Play by Post Redux

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The second of Thalric's play by post forums to be created, hopefully this one wont break.


    Modern D&D

    Lucernus
    Lucernus


    Posts : 137
    Join date : 2010-11-23

    Modern D&D Empty Modern D&D

    Post  Lucernus Fri Jan 07, 2011 9:08 am

    Ok, this is an idea I had a long time ago, but its finally getting somewhere. It's still HEAVILY under construction, but I'm getting there.

    Oh, and please don't post anything on here for a while (even to tell me how amzing this is ^.^) cause there's more to come up at a later date.

    Modern D&D

    Classes
    Covert Ops – A quiet class, well known for their ability to take out opponents quickly and quietly at close range, due to their sneak attack. One of the few that are decent in close combat fighting. They rarely use loud weapons, and work extremely well when supported by team-mates.
    Engineer – A very useful support class, the engineer improves his comrades weapons whilst littering the battlefield with explosives. They are the most skilled out of them all, and a team without an engineer can expect to find many obstacles twice as hard.
    Heavy – The hard hitter, and an absolute gun nut. Carries more weapons than is usually seen as necessary, and is coveted by fire teams as they are able to use 'light' machine guns without special training.
    Marksman – The reconnaissance and long range expert, the marksman attempts to follow the mantra 'One shot, one kill'. Precise shooting quickly deals with single tough opponents, and gives useful covering fire.
    Officer – A well-rounded combatant, the officer's contribution is mainly his ability to boost his comrades and let them perform manoeuvres that greatly increase their effectiveness as a team, as well as individuals. Best taken as a fifth member of a team, so the other four can fill all other roles.
    Riot Guard – Originally taken from the best that SWAT teams (or their equivalents) had to offer, he has the ability to draw fire away from his comrades toward himself – which would be suicidal, if he wasn't harder than stone, and much more dangerous! A very tough combatant, he allows the others to do their jobs more safely.
    Special Ops – Soldiers that have specialised in one or two ways of dealing death are Special Ops; no one is better than them at using their chosen weapon, and they have more access to different weapons than the other classes. If you choose carefully, this specialisation can even be turned into flexibility.

    Weapons

    Covert Ops – Can use pistols, special combat weapons, submachine guns, shotguns, light armour, and grenades.
    Engineer – Can use pistols, submachine guns, assault rifles, shotguns, all armour, and grenades.
    Heavy – Can use pistols, submachine guns, assault rifles, special weapons, 'light' MGs, all armour, and grenades.
    Marksman – Can use pistols, submachine guns, sniper rifles, light armour, and grenades.
    Officer – Can use pistols, machine pistols, submachine guns, assault rifles, all armour, and grenades.
    Riot Guard – Can use pistols, machine pistols, submachine guns, all armour and shields, and grenades.
    Special Ops – Can use pistols, submachine guns, assault rifles, shotguns, special weapons, all armour, and grenades.

    Pistols – USP, Magnum, M9, Desert Eagle, Colt
    Machine pistols – Glock, PP2000, TMP, M93 Raffica, Steyr TMP
    Submachine guns – Uzi, P90, MP5, UMP, Vector
    Assault rifles – AK47, ACR, Scar-H, M4 Carbine, SA80
    Shotguns – SPAS-12, Striker, M1014, Winchester 1200, Mossberg 590
    'Light' machine guns – RPD, MG4, M240, Minimi, SAR 21
    Sniper rifles – MSG90, Dragunov, Barrett, M21 EBR, WA2000
    Special weapons – Stinger, RPG 7, M32 MGL, XM25, M120 mortar, Flamethrower
    Special combat weapons – Throwing knife, weapon butts, bayonet
    Grenades – Frag, Semtex, Claymore, Smoke, Flash, Stun, C4

    Attachments

    Torch (underslung); 60ft cone darkvision – USP, M9, Colt, Uzi, P90, AK47, SCAR-H, ACR, M4 Carbine, SA80, SPAS-12, M1014,Mossberg 590.
    Red dot sight; +2 to hit when aiming – PP2000, TMP, M93 Raffica, Steyr TMP, Uzi, P90, MP5, UMP, Vector, AK47, ACR, SCAR-H, M4 Carbine, SA80, SPAS-12, M1014, Winchester 1200, RPD, MG4, M240, SAR 21, M32 MGL, XM25.
    ACOG sight; +4 to hit when aiming at over 60ft, -2 when within 30ft – AK47, ACR, SCAR-H, M4 Carbine, SA80, RPD, MG4, M240, Minimi, SAR 21.
    Holographic sight; +2 to hit when aiming - PP2000, TMP, M93 Raffica, Steyr TMP, Uzi, P90, MP5, UMP, Vector, AK47, ACR, SCAR-H, M4 Carbine, SA80, RPD, MG4, M240, Minimi, SAR 21, M32 MGL, XM25.
    Thermal sight; Can see through smoke, up to 5ft through walls etc - AK47, ACR, SCAR-H, M4 Carbine, SA80, MSG90, Dragunov, Barrett, M21 EBR, WA2000, RPD, MG4, M240, Minimi, SAR 21, MSG90, Dragunov, Barrett, M21 EBR, WA2000.
    Adjustable scope; Can zoom up to 500ft, +2 to hit bonus effective up to that range - MSG90, Dragunov, Barrett, M21 EBR, WA2000
    Silencer; +20 to DC of listen checks to hear it from more than 15ft away, +15 from 10ft, +10 from 5, -10ft to weapons range - USP, M9, Colt, Uzi, P90, MP5, UMP, Vector, Glock, PP2000, TMP, M93 Raffica, Steyr TMP, SCAR-H, ACR, M4 Carbine, Striker, M1014, Winchester 1200, MSG90, Dragunov, M21 EBR, WA2000.
    Front grip; +2 to hit - P90, MP5, UMP, Vector, AK47, ACR, Scar-H, M4 Carbine, SA80, SPAS-12, Striker, M1014, Winchester 1200, Mossberg 590, M32 MGL, XM25.
    M320 grenade launcher attachment (underslung); Can fire frag grenades (see below) – AK47, ACR, SCAR-H, M4 Carbine, SA80.
    'Predator' shotgun (underslung); 4 round shotgun (see below) – UMP, AK47, ACR, SCAR-H, M4 Carbine, SA80.


    Last edited by Lucernus on Sat Jan 08, 2011 12:50 pm; edited 1 time in total
    Lucernus
    Lucernus


    Posts : 137
    Join date : 2010-11-23

    Modern D&D Empty Re: Modern D&D

    Post  Lucernus Fri Jan 07, 2011 12:12 pm

    It wouldn't let me make a table, so the weapon stats are in this order; Name, Damage, Range(ft), Critical, Clip size, Rate of fire, Cost (gp?).

    Pistols
    USP, 1d6, 40, x3, 12, 4+dex bonus, 30
    Magnum, 2d8, 30, x4, 6, 2+dex bonus, 50
    M9, 1d6, 40, x3, 10, 4+dex bonus, 30
    Desert eagle, 1d10, 40, x3, 10, 2+dex bonus, 40
    Colt, 1d6, 50, x3, 12, 4+dex bonus, 25
    Machine pistols
    Glock 18, 1d6, 60, x2, 18, 6, 40
    PP2000, 1d6, 60, x2, 25, 5, 50
    TMP, 1d8, 60, x3, 15, 5, 55
    M93 Raffica, 1d6, 70, x3, 20, 5, 50
    Steyr TMP, 1d6, 50, x2, 30, 6, 45
    Submachine gun
    Uzi, 1d4, 40, x2, 32, 8, 45
    P90, 1d8, 60, x3, 50, 5, 60
    MP5, 1d10, 70, x2, 30, 5, 70
    UMP, 1d8, 60, x2, 32, 4, 65
    Vector, 1d8, 60, x2, 30, 5, 70
    Assault rifles
    AK47, 1d10, 90, x3, 40, 4, 70
    ACR, 2d4, 120, x2/19-20, 30, 3, 85
    SCAR-H, 2d6, 130, x2, 20, 4, 90
    M4 Carbine, 1d10, 110, x3, 30, 3, 70
    SA80, 1d10, 140, x2/19-20, 30, 3, 80
    Shotguns
    SPAS-12, xd8, 30, x2/18-20, 8, 2+str bonus, 80
    Striker, xd6, 30, x2/18-20, 12, 2+str bonus, 60
    M1014, xd8, 40, x3, 4, 2+str bonus, 85
    Winchester 1200, xd8, 20, x2/18-20, 6, 2+str bonus, 75
    Mossberg, xd6, 30, x4, 8, 2+str bonus, 80
    (The x is a number depending on how far away you are from your target. 1dn is when the target is at maximum range, 2nd when they are at maximum range -10ft, 3dn when they are at maximum range -20ft, and so on.)
    'Light' machine guns
    RPD, 2d4, 90, x2, 120, 12+str bonus, 100
    MG4, 2d6, 120, x3, 90, 9+str bonus, 120
    M240, 2d4, 110, x2, 100, 10+str bonus, 115
    Minimi, 2d6, 130, x2/19-20, 80, 8+str bonus, 110
    SAR 21, 2d4, 100, x2, 110, 11+str bonus, 105.
    Snipers
    MSG90, 3d6, 320, x3, 5, 1, 100
    Dragunov, 2d8, 300, x3, 5, 1, 90
    Barret, 4d4, 280, x3, 5, 1, 130
    M21 EBR, 2d6, 300, x3, 5, 1, 105
    WA2000, 3d6, 310, x3, 5, 1, 115
    Specials
    Stinger, 3d10, 200, x3, 1, 1, 110
    RPG 7, 5d6, 120, x3, 1, 1, 90
    M32 MGL, see grenades , 50, see grenades , 6, 1, 100
    XM25, see grenades, 60, see grenades, 4, 1, 105
    M120 mortar, 4d8, 260(ordnance), x3, 1, 1, 70
    Flamethrower, 3d4, 30ft cone, x2/18-20, fuel tanks, 1, 95
    Special combat weapons
    Throwing knife, 1d4, 20, x2/19-20, -, -, 15
    Weapon butt, 1d6, -, x2, -, -, -
    Bayonet, 1d6, -, x2/19-20, -, -, 20
    Grenades
    Frag, 3d6, 20, x3, -, -, 20
    Semtex, 3d6, 20, x3, -, -, 25
    Claymore, 4d4, -, x3, -, -, 30
    Smoke, -, 20, -, -, -, 25
    Flash, -, 20, x2 (to effect duration), -, -, 20
    Stun, -, 20, x2 (to effect duration), -, -, 20
    C4, 2d10, 5, x3, -, -, 25
    Underslung weapons
    M320, 3d6, 40, see grenade, 1 (impact frag grenade), 1, 80
    Shotgun, 3d6, 20, x3, 4, 1, 80

    Same as before, only armour; Name, AC bonus, Max dexterity bonus, armour penalty, cost.

    Light
    Helmet, +1, -, 0, 20
    Padded, +2, +8, 0, 40
    Ghille, +2(6), +8, -1, 2145
    Medium
    Carapace, +4, +6, -2, 60
    Knifeproof, +3(4), +7, -2, 70
    Heavy
    Flak, +6(7), +2, -4, 150
    Fireproof, +5(6), +3, -2, 140
    Shields
    Fibreglass, +3, +5, -2, 70
    Steel, +4, +3, -4, 70
    Tower, +6, +1, -8, 70


    Last edited by Lucernus on Wed Mar 30, 2011 1:25 pm; edited 6 times in total
    Lucernus
    Lucernus


    Posts : 137
    Join date : 2010-11-23

    Modern D&D Empty Re: Modern D&D

    Post  Lucernus Fri Jan 07, 2011 12:39 pm

    Special rules

    A single character cannot carry more than 1 main weapon (Assault rifle, SMG, LMG, Shotgun, Sniper or Special), 1 secondary weapon (Pistol, Machine pistol), and 2 grenades. A combat knife is usually mandatory (1d6 damage, x2 crit). A strength of 16 or more means you can carry an extra main weapon (or extra secondary, or 2 more grenades). You can of course carry another secondary weapon instead of a primary weapon, and this will give you an extra grenade slot.
    Each gun cannot have more than two attachments, and these cannot take up the same area on a gun i.e you cannot have an AK47 with a red dot sight and thermal sight, but it could have a red dot sight and underslung shotgun. Pistols and machine pistols can only have one.

    When firing your gun, a single shot has no penalty. After the first shot, any others have a penalty to hit; the second bullet has -1, the 3rd has -2 and then it doubles from there for each shot (e.g. -4, -8, -16).
    You can aim for a +2 bonus to hit. This halves your movement speed and takes a swift action.
    You can strafe enemies too. You fire at multiple targets that you can see, and can shoot each as many times as you like (within the weapons shot limit). However, for each 5ft the next target is away from the one before it, you take a cumulative -2 penalty to hit.

    Reloading takes a move action for all guns except LMG's, which take two rounds, Special weapons, which take a round, and shotguns, who vary depending on how much ammo is still in the weapon (full round for empty gun, move action for half empty, swift action to add one or two cartridges).
    Shotguns take a cumulative -4 penalty to hit for every 5ft the enemy is out of range. They can also be used to hit two adjacent enemies from 20ft away or more (up to maximum range) at a -2 penalty.

    LMG's can be set up for a +2 to hit. This take 1 round, and gives them only a 160 degree view of what's in front of them.
    Snipers take a -4 penalty to hit when not aiming.
    If you keep the stinger aimed at an enemy vehicle for a round, it will gain a +8 to hit as it locks on.
    The M23 MGL and XM25 can both fire frag, smoke, flash and stun grenades, which can be bounced round corners with a -2 to hit any enemies.
    The flamethrower ignites enemies. DC15 fortitude save to stop the burning. 1D6 damage each round, and the enemy cannot do anything except attempt to put out the fire.
    The grenades blast radius for all of them is 15ft. Total cover will protect you from a grenade (DM's decision on what total cover counts as).
    Semtex and C4 are sticky and can be stuck to things.
    Claymores must be stuck in or on the ground, and explode when an enemy moves within 5 feet of it's 180 degree 'view'. The planter of the claymore can disarm it from the back with no problems (full round action).
    Smoke grenades provide a 40ft radius cloud of gas that can be affected by the wind. It usually lasts 1d6 rounds.
    Flash and stun grenades blind and stun the enemy respectively. They can be resisted on a DC20 will save. Lasts for 1 rounds (roll for each enemy).
    Switching to an underslung weapon is a move action. The M320's grenades explode on impact.

    Ghille suit provides a +4 hide bonus, as well as +4AC when 60ft or more away.
    Knifeproof armour gives a +1AC bonus against all combat weapons.
    Flak armour gives a +1AC bonus against blasts.
    Fireproof armour gives a +1AC bonus against blasts and fire.
    Fibreglass shields allow you to use a two handed weapon, Steel shield allows a one hander, and the Tower shield allows only pistols or one handed combat weapons.[u]


    Last edited by Lucernus on Sun Mar 06, 2011 7:50 am; edited 3 times in total
    Lucernus
    Lucernus


    Posts : 137
    Join date : 2010-11-23

    Modern D&D Empty Re: Modern D&D

    Post  Lucernus Sat Jan 08, 2011 9:47 am

    Covert Ops – D6 HD, 6 skill points per level

    Level, (ranged bab), combat bab, (fort), ref, (will), specials

    1, (+0), +0, (+0), +2, (+0), Sneak attack +1d6
    2, (+1), +1, (+0), +3, (+0), Trackless step, Evasion
    3, (+2), +2, (+1), +3, (+1), Sneak attack +2d6, Trap sense +1
    4, (+3), +3, (+1), +4, (+1), Uncanny dodge
    5, (+3), +3, (+1), +4, (+1), Sneak attack +3d6
    6, (+4), +4, (+2), +5, (+2), Trap sense +2, Invisibility
    7, (+5), +5, (+2), +5, (+2), Sneak attack +4d6
    8, (+6/1), +6/1, (+2), +6, (+2), Improved uncanny dodge
    9, (+6/1), +6/1, (+3), +6, (+3), Sneak attack +5d6, Trap sense +3
    10, (+7/2), +7/2, (+3), +7, (+3)
    11, (+8/3), +8/3, (+3), +7, (+3), Sneak attack +6d6
    12, (+9/4), +9/4, (+4), +8, (+4), Trap sense +4
    13, (+9/4), +9/4, (+4), +8, (+4), Sneak attack +7d6
    14, (+10/5), +10/5, (+4), +9, (+4), Hide in plain sight
    15, (+11/6/1), +11/6/1, (+5), +9, (+5), Sneak attack +8d6, Trap sense +5
    16, (+12/7/2), +12/7/2, (+5), +10, (+5)
    17, (+12/7/2), +12/7/2, (+5), +10, (+5), Sneak attack +9d6
    18, (+13/8/3), +13/8/3, (+6), +11, (+6), Trap sense +6
    19, (+14/9/4), +14/9/4, (+6), +11, (+6), Sneak attack +10d6
    20, (+15/10/5), +15/10/5, (+6), +12, (+6)

    Class skills – Balance, climb, disguise, escape artist, hide, jump, listen, move silently, search, spot, survival, swim, use rope, proffession, craft.
    All of the special abilities are in PH1, so check up on them. I'm not rewriting them all out here, too much effort.
    Invisibility - Useable 1/day for 1 round per level.

    Engineer – D6 HD, 8 skill points per level

    1, (+0), +0, (+2), +0, (+0), Trapfinding
    2, (+1), +1, (+3), +0, (+0), Explosives expert +1
    3, (+1), +1, (+3), +1, (+1), Trap sense +1
    4, (+2), +2, (+4), +1, (+1), Custom weapon 1
    5, (+2), +2, (+4), +1, (+1), Explosives expert +2
    6, (+3), +3, (+5), +2, (+2), Trap sense +2
    7, (+3), +3, (+5), +2, (+2), Combat trapping
    8, (+4), +4, (+6), +2, (+2), Explosives expert +3, Custom weapon 2
    9, (+4), +4, (+6), +3, (+3), Trap sense +3
    10, (+5), +5, (+7), +3, (+3), Improvised materials
    11, (+5), +5, (+7), +3, (+3), Explosives expert +4
    12, (+6/1), +6/1, (+Cool, +4, (+4), Trap sense +4, Custom weapon 3
    13, (+6/1), +6/1, (+Cool, +4, (+4), Expert trapsetter
    14, (+7/2), +7/2, (+9), +4, (+4), Explosives expert +5
    15, (+7/2), +7/2, (+9), +5, (+5), Trap sense +5
    16, (+8/3), +8/3, (+10), +5, (+5), Custom weapon 4
    17, (+8/3), +8/3, (+10), +5, (+5), Explosives expert +6
    18, (+9/4), +9/4, (+11), +6, (+6), Trap sense +6
    19, (+9/4), +9/4, (+11), +6, (+6),
    20, (+10/5), +10/5, (+12), +6, (+6), Explosives expert +7, Custom weapon 5

    Class skills – Appraise, Climb, Craft (especially trapmaking), Disable device, Jump, Listen, Open lock, Search, Spot, Swim, rope, proffession, craft.

    Trapfinding and trap sense are in PH1, Combat trapping, improvised materials and expert trapsetter are in Complete Scoundrel under combat trapsmith.

    Explosives expert – the engineer gains a bonus to hit and damage with all explosive weapons, and can use explosives to destroy tanks etc. This requires a successful hit against the tank with a grenade in close combat (this also goes for grenades planted as traps when the tank rolls over it). If it hits, the explosive ignores the damage reduction of the vehicle, and deals damage as normal.

    Custom weapons – the engineer can modify the weapons of his team-mates equal to his intelligence modifier (I.e 18 intelligence means he can customize 4 team-mates weapons). All customisation options are open when they reach that level of customisation.
    Custom 1; (requires $500 and 20xp per item) Longer barrel (+10ft to range), Sight switch (adds thermal sight mode to normal sight – activated with a swift action)
    Custom 2; (requires $1000 and 40xp per item) Incendiary ammo (+1d6 fire damage), More room (the weapon can have 1 more attachment than usual)
    Custom 3; (requires $2500 and 100xp per item) Rapid fire (x1.5 the fire rate, rounding up), Extended clip (x1.5 normal ammo size, rounding up)
    Custom 4; (requires $5000 and 200xp per item) Soft nose ammo (+3d6 to damage), AP rounds (ignores damage reduction, +1d8 damage)
    Custom 5; (requires $15000 and 600xp per item) Twin weapons (Your gun acts in all ways like there are two of it in one, except it can be carried as usual; i.e. double ammo, double rate of fire etc.), KaBoom (exlosive ammo, +3d8 damage, 5ft splash radius)

    Heavy – D12HD, 2 skill points per level

    1, (+1), +0, (+2), +0, (+0), Primary gunner
    2, (+2), +1, (+3), +0, (+0), Enhance bullets +1
    3, (+3), +1, (+3), +1, (+1), Fast healing 1/round
    4, (+4), +2, (+4), +1, (+1), Armour mastery (light)
    5, (+5), +2, (+4), +1, (+1), Covering fire, Enhance bullets +2
    6, (+6/1), +3, (+5), +2, (+2), Fast healing 2/round
    7, (+7/2), +3, (+5), +2, (+2),
    8, (+8/3), +4, (+6), +2, (+2), Armour mastery (medium), Enhance bullets +3
    9, (+9/4), +4, (+6), +3, (+3), Fast healing 3/round
    10, (+10/5), +5, (+7), +3, (+3), Hail of shots
    11, (+11/6/1), +5, (+7), +3, (+3), Enhance bullets +4
    12, (+12/7/2), +6/1, (+Cool, +4, (+4), Armour mastery (heavy), Fast healing 4/round
    13, (+13/8/3), +6/1, (+Cool, +4, (+4),
    14, (+14/9/4), +7/2, (+9), +4, (+4), Enhance bullets +5
    15, (+15/10/5), +7/2, (+9), +5, (+5), Fast healing 5/round
    16, (+16/11/6/1), +8/3, (+10), +5, (+5),
    17, (+17/12/7/2), +8/3, (+10), +5, (+5), Enhance bullets +6
    18, (+18/13/8/3), +9/4, (+11), +6, (+6), Fast healing 6/round
    19, (+19/14/9/4), +9/4, (+11), +6, (+6),
    20, (+20/15/10/5), +10/5, (+12), +6, (+6), Enhance bullets +7

    Class skills – Climb, intimidate, jump, listen, search, spot, swim, proffession, craft.

    Primary gunner; the heavy chooses a single LMG or Special weapon and gains Weapon focus with that weapon.
    Enhance bullets; +1 to hit and damage with ranged weapons. Increases every 3 levels.
    Fast healing; as the name, quite self explanatory. Heals non-lethal damage first.
    Armour mastery; decreases the armour penalty by 1, and ignores movement restrictions.
    Covering fire; Can fire at opponents to force them to take cover. Does no damage but forces them to pass a will save (DC10+heavy's level) or take cover and not take any actions that will take them out of cover. This can only affect a number of enemies equal to your strength modifier. Uses the same amount of ammo as normal firing. This is a fear affect.
    Hail of shots; Can make a single attack on every enemy in sight at the highest bab, up to the rate of fire limit of the weapon (like a more accurate version of strafing).


    Last edited by Lucernus on Wed Mar 30, 2011 11:13 am; edited 3 times in total
    Lucernus
    Lucernus


    Posts : 137
    Join date : 2010-11-23

    Modern D&D Empty Re: Modern D&D

    Post  Lucernus Sun Jan 09, 2011 6:04 am

    Marksman – D6HD, 4 skill points per level

    1, (+0), +0, (+0), +0, (+0), Precise shot
    2, (+1), +1, (+0), +0, (+0), Snipe +1d6
    3, (+2), +1, (+1), +1, (+1), Recon +1
    4, (+3), +2, (+1), +1, (+1), Snipe +2d6
    5, (+3), +2, (+1), +1, (+1), Camouflage, Bonus feat
    6, (+4), +3, (+2), +2, (+2), Far shot, Snipe +3d6
    7, (+5), +3, (+2), +2, (+2), Recon +2
    8, (+6/1), +4, (+2), +2, (+2), Snipe +4d6
    9, (+6/1), +4, (+3), +3, (+3), Bonus feat
    10, (+7/2), +5, (+3), +3, (+3), Death attack, Snipe +5d6
    11, (+8/3), +5, (+3), +3, (+3), Recon +3
    12, (+9/4), +6/1, (+4), +4, (+4), Snipe +6d6
    13, (+9/4), +6/1, (+4), +4, (+4), Bonus feat
    14, (+10/5), +7/2, (+4), +4, (+4), Snipe +7d6
    15, (+11/6/1), +7/2, (+5), +5, (+5), Hide in plain sight, Recon +4
    16, (+12/7/2), +8/3, (+5), +5, (+5), Snipe +8d6
    17, (+12/7/2), +8/3, (+5), +5, (+5), Bonus feat
    18, (+13/8/3), +9/4, (+6), +6, (+6), Snipe +9d6
    19, (+14/9/4), +9/4, (+6), +6, (+6), Recon +5
    20, (+15/10/5), +10/5, (+6), +6, (+6), Snipe +10d6

    Class skills – Climb, escape artist, gather information, hide, jump, listen, move silently, search, spot, survival, proffession, craft.

    Precise shot and Far shot; as the feats. Camouflage and Hide in plain sight; see Ranger class.
    Snipe; Like the rogue's sneak attack but cannot be used in close combat and doesn't have the range limit.
    Recon; The bonus shown is added to your spot and gather information.
    Bonus feats; Choose 1 from the following – Improved precise shot, quick draw, rapid shot, shot on the run, rapid reload, improved critical (ranged weapon), weapon focus (ranged weapon), stealthy, deadeye shot, weapon specialisation (ranged weapon), penetrating shot, ranged weapon mastery. You must meet the prerequisites and be wearing light or no armour (point blank shot and fighter level prerequisites can be ignored, but only for these feats).
    Death attack; Like the assassin's death attack, but cannot be used in close combat and doesn't have the range limit. Also uses half your marksman level for save DC.

    Riot Guard – D10HD, 2 skill points per level

    1, (+1), +0, (+2), +0, (+0), Defensive stance 1/day
    2, (+2), +1, (+3), +0, (+0), Shield block +1
    3, (+3), +1, (+3), +1, (+1),
    4, (+4), +2, (+4), +1, (+1), Defensive stance 2/day
    5, (+5), +2, (+4), +1, (+1), Shield ally
    6, (+6/1), +3, (+5), +2, (+2), Armour mastery (medium)
    7, (+7/2), +3, (+5), +2, (+2), Defensive stance 3/day
    8, (+8/3), +4, (+6), +2, (+2), AC bonus +1
    9, (+9/4), +4, (+6), +3, (+3),
    10, (+10/5), +5, (+7), +3, (+3), Defensive stance 4/day
    11, (+11/6/1), +5, (+7), +3, (+3), Shield block +2, Armour mastery (heavy)
    12, (+12/7/2), +6/1, (+Cool, +4, (+4), Mobile defense, AC bonus +2
    13, (+13/8/3), +6/1, (+Cool, +4, (+4), Defensive stance 5/day
    14, (+14/9/4), +7/2, (+9), +4, (+4), Improved shield ally
    15, (+15/10/5), +7/2, (+9), +5, (+5), Damage reduction 3/-
    16, (+16/11/6/1), +8/3, (+10), +5, (+5), Defensive stance 6/day, AC bonus +3
    17, (+17/12/7/2), +8/3, (+10), +5, (+5),
    18, (+18/13/8/3), +9/4, (+11), +6, (+6), Damage reduction 6/-
    19, (+19/14/9/4), +9/4, (+11), +6, (+6), Defensive stance 7/day
    20, (+20/15/10/5), +10/5, (+12), +6, (+6), Shield block +3, AC bonus +4

    Class skills – Climb, intimidate, jump, spot, swim, tumble, proffession, craft.

    Defensive stance, AC bonus, mobile defense and damage reduction are all part of the Dwarven defender prestige class. Requires a shield for these abilities to become active.
    The other abilities are part of the Knight class in PH2.

    Special Ops – D8HD, 4 skill points per level

    1, (+1), +0, (+2), +2, (+2), 1st Favoured weapon
    2, (+2), +1, (+3), +3, (+3), Bonus feat
    3, (+3), +1, (+3), +3, (+3),
    4, (+4), +2, (+4), +4, (+4),
    5, (+5), +2, (+4), +4, (+4), Improved 1st Favoured weapon, Bonus feat
    6, (+6/1), +3, (+5), +5, (+5),
    7, (+7/2), +3, (+5), +5, (+5),
    8, (+8/3), +4, (+6), +6, (+6), Bonus feat
    9, (+9/4), +4, (+6), +6, (+6),
    10, (+10/5), +5, (+7), +7, (+7), 2nd Favoured weapon
    11, (+11/6/1), +5, (+7), +7, (+7), Bonus feat
    12, (+12/7/2), +6/1, (+Cool, +8, (+Cool,
    13, (+13/8/3), +6/1, (+Cool, +8, (+Cool,
    14, (+14/9/4), +7/2, (+9), +9, (+9), Bonus feat
    15, (+15/10/5), +7/2, (+9), +9, (+9), Improved 2nd Favoured weapon
    16, (+16/11/6/1), +8/3, (+10), +10, (+10),
    17, (+17/12/7/2), +8/3, (+10), +10, (+10), Bonus feat
    18, (+18/13/8/3), +9/4, (+11), +11, (+11),
    19, (+19/14/9/4), +9/4, (+11), +11, (+11),
    20, (+20/15/10/5), +10/5, (+12), +12, (+12), Bonus feat

    Class skills – Balance, climb, intimidate, jump, move silently, search, spot, swim, tumble, proffession, craft.

    Favoured weapon – Gives you a +2 to hit with a single weapon of your choice (of those you are proficient with). When improved at level 5, the bonus increases to +4, and the reloading time of that weapon decreases by one category (full round action to a move action, for example). At 10th level, you can choose another favoured weapon, or re-choose the same one and get the same benefits again, increasing the hit bonus to +8 at level 15.
    Bonus feat – Like the fighter bonus feats, you must choose from the following list and meet all the prerequisites (where a feat says 'fighter level …' you can instead use your Special Ops level). The feats are; Combat expertise, dodge, mobility, improved critical, point blank shot, far shot, precise shot, rapid shot, manyshot, shot on the run, improved precise shot, quick draw, rapid reload, two weapon fighting, two weapon defense, improved two weapon fighting, weapon focus, weapon specialisation, greater weapon focus, greater weapon specialisation, deadeyeshot, grenadier, iron grip.


    Last edited by Lucernus on Wed Mar 30, 2011 11:00 am; edited 9 times in total
    Lucernus
    Lucernus


    Posts : 137
    Join date : 2010-11-23

    Modern D&D Empty Re: Modern D&D

    Post  Lucernus Sun Jan 09, 2011 10:14 am

    Feats

    Deadeyeshot – If you ready a ranged attack against an opponent, if an ally succeeds in hitting that opponent you can fire immediately and your opponent loses his dexterity bonus to AC. Requires point blank shot, precise shot, bab+4 and sneak attack (or similar) ability.
    Grenadier - +1 to hit and damage with explosives, +10ft range when throwing grenades. Requires bab+3.
    Iron grip – Can use shotguns with 1 hand at a -4 penalty. Requires strength 16 and ranged Bab+8
    Improved iron grip – Same as above with no penalty. Requires strength 18, ranged bab+10 and iron grip.
    Marksman – Adds dexterity bonus to damage with ranged weapons. Requires ranged bab+6.
    Pointman – Can make stunning attacks with his weapon's butt, DC10+damage fortitude save or enemy is staggered. This is useable a number of times perday equal to the user's strength modifier. Requires close combat bab+4.
    Steadfast determination – Constitution mod to will saves instead of wisdom. Requires endurance and a fort save of +6.
    Rapid reload - Like the feat in PH1, but it affects the type of gun chosen. It reduces the reloading time by 1 category.
    Well armed - Allows you to carry an extra main or secondary weapon, or 2 more grenades. This feat can be taken several times - its effects stack.

    There are lots of feats in the main books and elsewhere, feel free to use them (unless the DM says otherwise).
    Lucernus
    Lucernus


    Posts : 137
    Join date : 2010-11-23

    Modern D&D Empty Re: Modern D&D

    Post  Lucernus Wed Mar 30, 2011 11:17 am

    NOTE:

    Some of the classes and weapons have been revamped, thanks to the watchful eye of Thalric. They should be more balanced now, and the more issues we come up against and broken things we find the better, because then we can fix it up.

    Also, I'm currently thinking of new things for engineers to make, and Thalric is designing new ammo and abilities for the Special Ops.

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