To qualify to become a Helix Warrior, a character must fulfill the following criteria.
Skill: Knowledge (tactics) 3 ranks.
The following information pertains to the Helix Warrior
advanced class.
The Helix Warrior gains 1d10
hit points per level. The character's Constitution modifier applies.
The Helix Warrior gains a number of
action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Balance (Dex),
Climb (Str),
Computer Use (Int),
Demolitions (Int),
Escape Artist (Dex),
Hide (Dex),
Intimidate (Cha),
Jump (Str),
Listen (Wis),
Move Silently (Dex),
Navigate (Int),
Spot (Wis),
Survival (Wis),
Swim (Str),
Tumble (Dex).
Skill Points at Each Level: 3 + Int modifier (2 + Int modifier for nonhumans).
Helix Warriors can carry more heavy gear than the typical
soldier. A Helix Warrior's Strength is considered 4 points higher for the purpose of determining her
carrying capacity.
Helix Warriors are
light sleepers and can make Listen checks even while asleep, without penalty. (A sleeping character normally takes a -10 penalty on Listen checks.)
When a Helix Warrior spends an
action point to modify the result of a
saving throw, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).
Beginning at 2nd level, a Helix Warrior gains
darkvision. She can see in total darkness out to a range of 60 feet.
Darkvision is black-andwhite only, but is otherwise like normal sight.
The range of the Helix Warrior's
darkvision improves to 90 feet at 5th level and 120 feet at 8th level.
At 3rd, 6th, and 9th level, the Helix Warrior gets a
bonus feat. The
bonus feat must be selected from the following list, and the Helix Warrior must meet all the prerequisites of the feat to select it.
Advanced Combat Martial Arts,
Advanced Firearms Proficiency,
Armor Proficiency (light),
Armor Proficiency (medium),
Armor Proficiency (heavy),
Armor Proficiency (powered),
Athletic,
Blind-Fight,
Combat Expertise,
Combat Reflexes,
Combat Throw,
Dead Aim,
Defensive Martial Arts,
Elusive Target,
Exotic Firearms Proficiency,
Far Shot,
Great Fortitude,
Improved Combat Martial Arts,
Improved Combat Throw,
Improved Disarm,
Improved Trip,
Iron Will,
Lightning Reflexes,
Nerve Pinch,
Surface Vehicle Operation,
Ultra Immune System,
Weapon Focus,
Whirlwind Attack,
Zero-G Training.
At 4th level and beyond, the Helix Warrior's
carrying capacity increases as if she were one size category larger (Large instead of Medium-size, for example).
Beginning at 5th level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition's effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken, and stunned. If the condition's duration is only 1 round, the Helix Warrior is not affected at all.
At 7th level, a Helix Warrior gains a +2 competence bonus on
initiative checks.
At 10th level, when a Helix Warrior spends an
action point to modify the result of an
attack roll, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).
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