In the meantime I added a few extra things to my Strider conversion that wasn't there before, so it took a little longer once again to get it posted.
STRIDER
|
STAMINA POINTS
6 + Constitution Mod.
|
6 HP
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Some claim to be warriors. Some claim to be shadows in the night. But none can truly claim to be a
Strider. Striders are mercenaries that
follow a creed to maintain their contractor’s identity a secret even after the
contracts end. And while Striders are
very mercenary in the jobs they take on, many are fairly ethical and do not
support despots, thugs, warmongers, and more seedier types. Though those that run on a less ethical path
don’t care much about who they take work from.
KEY ABILITY
SCORE
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Your Dexterity helps with a great many things that a
strider is capable of doing ranging from acrobatic feats to deflecting attacks
with their “cypher sword”. All other
stats are equally important to a strider and help them to cover different skill
sets and requirements for missions that they take on.
CLASS SKILLS
|
Skill Ranks per Level
6 + Intelligence Modifier
Acrobatics (DEX)
Athletics (STR)
Bluff (CHA)
Computers (INT)
Engineering (INT)
Mysticism (WIS)
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Perception (WIS)
Profession (CHA, INT, or WIS)
Sense Motive (WIS)
Sleight of Hand (DEX)
Survival (WIS)
Stealth (DEX)
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PROFICIENCIES
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ARMOR
PROFICIENCIES
Light Armor
WEAPON
PROFICIENCIES
Basic and Advanced Melee Weapons, Small Arms, Grenades
SPECIAL-A CLASS (EX)
A Strider who is of the Special-A Class is a rank above
others in the Strider organization. As a
Strider of this rank your physical capabilities and skills beyond that of
normal people. Each Strider has
different skill sets and capabilities and often focus their advanced training
on developing these traits. Choose 2 of
the following options to make up part of your Special-A Class capability set. Every 3 levels you can choose one new
capability which can add to an existing capability.
·
Speedy Movement:
Increase your ground speed by 10ft.
However, you must be wearing no armor or at most light armor to use
this.
·
Throwing Arts:
The range at which you can throw appropriate weapons/objects is
increased by 10ft.
·
Focused Fighting Arts: Choose a weapon that you are proficient with
and apply a +1 to attack rolls made with it. When taken again this applies to a
new weapon.
·
Unarmed Arts:
When unarmed you are treated as if you were armed. Your base unarmed damage is 1d4 instead of
1d3. If taken again you add an
additional 1d4 to the damage you roll.
·
Heightened Strength: Your Bulk limit for your Strength score is
increased by 2. You also deal +1 damage
with melee attacks.
·
Heightened Dexterity: Add a +1 to your Reflex Saving throws vs. AOE
based attacks.
·
Heightened Constitution: You gain a +1 to Fort Saves vs. Poison’s
& Diseases.
·
Heightened Intelligence: You may choose an INT based class skill of
yours that you do not have ranks in to gain 2 ranks in, or if you have all of
your INT based skill with ranks in them you may instead apply a +1 to a single
chosen skill.
·
Heightened Wisdom: You are not easily caught off
guard or unaware. You gain a +1 to Skill rolls made to detect traps or ambushes
by others.
·
Heightened Charisma: You are very personable and know how to
interact with others. You gain a +1 to a
single chosen CHA based skill.
HARNESS PLASMA (SU)
At level 1 Striders possess the special ability to create
and channel plasma (electricity & heat), and thus make use of various
specialized pieces of equipment that they are taught how to make so that they
can make full use of this capability.
All Strider’s start with the ability to channel the plasma energy, and
as time goes on, they learn how to enhance and generate more plasma. Channeling plasma is done in one of the below
noted ways, but they can only be done one at a time.
·
Cypher
Plasma Sword: This dual handled
sword is designed to be wielded with one or two hands in a more traditional
way, or with one hand in a method meant to allow for speed and precision, as
well as improved guarding when used for this purpose. When the blade is swung it often leaves a
distortion in the space it passes through.
Plasma channeled through the cypher sword makes the damage it deals Fire
based when used for this purpose instead of the standard damage type. Every 5 levels the Strider also deals an
additional d8 in damage when using the weapon.
This extra damage applies to only a single attack.
·
Plasma
Catapult: A Strider possesses the
ability to expel plasma in a manner that allows for quick actions and
movements. The released plasma for the
catapult is focused through the feet to propel the Strider in the direction
they intend. Accelerated motion allows
the character to either increase their base ground movement by 20ft, or if
jumping you may add 10ft to the amount of remaining movement you have. The alternative use for this is to allow you
to change direction of a jump in mid air and move the extra 10ft in that
direction instead of just going for height/distance.
·
Plasma
Kunai: The Strider can generate throwing
blades known as kunai that are bolts of plasma that are hurled at enemies. The damage is 1d4 fire & electric damage
with the damage increasing by 1d6 at levels 5, 10, 15, and 20. On a critical hit you apply Burn 1d6 to the
target (damage for this increase’s at level 9, and 18 by 1d6). The range of these is thrown (20ft).
·
Custom
Weapon: The Strider has chosen to
break from tradition and is making use of their own custom weapon. This is any weapon in the book that the
Strider would be proficient with, one weapon is modified by the Strider (taking
1 hour) to work with their plasma channeling abilities. This essentially grants the same benefits of
the Cypher Plasma Sword for the other weapon.
However, the damage bonus is a d6 with ranged weapons. The Strider can only have 1 custom weapon at
a time that is modified for this. Any
Strider feature that provides benefits for the cypher sword also apply to the
custom weapon if the strider has one in stead of their cypher.
The swords have some electronics in them, but they are
protected against EMP’s and many things that would affect tech-based
weapons. This is due to the fact that
they are more or less analog weapons until the Strider applies their plasma
channeling abilities to them. Only
Striders can make use of the weapon’s block special due to their training with
the weapon, though anyone that puts in months of training could also learn to
make use of the block special for the weapon, but this is left up to the GM.
A cypher is wielded in a tonfa like fashion with the
blade swung out from the body and what would be the primary hilt laying along
the forearm. The sword can be wielded by
its primary hilt with one hand or in a two-handed fashion. If used with 2 hands you can up the damage
dice type to d10’s instead of d8’s, but you lose out on speed doing this and
cannot make use of the swords blocking capacity.
It should also be noted that Cyphers cannot become fusion
weapons. The technology that allows them
to channel a Strider’s abilities interferes with such magics.
ARMOR DISCIPLINE (EX)
At level 2, Striders develop a capability of altering and
adjusting armor to fit with their life style, so that it doesn’t inhibit their
movement as it normally would as well as being comfortable enough to rest in
for some lengths of time. Armor check
penalties for any light armor worn by the Strider is reduced by 1. The Strider also adds 1 additional Up-Grade
Slot to the armor. Finally, the armor’s
Max DEX Bonus allowed is increased by 1 as well. These adjustments can only be made to the
armor that the Strider is wearing and not another person’s. It takes 6hrs to make these adjustments to a
suit of armor, but you could make more than one suit for your use if you needed
to.
UNCANNY AGILITY (EX)
This is the same class feature that the Operator has on
page 94.
STRIDER TECHNIQUES
At 3rd level the Strider comes into the
development of special techniques that pertain to their trade. At this level the character may choose 2
special techniques that they can use. Another
two techniques can be gained at levels 5, 7, 11, 15, and 19. Each option can only be taken once, unless an
advanced option is present, but you must have taken the base technique
first. Advanced options cannot be
selected until level 7.
·
Blend (SU): The Strider uses a mystic technique that
allows them to conceal their appearance and blend in with normal people or
groups. To make use of this ability the
character needs to use a full action.
Once used, the Strider can maintain the disguise for 2 minutes per
Strider level. Opponents that would be
hostile toward the Strider will have to make a Will save before they can make a
Perception skill roll to see through the illusion. After the ability is used the ability cannot
be used again until an equal length of time has passed.
o Advanced Blend (SU): The disguise can be maintained for 5 minutes
per Strider Level instead of the normal 2.
The length of time before this can be used again remains like that of
the base Blend (2 minutes per Strider level).
·
Unarmed
Plasma Strike (SU): When fighting
unarmed you can channel your plasma into your unarmed strikes. This is the same plasma damage bonus as to
what you would apply to the custom weapon option under “Channel Plasma”. The characters base unarmed damage is die
type is increased by 1 step.
o Advanced Unarmed Plasma Strike (SU): Increase your base unarmed damage die type by
one more step.
·
Studied
Skill (EX): If you spend 8hrs
studying on a skill you gain an insight bonus of +2 to skill checks made with
that skill. You don’t have to apply this
to a class skill. The bonus lasts until
you want to apply it to a new skill (which of course takes another 8hrs to
study up on).
·
Heightened
Awareness (EX): Your difficult to
catch off guard. When subject to a
surprise action, you apply a +2 to your Perception rolls to detect anything
that could take a surprise action against you.
·
Nightvision
(EX): See Operative Class Feature,
page 95.
·
Wide
Slash (EX): When two opponents are
adjacent to each other you can make a single melee attack against both
opponents. Make one melee attack roll
and compare the result to the AC of both opponents. If the attack hits you deal damage to both
opponents.
·
Blink of
an Eye (EX): When attacking with a
cypher sword you can spend 1 Resolve Point as a reaction to reroll a missed
attack roll with the weapon.
·
Espionage
Expertise (EX): When the character
is engaging in an act of espionage (spying) you may apply a +2-insight bonus to
applicable skill rolls made when engaging in this practice.
o Advanced Espionage Expertise (EX): If you fail at one of these skill rolls you
can spend a Resolve point to reroll the appropriate skill.
·
Shadow Warrior
(EX): Your highly skilled at not
being seen. You gain a +2 to all of your
Stealth skill rolls. You can move at
your normal speed when hiding and suffer half the penalty for doing so.
o Advanced Shadow Warrior (SU): If there are any shadows present you can use
them to gain concealment even if the shadow would normally not be enough to do
so. You also suffer no penalties to
moving at your normal speed when hiding.
·
Adamant
Will (EX): The character’s will is a
fortress that is nigh impossible to break.
You cannot be intimidated easily where in the opponent making an
intimidation roll against you, sees the DC increased by 5. Additionally, when subjected to spells/powers
that target a character’s mind (and require a Will Save), you gain a +2 bonus
to your Will Save against the effect.
·
Bullet
Throw (EX): Any weapon you throw is
done with proficiency even if it would be an improvised weapon for doing
so. Weapons that you are already
proficient with throwing have their throwing range doubled.
·
Recharge
(SU): The character is able to use
their plasma abilities to recharge the power cells of the weapon or device they
are using. This recharge’s a normal
one-handed & two-handed weapon power cells to full capacity. With heavy weapons and power armor the
recharge is to half capacity. This can
be used 2 times in a day.
o Advanced Recharge (SU): This ability can be used an additional 2
times per day.
OPTION SUMMON (SU)
·
Stats: The projector has the following stats.
o HP: 5 x ½ the Strider’s Level
o AC: EAC & KAC are 10 + projection’s DEX mod +
½ the Strider’s Level
o Ability
Scores: Based upon the chosen type.
o Senses: Darkvision 60ft, Low-Light Vision.
o Immunities: Construct Immunities
o Saves: Based upon the chosen type.
o BAB: ½ the Strider’s Level + STR or DEX Mod
o Speed: Based upon the chosen type.
·
A-Type: This type is a support-based type. Its purpose is to protect the user, provide
support fire, and act as a support tool of some sort.
o Basic Stats
§ Ability Scores: STR -1, DEX +5, CON ---, INT +0, WIS +0, CHA
+0
·
These do not increase with level and remain
constant.
§ Saves:
REF (Strider’s Level + DEX mod), FORT & WILL (1/2 Strider’s level +
CON/WIS modifier)
§ Size: Small
o Speed: This is equal to the user’s speed, but this
is due to the fact that this option is always with in 5ft of the user and stays
with in easy reach, so to speak, so that it can intercept attacks and thus act
as a shield.
o Features: The A-Type can have two of the following
features.
§ Point Defense Shield: When deployed the Strider has a +2 to their
AC scores vs. Ranged attacks.
§ Ranged Fire Support: Integrated Blaster (1d6+5 E)
§ Platform: The A-Type can act as a platform that can
support just the Strider and negates the Strider’s fall if they should be falling
or jumping down from a height. The
platform will descend safely at the user’s movement until they are with in 5ft
of the ground.
§ Wall:
The A-Type assumes a stationary position to provide the Strider with
cover that they or their allies can fire from behind. This cover spans a 15ft wide span (or less).
o Skills: The A-Type does not possess any skills of its
own but can function as a tool for a Strider to use to assist them in the use
of their own skills. Choose one of the
following skills that the A-Type grants a +2-equipment bonus toward:
§ Computers: The A-type has a built-in computer system
that allows the Strider to use it as a computer terminal. Its tier is effectively ½ the Strider’s
level, but it cannot have any modules or upgrades added to it. It effectively has Firewall, and Lockout
countermeasures.
§ Engineering: The A-Type can create hard-light tools for
the Strider to use.
§ Survival: The A-Type has an active scanner that can
assist the user in surviving in the outdoors by detecting water, finding edible
vegetation, finding tracks & so forth.
·
B & C-Types: These types are combat-based types. Its purpose is attack and potential transportation. Unlike the A-Type, these types are able to
move well beyond the vicinity of the Strider, up to 1 mile away. The Strider is always in some form of contact
with the type.
o Basic Stats
§ Type B Ability Scores: STR +4, DEX +2, CON ---, INT +0, WIS +0, CHA
+0
§ Type C Ability Scores: STR +2, DEX +4, CON ---, INT +0, WIS +0, CHA
+0
·
These do not increase with level and remain
constant.
§ Type B Saves: FORT (Strider’s Level +4), REF & WILL
(1/2 Strider’s level + DEX/WIS modifier)
§ Type C Saves: REF (Strider’s Level + DEX mod), FORT &
WILL (1/2 Strider’s level + CON/WIS modifier)
§ Size:
Medium
o Speed: 30ft, 300ft, 30mph
o Features: The Type is often an animal form that is
quick and hits hard. The B-Type has the
following Features. One melee attack can
be chosen, along with two other features.
§ Melee, Claws: 1d6+4 S
§ Melee, Heavy Handed: 1d4+4 B, can also grab and hold onto things
and thus grapple.
§ Melee, Hoof Beat: 1d4+4 B, can trample a target.
§ Ranged Fire Support: Integrated Blaster (1d6+5 E)
§ Ride Along: The type can be ridden as a mount.
§ Double Attack: With it’s chosen melee attack, the type can
make two attacks. Both attack rolls are
made with a -4 to hit.
§ Recon:
The type can make Perception rolls on your behalf. It acts as if it has binoculars and a laser
microphone. It makes Perception rolls
with a bonus of +10 + ½ your Strider Level.
(The Strider has a device that allows them to view what is being seen by
the type.)
§ Flight:
The type is flight capable and its Speed is instead it’s flight speed,
and gains Full 550ft, 65 mph (hover).
§ Climb:
The type can scale sheer surfaces and structures as if it had the proper
climbing tools to do so, gaining a +2 bonus to skill rolls needed to do this.
§ Invisibility: The type can make use of the Invisibility
spell (pg 236). The spells effects are
based off the Strider’s level. It can
use this spell a number of times per day equal 1/4th the Strider’s
level (no less than 1). The spell also
only effects the Type and nothing else.
HYPERSONIC (EX)
At level 5 the Strider is able to move, at least for
short bursts of time, at hypersonic speeds.
Another name for this is the after-image technique. During combat the Strider can, as a reaction,
make use of the after-image technique.
Until the start of their next turn the Strider can add half their level
(rounded down) to their Reflex saving throws and both AC’s. Alternatively, the Strider can choose to
double their base speed for 1 minute which give them the added benefit of a +2
to their AC’s as well. But the Strider
cannot use both options at the same time.
Hypersonic can be used a number of times per day equal to 1 per 5
character levels. You can also expend a
resolve point to gain an additional use per day.
PLASMA FORMS (SU)
At level 6 the Strider has learned to harness their
plasma power in more focused and specialized ways. Whatever weapon they’re wielding can be
modified to handle channeling the plasma energy that Striders can wield. This modification takes only a few hours of
work. On a cypher this modification
isn’t needed as it’s inbuilt. The
strider can choose one form at a time, gaining a new form every 3 levels. Only one plasma form can be used at a time. The Strider can modify up to 3 items that they
can channel these abilities toward. This
can include the Strider’s Plasma Kuni, or Unarmed Plasma Strike. Plasma Forms can be used for a limited period
of time after which they need to be recharged.
A new form can be chosen every 3 levels until all options are gained.
·
Repel: The Strider is able to repel attacks made
against them in a manner to wielding a shield.
The Strider, so long as they are wielding their modified weapon. This grants a +2 to KAC or EAC (chosen when
used). If the weapon is their cypher,
then they gain an additional +1. When in
use the cypher, or other weapon crackles with electricity.
·
Burst: The Strider channels plasma to increase the
damage they would deal with the weapon. Damage
of the weapon is fire based now (if it already isn’t) and increases by 1 die
type. And on a critical hit the weapon
does Burn 2d12 in addition to any other critical effect that is used. If the weapon already does Burn on a critical
then the damage is increased by 2d12.
The weapon’s damage type also switches to Fire. When in use the Cypher’s blade or other blade
heats up to a red glow, while any other weapon may have a barrel or similar
part glow red hot.
·
Cryo: The Strider is able to use their plasma
energy in a reverse way, depleting heat and energy from a target. The weapon’s damage increases by 1 die type and
the damage types witches to Cold. On a
critical hit, the weapon gains the Staggered effect in addition to any other
effect it may already have.
·
Magnetic: The Strider is able to channel their plasma
energy to magnetize a target. If the
target is hit with your attack, they gain a magnetization percentage
(50%). If a ranged attack is then made
and it is energy based it has a chance of being drawn to the magnetized target
instead of going at you (roll percentiles to see if this happens, if it’s over
50% the effect occurs). The attack gets
a new attack roll against the magnetized target if the effect occurs. Once the effect on the target is triggered it
goes away even if the attack fails to hit.
If you hit the target more than once on your turn then the chance stacks
for 100%.
·
Stunner: The Strider is able to use the more
electrical aspects of their plasma energy on a target. Damage for the weapon is electrically based,
and it gains the “stun” special effect.
CLONE TECHNIQUE (SU)
At Level 10 the Strider gains the technique to create up
to 3 clones of themselves. They mimic
the motions of the original and are just as solid and real looking as the
original. And during the Strider’s
combat round the Strider clones aid the Strider in dealing an additional die of
damage per clone still present (max of +3 dice of damage), but this damage is
limited to melee damage only, ranged attacks are simulated but they don’t add
to any actual damage you deal. If the
Strider is successfully hit they can choose to substitute a clone to take the
hit for them, but this will reduce their clone numbers by 1. The clones also stay adjacent to the Strider
and move around them and through them to make it impossible to tell which is a
clone and the real Strider. Abilities
that see through illusions however will detect the real Strider, and they
cannot change position with a clone to let them take the hit against opponents
who have such abilities. The technique
can be used 2 times per day.
TELEPORT (SU)
At level 13 the Strider gains the ability to use the
Teleport spell. When used normally the
strider can only use the spell 2 times per day.
The Strider can also spend 10 minutes to set up special runes that set
up a teleportation tunnel between two locations. This tunnel can only be traversed by Striders
and those that they bring with them. The
limitation for this is that the tunnel must be set up outdoors on both
ends. This tunnel doesn’t pay mind to
the times per day limit, but it does leave the Strider exposed if an ambush is
set up on one end or the other. The
number of tunnels that a Strider can have is limited to 1 + Their WIS modifier
(no less than 1 possible). If a new
tunnel is made that exceeds the number that the Strider has then one of the
other tunnels (the Strider’s choice) is closed (its runes crack, fading and
disintegrating). Establishing a tunnel
initially counts as a single use of the spell.
FALL BREAKER (EX)
At level 14 the Strider possess skills and mystic
capabilities that allow them to survive falls from impossible heights (yes even
if they purposely jump or drop down form a height). The Strider is able to reduce the damage of
the fall dice they would take by 1 per 2 levels they have as a Strider. They may also further reduce the damage by
making an Acrobatics roll with a DC of 15 +1 per die of damage they would take.
EXTENDED STRIKE (EX)
At level 17 the Strider’s can use their cypher (or custom
weapon) with greater range. Their melee
attacks are treated as if the character had reach 2. If this is a ranged attack from their custom
weapon, then the range of said weapon is increased by an extra 20ft.
RAGNAROK (SU)
At level 20, as a full action you designate one or
multiple targets to be the target of this super-human attack. The Strider teleports rapidly from one spot
to another swooping in and unleashing an attack from a multitude of
unpredictable directions. As a full
attack you can make your first attack at no penalty, each additional attack
made there after is at a cumulative -2 penalty (instead of the normal Full
Attack rule). You can continue to make
attacks so long as your attack rolls hit.
If you miss an attack roll the chain ends, but this is only after you
have made a minimum of 2 attacks. This
ability can only be used once per day.
Each attack can be made against the same target or against different
targets.