Sunday, November 12, 2006

Spycraft Master Class: Praetorian

Praetorian

Requirements

Allegiance: Umbrella or Career Level 15.

Base Attack Bonus: +6 or higher

Blend: 4+ ranks

Sleight of Hand: 4+ ranks

Feats: Nemesis Basics, Combat Mobility

The Umbrella sends out a Praetorian when situations need to be resolved with maximum prejudice. They think on their feet and have an uncanny knack for figuring out the vulnerabilities of their target.

Attributes: The Praetorian's emphasis on mobility and outwitting his opponents make Dexterity and Wisdom paramount.

Vitality: 1d10 + Con modifier per level

Class Skills

The Praetorian’s class skills are Acrobatics, Blend, Bluff, Investigation, Notice, Resolve, Sense Motive, Sleight of Hand and Streetwise.

Continuity: At Level 1, choose 3 skills that are class skills for any of your other classes. These become Praetorian class skills for you.

Skill Points at Each Additional Level: 6 + Int modifier.

Class Abilities

Hamartia I: At Level 1, you gain the Nemesis Mastery feat. Further, once per mission as a free action you may choose any 1 allegiance, which all of your "Nemesis" Terrain feats are considered to apply to until the end of the current mission.

Hamartia II: At Level 4, you gain the Nemesis Supremacy feat. Further, you may choose an additional allegiance your "Nemesis" Terrain feats apply to twice per mission.

Keep Moving: At Level 1, you gain a +2 bonus to Defense for every Standard Move or Bull Rush action, and a +4 bonus to Defense for every Withdraw or Run action you take. This bonus lasts until your next Initiative Count.

Weapon Savant: At Level 2, once per mission as a free action, you may gain a number of temporary weapon proficiencies equal to your class level. These proficiencies last until the end of the mission.

Trenchcoat: At Level 3, the DCs of all Notice/Awareness and Search/Perception checks targeting gear you carry (including weapons and armor) increase by 4. Further, you may take 10 with Sleight of Hand checks, and the time to do so is not doubled.

Dog of War: At Level 4, you gain a competence bonus with all skill checks made as part of a Manhunt equal to the number of action dice you currently possess.

Hard Target: At Level 5, when you take a Total Defense action, choose an Allegiance that your "Nemesis" Terrain feats apply to. Attacks from characters possessing this Allegiance against you automatically miss unless they score a threat.


Table GTC.02: The Praetorian















Level

BAB

Fort

Ref

Will

Def

Init

Wealth

Gear

Abilities

1

+1

+1

+1

+1

+2

+1

0

-

Hamartia I, Keep Moving

2

+2

+2

+2

+2

+3

+1

0

1W

Weapon Savant

3

+3

+2

+2

+2

+3

+2

1

1W

Trenchcoat

4

+4

+2

+2

+2

+4

+2

1

1W, 1S

Hamartia II, Dog of War

5

+5

+3

+3

+3

+5

+3

1

1W, 1S

Hard Target

1 comment:

Valentina said...

Cool.
Interesting kind of "assistance" build to it. Like it's far less about making you into a new role, and far more about complimenting an existing skillset.
Very interesting Hard Target. Hmm.