 vitality point every mintue (10 rounds) & recovers 5 wounds per day of rest.
The gaurdian does not benefit from this ability while his wound points are below zero (0).
Superior Metabolism: Beginning at 9th level, whenever the gaurdian succeeds with a Fortitude save to suffer reduced damage from any effect (such as poison), he instead suffers no damage. Starting at 15th level, whenever the gaurdian fails with a Fortitude save to suffer reduced damage from any effect (such as poison), he suffers only 1/2 damage (rounded down).
Superior Conditioning: Guardians train with a ferocity & dedication that has terrified the System Lords' lesser servants for millennia. At 10th level, the gaurdian chooses two (2) of his three (3) physical abilities (Strength, Dexerity or Constitution). Each of the two chosen abilities rises by 1; & the gaurdian may not choose the same ability twice. Ay 20th level, the gaurdian once again chooses 2 of his 3 physical abilities, each of which rises by 1. The gaurdian may choose the same 2 abilities he chose to increase at 10th level, but may not choose the same individual ability twice.
Soul of War: With high-tech weapons, ancient blades, & even his bare hands, the gaurdian is a whirlwind of violence. Beginning at 14th level, once per round after the gaurdian takes his standard action(s), he may make 1 single attack as a free action (see page 353 for more about single attacks). This attack occurs in addition to any other attacks or actions the gaurdian makes during the same round. This ability may be used a number of times per session equal to the gaurdian's class level.