Tuesday, August 21, 2007

Modern 2.0: Class Preview- Tank

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:

mikelaff said...

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

Charles said...

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.