Ghost in the Shell -- Presitge Classes

P R E S T I G E C L A S S E S

A M B A S S A D O R (D20 Modern)

Requirements: To qualify to become an Ambassador, a character must fulfill the following criteria.
Skills: Diplomacy 6 ranks, Knowledge (civics) 6 ranks, Knowledge (theology and philosophy) 6 ranks.
Allegiance: An Ambassador must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Ambassador breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).
Class Information: The following information pertains to the Ambassador prestige class.
Action Points: The Ambassador 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.
Class Skills: The Ambassador’s class skills are as follows. Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, history, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Research (Int), Sense Motive (Wis), and Speak Language (none).
Skill Points at Each Level: 5 + Int modifier

Table: The Ambassador

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Defense Bonus

Reputation Bonus

1st

+0

+0

+0

+2

Diplomatic immunity,

+1

+1

2nd

+1

+0

+0

+3

Open arms

+1

+1

3rd

+2

+1

+1

+3

Information access

+2

+1

4th

+3

+1

+1

+4

Restricted access

+2

+2

5th

+3

+1

+1

+4

Select consuls

+3

+2

Class Features: The following class features pertain to the Ambassador prestige class.

Table: Diplomatic Immunity

Severity of Crime

Examples

DC

Effect of Successful Diplomacy Check

Class 5

Disturbing the peace, public intoxication, noninjurious traffic violation

15

–2 penalty on subsequent Diplomacy checks in that area

Class 4

Possession of controlled substance, injurious traffic violation, operating business without a license, operating a vehicle or starship without a license, assault without a deadly weapon

20

–5 penalty on subsequent Diplomacy a checks in that area

Class 3

Attempted bribery of a public official, robbery or grand theft, aiding and abetting a known felon, assault with a deadly weapon, possession of a concealed weapon

25

–10 penalty on subsequent Diplomacy checks in the area

Class 2

Murder or manslaughter, fraud, smuggling, assault against a public official, trafficking in controlled substances

30

Deportation within 2d6 hours

Class 1

Conspiracy against the government, murder of a public official, sabotage of public utilities

35

Detention pending the diplomatic action by character’s affiliated government

Diplomatic Immunity: Starting at 1st level, if the Ambassador is arrested for a crime, she can make a Diplomacy check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how authorities react if the Ambassador succeeds. See Table: Diplomatic Immunity for Diplomacy check DCs based on the severity of the crime. If one of the Ambassador’s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Ambassador may intercede on the consul’s behalf. One may aid the other’s Diplomacy check.
An Ambassador who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.

Open Arms: The Ambassador is skilled at initiating peaceful negotiations. She may add a competence bonus equal to her Ambassador class level on all Diplomacy checks.

Information Access: The Ambassador can make Gather Information checks without spending money, provided she is dealing with individuals or organizations that are helpful, friendly, indifferent, or unfriendly toward her or those she represents. Dealing with individuals or organizations that are hostile requires the Ambassador to spend money as usual when using the Gather Information skill.

Restricted Access: The Ambassador gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +5 bonus on Computer Use to retrieve information and a +5 bonus on Research checks.

Select Consuls: The Ambassador may appoint a number of individuals equal to her Reputation bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Ambassador may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Ambassador to invoke or revoke a consul or attaché’s privileges.

C Y B E R N E T I C     S A V A N T (Gits)

Requirements: To qualify to become an Cybernetic Savant, a character must fulfill the following criteria.
Base Attack Bonus: +5.
Special: Must have a full body Prosthesis and be human (No Neurochip or Poor Souls)
Class Information: The following information pertains to the Cybernetic Savant prestige class.
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.
Class Skills: The Cybernetic Savant’s class skills (and the key ability for each skill) are: Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, history, popular culture, tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at Each Level: 5 + Int modifier.

Table: Cybernetic Savant

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Defense Bonus

Reputation bonus

1st

+1

+1

+1

+0

Cybernetic Rebate

+1

+0

2nd

+2

+2

+2

+0

Cybernetic Efficiency

+1

+0

3rd

+3

+2

+2

+1

Momentary boost

+2

+0

4th

+4

+2

+2

+1

Enhanced Cyberbrain protection

+2

+0

5th

+5

+3

+3

+1

Questioning Humanity

+3

+1

Class Features: The following class features pertain to the Cybernetic Savant Prestige class.

Cybernetic Rebate: Savants can handle cybernetic and cybernetic boosts better than normal cyborgs. All XP costs for cybernetics get a 20% rebate that they can put towards leveling the character. This XP must be spent in levels and not towards more cybernetics. They character must also be able to pay for the cybernetics in full before gaining the rebate.

Cybernetic Efficiency: Any attribute bonuses offers by current or future cybernetic modifications to the existing prosthetic body are increased by +1. This includes the +1 INT given to anyone with a cyberbrain.

Momentary Boost: Savants can push their prosthetic bodies greater than usual. For as many times a day as her Savant level, she can increase either her Dex, Con, or Str by her Wis bonus. This ability lasts as many rounds each time as her Wis bonus. Con alters hit points and Fort saves; Dex alters defense and ranged attack; Str alters melee damage and striking. The Savant can increase only one attribute at a time and cannot increase another until the first has passed. Using this ability is a free action.

Enhanced Cyberbrain protection: The Savant at 4 th level gains a +5 to all Barrier Defense DCs.

Questioning Humanity: Savants at 5 th level begin to wonder if they are human anymore as their affinity for the machine increases to unprecedented levels. Were they ever human to begin with…or are their memories implanted? Could her ghost be real or a simulation? Adding fuel, Savants now can now take 10 on all Balance, Climb, Jump Tumble and any other Dex, Con, or Str based skill rolls (As you usually can’t) in any situation.  Finally…Savants can now operate without needing a single organic cell in their cyberbrain. They still cannot exist for long periods in the sea of information…but now they no longer need to worry about organic degradation. As long as they maintain their bodies, they are effectively immortal.

F I E L D    O F F I C E R (D20 Modern)

Requirements: To qualify to become a Field Officer, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skills: Diplomacy 6 ranks, Knowledge (tactics) 6 ranks.
Feat: Personal Firearms Proficiency.
Class Information: The following information pertains to the Field Officer prestige class.
Action Points: The Field Officer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.
Class Skills: The Field Officer’s class skills are as follows. Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, history, physical sciences, tactics, theology and philosophy), Read/Write Language (none), Sense Motive (Wis), Speak Language (none).
Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).

Table: The Field Officer

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Defense Bonus

Reputation Bonus

1st

+1

+0

+0

+2

Leadership, Uncanny survival

+1

+1

2nd

+2

+0

+0

+3

Tactical expertise

+1

+1

3rd

+3

+1

+1

+3

August leadership

+2

+1

4th

+4

+1

+1

+4

Tactical mastery

+2

+2

5th

+5

+1

+1

+4

Commanding presence, Action trust

+3

+2

Class Features: The following class features pertain to the Field Officer prestige class.

Leadership: By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him. A Field Officer cannot use this ability on himself.

Uncanny Survival: A Field Officer can add his class level to his Defense for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed Defense, as well.) He must declare he is doing this at the beginning of his turn, and the Defense bonus lasts until his next round of actions.

Tactical Expertise: As a full-round action, a Field Officer can use his tactical knowledge to coordinate allies. Allies to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him. The Field Officer must make a Knowledge (tactics) check with a DC equal to 15 + the number of allies affected. He cannot take 10 or take 20 on the check. If the check succeeds, all affected allies gain a competence bonus on attack rolls or a dodge bonus to Defense equal to the Field Officer’s Reputation bonus. The Field Officer chooses which of the two benefits to impart and must impart the same benefit to all affected allies. The benefits last for 1 round. If the check fails, the Field Officer’s allies gain no benefit, but the action is still spent. A Field Officer cannot apply the benefits of this ability to himself.

August Leadership: It works like the leadership ability (see above), except the Field Officer adds his Charisma bonus and his Reputation bonus to the ally’s skill check.

Tactical Mastery: The Field Officer requires less time to direct his allies. This ability is similar to tactical expertise (see Tactical Expertise, above) but requires an attack action instead of a full-round action.

Commanding Presence: A Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve. Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him. The Field Officer cannot use this ability on himself. Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check). If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours.

Action Trust: At 5 th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies. As a free action, a Field Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12). The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself).

Any character may transfer some or all of her action points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these action points become the Field Officer’s to spend as he sees fit.

G H O S T”     C L A S S    “A”   H A C K E R

Requirements: To qualify to become a Super Class A Hacker, a character must fulfill the following criteria. High Int and Wis scores are also useful.
Special: Must be able to use DC 42 Hacks or better.
Skills: Hack-craft, 15 ranks
Class Information: The following information pertains to the Super Class A Hacker Prestige class.
Action Points: 6 + one-half character level, rounded down, every time the Hacker attains a new level in this class.
Class Skills: The Hacker’s class skills (and the key ability for each skill) are: Computer Use (Int), Craft (electronic, mechanical) (Int), Device (Int), Drive (Dex), Hack-Craft (Int), Knowledge (behavioral sciences, earth and life sciences, physical sciences, popular culture, technology) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Speak Language (none), Spot (Wis).
Skill Points at Each Level: 10 + Int modifier.

Table: Ghost Class “A” Hacker

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Defense Bonus

Reputation Bonus

1st

+0

+1

+1

+1

Hacker Portfolio

+0

+2

2nd

+1

+2

+2

+2

Jack-Up

+1

+2

3rd

+1

+2

+2

+2

Ghost affiliation

+1

+2

4th

+2

+2

+2

+2

Hack Bonus

+1

+3

5th

+2

+3

+3

+3

Super Class A Hacker

+2

+3

Class Features: The following features pertain to the Hacker prestige class.

Hacker Portfolio: Usually, a hacker only has double their Int bonus in available actual actions, regenerating half their Int bonus (rounded down) in Hack actions ever minute (10 rounds) that passes. The Ghost Hacker now has x2.5 their Int bonus in available actions.

Jack-Up: Temporarily, Super Hackers can force their brain into doing more than it can. As many times a day as the Ghost Hacker has Ghost Hacker levels, they can make a Computer Use skill at DC30 and cram a higher DC Hack into a lower slot. This can only be for Hacks they have access to. If successful, the Hack occupies a slot one lower but the Hacker must make a Will save at DC 20 or take 1 point of temporary Wis damage. If failed, the task cannot be attempted again for a full day.

Ghost affiliation: Ghost Hackers know how other Ghosts operate and can filter through memories and alter them faster than others. At 3 rd level, Hack attacks to penetrate ghosts gain a +4 to penetrate Ghost Barriers and Ghost Actions last twice as long.

Hack Bonus: Your Computer Use and Hack Craft maximum rank in increased by +2. This stacks with the normal increase one receives every level. Skill points must still be spent, however.

Super Class A Hacker: An elite Super Class A Hacker is one that reaches the final evolution of cyberbrain awareness. Super Class A Hackers can take 10 in both Computer Use and Hack-Craft skills even when normally not allowed to.

Finally…as an optional rule, Super Class A Hackers can leave their cyberbrain. Super Class A Hackers can stay out their Int bonus = days.

G U N D A N C E R (Gits)
Poetic in their movements, flamboyant in the actions, Gun Dancers received their names not from their movements in combat but rather the ballet of gunfire from their weapons. Precision is not as much of a priority as simple numbers. Ignore accuracy; Dancers simply go for a quantity rather than quality approach to gunfire, unlike the basic Gunslinger.

Requirements: To qualify to become a Gun Dancer, a character must fulfill all the following criteria.
Base Attack Bonus: +5.
Feats: Weapon Focus (Any Personal Firearm), Two-Weapon Fighting, and Weapon Finesse

Class Information: The following information pertains to the Gun Dancer Prestige class.
Class Skills: The Gun Dancer’s class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Tumble (Dex), Balance (Dex) and Bluff (Cha), Spot (Wis)
Skill Points at Each Level: 2+ Int modifier.

Table: Gun Dancer

Gun Dancer

Level

Base Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special

1st

+1

+2

+0

+0

Improved Two Weapon Fighting

2nd

+2

+3

+0

+0

Improved Personal Firearm Use.

3rd

+3

+3

+1

+1

Rapid Reload

4th

+4

+4

+1

+1

Greater Two Weapon Fighting

5th

+5

+4

+1

+1

Supreme Two Weapon Fighting

Class Features: All of the following are Class Features of the Gun Dancer prestige class.

Weapon and Armor Proficiency: Gun Dancer is proficient with all firearms.

Improved Two Weapon Fighting (Ex): Beginning at 1 st Level, a Gun Dancer can fight with two firearms as if she had the Improved Two Weapon Fighting Feat. She looses this ability if using anything but Personal Firearms.

Improved Personal Firearm Use: When the Gun Dancer is using two-weapon fighting; she can use two medium firearms and wield them as light.

Rapid Reload: At 3rd level, a Gun Dancer can reload a firearm as a free action that does not provoke an attack of opportunity. When using two handguns, they both can be reloaded but it costs a move-equivalent action and provokes an attack of opportunity.

Greater Two Weapon Fighting: At 4 th level, the Gun Dancer can make a third attack with her off hand weapon, albeit with a –10 penalty (before improvements for BAB).

Supreme Two-Weapon Fighting: At 5 th level, Gun Dancer gains an additional attack wither her off-hand weapon. In additional to her three attacks she already has each round with her off hand weapon at penalties at 0, -5, and –10, respectively, she is also entitled to a fourth attack with her off-hand weapon at a –15 penalty.

M E L E E  F I G H T E R (Gits Modern)

Requirements: To qualify to become a Melee Fighter, a character must fulfill the following criteria.
Base Attack Bonus: +3
Feats: Archaic Weapons Proficiency, Dodge, and Mobility

Class Information: The following information pertains to the Melee Fighter prestige class.
Action Points: Melee Fighters gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class.
Class Skills: The Melee Fighter’s class skills are as follows: Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), and Spot (Wis)
Skill Points at Each Level: 4 + Intelligence modifier.

Table: Melee Fighter

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Defense Bonus

Reputation bonus

1st

+1

+1

+1

+0

Blade Defense

+1

+0

2nd

+2

+2

+2

+0

Precise Strike (+1d6)

+1

+0

3rd

+3

+2

+2

+1

Feat

+2

+0

4th

+4

+2

+2

+1

Precise Strike (+2d6)

+2

+0

5th

+5

+3

+3

+1

Feat

+3

+1

Class Features: The following features pertain to the Melee Fighter prestige class.

Blade Defense: The Melee Fighter adds her Int bonus to AC while in melee combat with another opponent. If the Melee fighter is denied her Dex bonus to AC, she looses her Int bonus to AC as well.

Precise Strike: At 2 nd level, the Melee Fighter gains the ability to strike with a melee weapon, gaining a bonus +1d6 added to normal damage. She cannot attack with a weapon in her off hand but she may still gain bonuses to defense with it. Any target that is immune to critical hits cannot be struck with this extra damage. At 4 th level, this damage increases to +2d6.

Feat: At 3 rd and 5 th level, the Melee Fighter can choose one of the following feats (They must still meet all requirements for that feat): Two Weapon Defense, Greater Weapon Focus, Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Spring Attack, Cleave, or Great Cleave

S H A D O W    H U N T E R (D20 Modern)

Requirements: To qualify to become a Shadow Hunter, a character must fulfill the following criteria. High Strength and Charisma scores are also useful.
Base Attack Bonus: +2
Skills: Investigate 6 ranks, Sense Motive 6 ranks, Knowledge (arcane lore) 3 ranks.
Feats: Track, and Personal Firearms Proficiency or Archaic Weapons Proficiency.

Class Information: The following information pertains to the Shadow Hunter prestige class.
Action Points: Shadow Hunters gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class.
Class Skills: The Shadow Hunter’s class skills are as follows: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Knowledge (current events, popular cultures, streetwise) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Read/ Write Language (none), Research (Int), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis).
Skill Points at Each Level: 5 + Intelligence modifier.

Table: The Shadow Hunter

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Defense Bonus

Reputation Bonus

1st

+0

+1

+1

+1

Target bonus +1

+1

+0

2nd

+1

+2

+2

+2

Swift track

+2

+0

3rd

+2

+2

+2

+2

No trace, target bonus +2

+2

+0

4th

+3

+2

+2

+2

Play a hunch

+3

+0

5th

+3

+3

+3

+3

Locate target, Target bonus +3

+4

+1

Class Features: The following features pertain to the Shadow Hunter prestige class.
Target Bonus: The Shadow Hunter, as a full-round action, may designate an individual as a target. He spends one action point to select a target, and thereafter gains a competence bonus on certain actions involving that particular target. The Shadow Hunter does not need to know the target personally and may know her only through her actions or description. The Shadow Hunter may not select a target while he or the target is in combat, and once he chooses a target, he must wait 24 hours before choosing another.

The Shadow Hunter gains the target bonus as a competence bonus on attacks against that particular target, as well as when using the following skills directly against the target, or in tracking a target: Bluff, Computer Use, Gather Information, Investigate, Listen, Research, Search, Sense Motive, and Spot. The target bonus applies to a single individual and lasts until the Shadow Hunter chooses a new target. The bonus is +1 at 1st level, +2 at 3rd, and +3 at 5th level.

Swift Track: At 2nd level, the Shadow Hunter may move at normal speed while using Track without taking the –5 penalty.

No Trace: At 3rd level, the Shadow Hunter knows how to hide his own tracks, and may, at his choice, move into “No Trace” mode. All attempts to use the Track feat against the Shadow Hunter (though not allies) treat the ground as “firm” for purposes of success. In addition, the DC of any attempts to use Computer Use, Gather Information, Investigate, and Research on matters involving the Shadow Hunter is increased by the Shadow Hunter’s levels in this class.

Play a Hunch: At 4th level, the Shadow Hunter gains the ability to make a guess and be assured that it is correct. The Shadow Hunter may, as a full-round action, spend an action point to determine whether an assumption, hunch, or guess is correct. The player states the assertion and pays an action point. The GM secretly rolls percentile dice; there is a 70% +1% per character level chance of getting a response on the hunch (failure indicates merely that you are unsure if this is true or not). If the roll is a success, the player knows if the hunch is true, false, both or neither. A “both” response is possible for vague assumptions. An “unknown” response is for questions with no immediate answer.
It may be determined that a hunch is so obvious that it does not require a roll, or that it is so vague that there is no chance for success. In these cases, the action point is not spent (though the attempt still counts as a full-round action). A hunch does not translate as a legal truth, and will not stand up in a court of law. Rather it is an obvious fact to the Shadow Hunter alone. Finding proof of an assumption would require additional work.

Locate Target: At 5th level, the Shadow Hunter gains the ability to know where his target is, if in the target is in the general vicinity (1,000 feet of the Shadow Hunter). This ability applies only to the target, and does not reveal attitude, status, or the presence of others around the target.

S H A R P S H O O T E R (Gits)

Requirements: To qualify to become a Sharpshooter, a character must fulfill the following criteria. High Dexterity is also useful.
Base Attack Bonus: +2
Feats: Personal Firearms Proficiency, Weapon Focus (Sniper Rifle)
Hide: 4 Ranks
Spot: 4 Ranks

Class Information: T he following information pertains to the Sharpshooter Prestige class.
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.
Class Skills: The Sharpshooter’s class skills (and the key ability for each skill) are: Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, history, popular culture, tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

Table: Sharp Shooter

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Defense Bonus

Reputation bonus

1st

+1

+1

+1

+0

Ranged Sneak Attack +1d6, Range Increase bonus +20ft / level.

+1

+0

2nd

+2

+2

+2

+0

Keen Bullets, Take Aim +2

+1

+0

3rd

+3

+2

+2

+1

Ranged Sneak Attack +2d6

+2

+0

4th

+4

+2

+2

+1

Take Aim +4

+2

+0

5th

+5

+3

+3

+1

Ranged Sneak Attack +3d6

+3

+1

Class Features: The following features pertain to the Sharpshooter Prestige class.

Weapon and Armor Proficiency: A Sharpshooter is proficient with all firearms but with no type of armor.

Ranged Sneak Attack: Any time the Sniper’s target is not aware of the sniper’s existence or is denied his Dexterity Bonus to AC (Whether or not he has a dexterity bonus), the Sniper’s ranged sneak attack deals extra damage. The extra damage is +1d6 at 1 st level, and +1d6 every two levels after that.

Range Increase Bonus: With each level the Sharpshooter gains, the range increments of all her projectile weapons increase by 20 feet.

Keen Bullets: At 2 nd level, all projectiles the Sharpshooter fires behaves as if they were keen weapons in addition to any other properties they may possess. This effect does not stack with other keen effects.

Take Aim: At 4th level, the Sharpshooter gains a +2 bonus on her attack rolls against a stationary target by careful aiming. Taking aim is a full round action and if the target moves more than five feet during that period, the bonus is lost. No additional bonus exists for spending more than one round aiming. At 7 th level, this bonus increases to +4. This does stack with the aim bonus from cybernetics (like Hawkeye)

S P E E D     D E M O N (d20)

Requirements: To qualify to become a Speed Demon, a character must fulfill the following criteria.
Skills: Drive 6 ranks.
Feats: Vehicle Expert.
Other: Base Reflex save +2.

Class Information: The following information pertains to the Speed Demon prestige class.
Action Points: Speed Demons gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class.
Class Skills: The Speed Demon’s class skills are as follows: Balance (Dex), Concentration (Con), Craft (electronic, mechanical) (Int), Disable Device (Dex), Drive (Dex), Knowledge (current events, popular culture, technology) (Int), Listen (Wis), Profession (Wis), Navigate (Int), Pilot (Dex), Read/Write Language (none), Repair (Int), Speak Language (none), Tumble (Dex).
Skill Points at Each Level: 5 + Intelligence modifier.

Table: The Speed Demon

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Defense Bonus

Reputation Bonus

1st

+0

+0

+2

+0

Uncanny dodge X, Hit the weak spot

+1

+0

2nd

+1

+0

+3

+0

Need for speed

+1

+0

3rd

+2

+1

+3

+1

Nursing the turns

+2

+1

4th

+3

+1

+4

+1

Leadfoot

+2

+1

5th

+3

+1

+4

+1

Redlining the needle

+3

+1

Class Features: The following features pertain to the Speed Demon advanced class.

Uncanny Dodge X: The Speed Demon gains the ability of Uncanny Dodge, or increases the potency of this ability if she already has it. If the Speed Demon does not have Uncanny Dodge 1, she gains Uncanny Dodge 1 : She retains her Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (She still loses her Dexterity bonus to Defense if she’s immobilized.) If the Speed Demon already has Uncanny Dodge 1, she gains Uncanny Dodge 2: She can no longer be flanked; she can react to opponents on opposite sides of herself as easily as she can react to a single attacker. If the Speed Demon already has Uncanny Dodge 2, then she gains no further benefit from this ability.

Hit the Weak Spot: At 2nd level, the Speed Demon knows enough about vehicles to know the best way to damage and disable them. Whether using a weapon or another vehicle, the Speed Demon ignores the first 5 points of hardness when attacking a vehicle.

Need For Speed: At 4th level, the Speed Demon can improve the top speed of a ground or water vehicle that she controls. The vehicle’s top speed is increased by 25%.

Nursing the Turns: At 5th level, the Speed Demon can get better performance out of a vehicle, reducing some of its penalties. The Speed Demon may spend an action point to negate the Maneuver penalty of a vehicle or Initiative penalty of a vehicle she controls until the beginning of the Speed Demon’s next turn.

Leadfoot: At 7th level, the Speed Demon gains a +2 competence bonus on initiative checks when controlling a vehicle.

Redlining the Needle: At 8th level, the Speed Demon treats Check/Roll Modifiers for All-Out and Highway Speeds as Street Speeds (reduced to –1 as opposed to –2 and –4, respectively).

S T R E E T     W A R R I O R (D20 Modern)

Requirements: To qualify to become a Street Warrior, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skills: Knowledge (streetwise) 6 ranks.
Feats: Streetfighting, Brawl.
Other: Before or upon taking the Street Warrior advanced class, the Street Warrior must have an allegiance to some urban area or group. This could include a particular neighborhood or organization that would be suitable for an urban-oriented character.

Class Information: The following information pertains to the Street Warrior advanced class.
Action Points: Street Warriors gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class.
Class Skills: The Street Warrior’s class skills are as follows: Bluff (Cha), Diplomacy (Cha), Disable Device (Int), Drive (Dex), Gamble (Wis), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Knowledge (popular culture, streetwise, tactics) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis)
Skill Points at Each Level: 5 + Intelligence modifier.

Table: The Street Warrior

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Defense Bonus

Reputation Bonus

1st

+1

+2

+0

+0

Urban survival, Improvised weapons

+1

+1

2nd

+2

+3

+0

+0

Street cred

+1

+1

3rd

+3

+3

+1

+1

Improved streetfighting

+2

+1

4th

+4

+4

+1

+1

Weapon specialization

+2

+2

5th

+5

+4

+1

+1

Improvised weapon damage, Advanced streetfighting

+3

+2

Class Features: The following features pertain to the Street Warrior advanced class.

Urban Survival: At 1st level, the Street Warrior gains a +4 competence bonus on Survival checks in urban areas, which includes the ability to follow tracks, hunt feral animals, find (or lose) individuals in urban maze, find safe places to crash, and avoid hazards peculiar to a city environment.

Improvised Weapons: the Street Warrior becomes an expert at using improvised weapons. The Street Warrior does not take a –4 penalty on attack rolls when wielding an improvised weapon.

Street Cred: At 2nd level, the Street Warrior adds his Reputation bonus to Charisma skill checks in his home location, or in situations involving others of his chosen allegiance(s). These skills include Bluff, Diplomacy, Gather Information, and Intimidate.

Improved Streetfighting: The extra damage provided by the Streetfighting feat increases to 1d4+2.

Weapon Specialization: At 4th level, the Street Warrior gains weapon specialization with a specific melee weapon (including unarmed strike). The weapon must be one in which the Street Warrior has a Weapon Focus feat. He gets a +2 bonus on all damage rolls with the chosen weapon. Should the Street Warrior not have a Weapon Focus, he does not get this ability until such a time that he gains Weapon Focus.

Improvised Weapon Damage: At 5th level, the Street Warrior’s attacks with improvised weapons deal more damage. He treats an improvised weapon as one size category larger than it is for the purpose of determining the damage it deals.

Advanced Streetfighting: The extra damage provided by the Streetfighting feat increases to 1d4+4.

S U P E R H A C K E R (GITS)

Requirements: To qualify to become a Super Hacker, a character must fulfill the following criteria. High Strength and Charisma scores are also useful.
Special: Must be able to use DC 34 Hacks or better.
Skills: Hack-craft, 8 ranks

Class Information: The following information pertains to the Super Hacker Prestige class.
Action Points: 6 + one-half character level, rounded down, every time the Hacker attains a new level in this class.
Class Skills: The Hacker’s class skills (and the key ability for each skill) are: Computer Use (Int), Craft (electronic, mechanical) (Int), Device (Int), Drive (Dex), Hack-Craft (Int), Knowledge (behavioral sciences, earth and life sciences, physical sciences, popular culture, technology) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Speak Language (none), Spot (Wis).
Skill Points at Each Level: 7 + Int modifier.

Table: SuperHacker

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Defense Bonus

Reputation Bonus

1st

+0

+1

+1

+1

Improved Hack Repertoire or Hack Attack Increase

+0

+2

2nd

+1

+2

+2

+2

Improved Hack Repertoire or Hack Attack Increase

+1

+2

3rd

+1

+2

+2

+2

Improved Hack Repertoire or Hack Attack Increase

+1

+2

4th

+2

+2

+2

+2

Improved Hack Repertoire or Hack Attack Increase

+1

+3

5th

+2

+3

+3

+3

Improved Hack Repertoire or Hack Attack Increase

+2

+3

Class Features: The following features pertain to the Hacker class.

Special: The SuperHacker can choose one of two options per level.

Improved Hack Repertoire: A Hacker is simply better with her Cyberbrain than others. She can do more with it. Her capacity for hacking in increased. Her available Hacks are one row lower on the Hack Action table (Eg Int 14 now becomes Int 16 for the purposes of the number of Hack actions available but the character does not gain the additional attribute bonus). This is a permanent increase. Increasing one’s Int later keeps the Hack Action row one lower. This ability stacks with other abilities that increase the hacking ability (like the CCSS ability) of the character.

Hack Attack Increase: The Hacker is now faster with Barrier Breaking and Hack Actions. The Character’s number of Hack Attacks is one row lower (not necessarily one number higher) on the Hack Table. (Eg: Int 18 or 19 has 2 actions. Now the actions increase to 3. However, this ability must be taken two more times before it increases to 4). This is a permanent increase. Increasing one’s Int later keeps the Number Hack Attacks row one lower. This ability stacks with other abilities that increase the hacking ability (like the feat of the same name) of the character.

W E A P O N     M A S T E R (D20)

Requirements: To qualify to become a Weapon Master, a character must fulfill the following criteria. High Dexterity is also useful.
Base Attack Bonus: +5
Special: Character chooses a specific weapon. She must be proficient with the weapon of choice and have Weapon Focus for it as well. Dex 13+
Feats: Combat Reflexes, Expertise.
Intimidate: 4 Ranks

Class Information: T he following information pertains to the Weapon Master Prestige class.
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.
Class Skills: The Weapon Master’s class skills (and the key ability for each skill) are: Intimidate (Cha), Jump (Str), Knowledge (current events, history, popular culture, tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Read/Write Language (none), Sense Motive (Wis) Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Table: Weapon Master

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Defense Bonus

Reputation bonus

1st

+1

+1

+1

+0

Massive Damage 1/day/level

+1

+0

2nd

+2

+2

+2

+0

Increased Multiplier 1/day

+1

+0

3rd

+3

+2

+2

+1

Superior Combat Focus

+2

+0

4th

+4

+2

+2

+1

Increased Multiplier 2/day

+2

+0

5th

+5

+3

+3

+1

Superior Combat Reflexes

+3

+1

Class Features: The following features pertain to the Weapon Master Prestige class.

Massive Damage: You can choose to maximize damage from a weapon 1/day per level of Weapon Master with the weapon of choice. If the weapon deals 1d8 points of damage, it deals 8, not including bonuses from strength or added dice damage (like from Sneak Attack). This ability cannot be used if a critical hit is successfully scored.

Increased Multiplier: Once a day at 2 nd level, twice at 4 th, the Weapon master can increase the damage multiplier of the weapon of choice if a critical hit is successfully scored. This ability must be used before any damage dice is rolled.

Superior Weapon Focus: Stacking with any existing Weapon Focus bonus, this adds an additional +1 to all attack rolls with the weapon of choice.

Superior Combat Reflexes: This ability enables you to make a total number of attacks of opportunity in your round equal to your Dexterity bonus plus your Wisdom Modifier.