Tank
Description: The Tank specializes in sucking up damage. He can take hits that would fell even other combat-oriented characters and come back for more.
Class Information
The following information pertains to the Tank core class.
Hit Die: 1d12
Action Points: 6+ one-half character level, rounded down, every time the character gains a new level in this class.
Class Skills: The Tank’s class skills (and the ability for each skill) are: Athletics (Str), Crime (Int), Firearms (Dex), Leadership (Cha), Outdoorsman (Wis), Read/Write Language (None), Speak Language (None), Streetwise (Wis), Unarmed (Str) and Weapons (Str)
In addition to these skills, your Background and Hobbies will provide basic ability (4 ranks) in a number of skills and your Occupation will add additional skills to your class skill list.
Skill points at 1st level: 4 + Int. modifier (x4)
Skill points at each level: 4 + Int. modifier
Class Features
All of the following are features of the Tank core class.
Feats: As indicated on the class table at each level, you may select a number of feats from the General and Tank feat tables. You may also select any feat listed with your Occupation as an Improved Feat.
Resilience: Only characters that take their first character level in the Tank class gain this ability.
Once per encounter, you may make a Recovery saving throw (DC 15) to instantly heal an amount of non-lethal damage equal to your Tank level.
If you spend an Action Point, you can convert an amount of lethal damage equal to your Tank level into non-lethal damage.
Level | BAB | Fort Save | Ref Save | Will Save | Rec. Save | Special | Def. | Rep. |
1st | +0 | +2 | +1 | +0 | +2 | 4 Feats | +0 | +0 |
2nd | +1 | +3 | +2 | +0 | +3 | 1 Feat | +1 | +1 |
3rd | +2 | +3 | +2 | +1 | +3 | 1 Feat | +2 | +1 |
4th | +3 | +4 | +2 | +1 | +4 | 1 Feat | +3 | +2 |
5th | +3 | +4 | +3 | +1 | +4 | 1 Feat | +3 | +2 |
6th | +4 | +5 | +3 | +2 | +5 | 1 Feat | +4 | +3 |
7th | +5 | +5 | +4 | +2 | +5 | 1 Feat | +5 | +3 |
8th | +6 | +6 | +4 | +2 | +6 | 1 Feat | +6 | +4 |
9th | +6 | +6 | +4 | +3 | +6 | 1 Feat | +6 | +4 |
10th | +7 | +7 | +5 | +3 | +7 | 1 Feat | +7 | +5 |
11th | +8 | +7 | +5 | +3 | +7 | 1 Feat | +8 | +5 |
12th | +9 | +8 | +6 | +4 | +8 | 1 Feat | +9 | +6 |
13th | +9 | +8 | +6 | +4 | +8 | 1 Feat | +9 | +6 |
14th | +10 | +9 | +6 | +4 | +9 | 1 Feat | +10 | +7 |
15th | +11 | +9 | +7 | +5 | +9 | 1 Feat | +11 | +7 |
16th | +12 | +10 | +7 | +5 | +10 | 1 Feat | +12 | +8 |
17th | +12 | +10 | +8 | +5 | +10 | 1 Feat | +12 | +8 |
18th | +13 | +11 | +8 | +6 | +11 | 1 Feat | +13 | +9 |
19th | +14 | +11 | +8 | +6 | +11 | 1 Feat | +14 | +9 |
20th | +15 | +12 | +9 | +6 | +12 | 1 Feat | +15 | +10 |
2 comments:
I like what I'm seeing so far.
A little surprised that you decided to stick with hit points rather than going with the conditiion track from Saga/True 20
I like hit points.
They make adventures easier to run for me.
You don't have to worry as much about a surprise hit that takes a PC out of the action (and out of the fun) early in an adventure.
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