Barbarian
Game Rule Information
The following new rules apply to barbarians.
Gods: Barbarians never abandon their old gods. They refuse to refer to them by the generic titles of the Unification Church and they never give up their traditional religious practices.
New Class Skill
The barbarian’s new class skill (and its key ability) is Freefall (Dex).
Class Features
Weapon and Armor Proficiency: When a barbarian takes the Technical Proficiency feat, he automatically becomes proficient with all high-tech simple weapons, martial weapons, light armor, and medium armor.
Technical Deficiency: Some planets in the Dragon Empire may still have wild, undeveloped areas, and there may be barbarians who hail from these protected lands. Still, most barbarians come from the backwater reaches of the Outlands.
A barbarian character cannot begin the game with the Technical Proficiency feat. You can add the Technical Proficiency feat later, subject to the normal restrictions (see page 90). During the course of his adventures in the Empire, your barbarian character may eventually become more familiar and comfort-able with high technology.
The following new rules apply to barbarians.
Gods: Barbarians never abandon their old gods. They refuse to refer to them by the generic titles of the Unification Church and they never give up their traditional religious practices.
New Class Skill
The barbarian’s new class skill (and its key ability) is Freefall (Dex).
Class Features
Weapon and Armor Proficiency: When a barbarian takes the Technical Proficiency feat, he automatically becomes proficient with all high-tech simple weapons, martial weapons, light armor, and medium armor.
Technical Deficiency: Some planets in the Dragon Empire may still have wild, undeveloped areas, and there may be barbarians who hail from these protected lands. Still, most barbarians come from the backwater reaches of the Outlands.
A barbarian character cannot begin the game with the Technical Proficiency feat. You can add the Technical Proficiency feat later, subject to the normal restrictions (see page 90). During the course of his adventures in the Empire, your barbarian character may eventually become more familiar and comfort-able with high technology.
BARBARIAN CLASS VARIANT: THE STREET PUNK
by James A. Beggs of Firestorm Entertainment
Many would call the Street Punk barbaric; while he isnt from some primitive or backwater peoples, this is an individual who could use some serious benefit from anger management classes.
The Street Punk is identical to the Barbarian, excepting as follows:
Class Skills:
Climb, Intimidate, Jump, Gather Info, Bluff, Heal (to patch up after a rumble), Hide, Listen, Move Silently, Search, Sense Motive, Spot, Urban Lore
The Street Punk gains a limited version of Technical Proficiency. He can use technical items with obvious use that doesnt require a lot of education. A member of a street gang can´t hack a computer, but he can pick up and fire a gun.
By the same token, he is marginally literate. He can order a McBurger, but reading a schematic is also way out.
He therefore gains the technical armor and weapon proficiencies he would as if a barbarian had taken Technical Proficiency. He may also use feats that work specifically and only with these combat proficiencies. He cannot, however, use any skills that require technical proficiency, such as Use Device. Taking Literacy AND Technical Proficiency will correct this problem.
The Street Punk is still heavy into melee; baseball bats with a titanium core, steel chains with taser charges built in, and a rumble up and down the streets, gives them a grin on their face.
BARBARIAN CLASS VARIANT: THE GUN BUNNY
by James A. Beggs of Firestorm Entertainment
Unlike the street punk, the Gun Bunny is a flat out warrior with a real fury in his heart, and guns blazing in his soul. Where the fighter uses sound tactics and strategy to bring down his foes, the Gun Bunny believes in "Peace, through superior firepower." He goes into a rage which is relieved by a hail of gunfire.
The Gun Bunny is identical to the Barbarian, excepting as follows:
Class Skills:
Climb, Intimidate, Jump, Demolitions, Freefall, Listen, Spot, Heal
Gunrage:
This ability replaces the barbarian´s Rage ability.
Gunrage effects and is used by the Gun Bunny in every way except as follows - no strength modification (retains AC and Con mod); when firing a gun, if the gun WOULD have hit IF it had been a ranged touch attack, then roll damage. One point of the damage actually effects the character, plus an additional one point for each 5 points the attack would have succeeded in striking the target. This stacks with Autofire (example: if you needed a 10 to hit with a ranged touch attack, but a 25 otherwise, and rolled a 20 with a burst, you hit with three rounds, each which can do up to 3 points of damage to the target).
Greater Gunrage:
Replaces Greater Rage.
It changes the formual for Gunrage by using 3 pts above, rather than 5 above.
Furious Fire:
Replaces the barbarian´s Uncanny Dodge vs. Traps
Every time your "barbarian" would receive a +1 against traps, instead you get a single -1 morale penalty on attacks they make against you, which you may assign between targets whom you fire at during your round. For instance, if you have the entire +4, and fire at two characters during your attack, you may give each of them -2 to any attacks they make against you until your next action. Or a -4/-0, -1/-3, etc.
by James A. Beggs of Firestorm Entertainment
Many would call the Street Punk barbaric; while he isnt from some primitive or backwater peoples, this is an individual who could use some serious benefit from anger management classes.
The Street Punk is identical to the Barbarian, excepting as follows:
Class Skills:
Climb, Intimidate, Jump, Gather Info, Bluff, Heal (to patch up after a rumble), Hide, Listen, Move Silently, Search, Sense Motive, Spot, Urban Lore
The Street Punk gains a limited version of Technical Proficiency. He can use technical items with obvious use that doesnt require a lot of education. A member of a street gang can´t hack a computer, but he can pick up and fire a gun.
By the same token, he is marginally literate. He can order a McBurger, but reading a schematic is also way out.
He therefore gains the technical armor and weapon proficiencies he would as if a barbarian had taken Technical Proficiency. He may also use feats that work specifically and only with these combat proficiencies. He cannot, however, use any skills that require technical proficiency, such as Use Device. Taking Literacy AND Technical Proficiency will correct this problem.
The Street Punk is still heavy into melee; baseball bats with a titanium core, steel chains with taser charges built in, and a rumble up and down the streets, gives them a grin on their face.
BARBARIAN CLASS VARIANT: THE GUN BUNNY
by James A. Beggs of Firestorm Entertainment
Unlike the street punk, the Gun Bunny is a flat out warrior with a real fury in his heart, and guns blazing in his soul. Where the fighter uses sound tactics and strategy to bring down his foes, the Gun Bunny believes in "Peace, through superior firepower." He goes into a rage which is relieved by a hail of gunfire.
The Gun Bunny is identical to the Barbarian, excepting as follows:
Class Skills:
Climb, Intimidate, Jump, Demolitions, Freefall, Listen, Spot, Heal
Gunrage:
This ability replaces the barbarian´s Rage ability.
Gunrage effects and is used by the Gun Bunny in every way except as follows - no strength modification (retains AC and Con mod); when firing a gun, if the gun WOULD have hit IF it had been a ranged touch attack, then roll damage. One point of the damage actually effects the character, plus an additional one point for each 5 points the attack would have succeeded in striking the target. This stacks with Autofire (example: if you needed a 10 to hit with a ranged touch attack, but a 25 otherwise, and rolled a 20 with a burst, you hit with three rounds, each which can do up to 3 points of damage to the target).
Greater Gunrage:
Replaces Greater Rage.
It changes the formual for Gunrage by using 3 pts above, rather than 5 above.
Furious Fire:
Replaces the barbarian´s Uncanny Dodge vs. Traps
Every time your "barbarian" would receive a +1 against traps, instead you get a single -1 morale penalty on attacks they make against you, which you may assign between targets whom you fire at during your round. For instance, if you have the entire +4, and fire at two characters during your attack, you may give each of them -2 to any attacks they make against you until your next action. Or a -4/-0, -1/-3, etc.
Bard
Game Rule Information
The following new rules apply to bards.
New Class Skills
The bard’s new class skills (and the key ability for each skill) are Navigate (Int), Research (Int), Urban Lore (Wis), and Use Device (Int).
Class Features
Weapon and Armor Proficiency: When a bard gains the Technical Proficiency feat, she automatically becomes proficient with all high-tech simple weapons and light armor. Bards are also proficient in an archaic martial weapon of their choice (PHB 27). If your character receives the Technical Proficiency feat during character creation, this weapon may be of the more technologically advanced versions described in Equipment.
New Equipment: Most imperial bards take full advantage of technological resources. A variety of instruments and headsets or clip-on microphones with built-in amplifiers are available. These devices greatly improve the range of abilities based on bardic music and voice. These devices allow the bard’s voice and music to be heard at a greater distance, usually up to 300 feet away. Additional range limitations listed for specific bardic abilities are not affected by this equipment. For example, a bard with a headset microphone is able to project his voice much further than he can unaided. His fascinate ability, however, is still limited to targets who can hear and see him within 90 feet.
Bardic Knowledge: Until the bard has gained the Technical Proficiency feat, he is limited to knowledge gathered from his home world or planets he has visited personally. Once he has the Technical Proficiency feat, you can assume the bard spends some time absorbing information from worlds far and wide and so improves his storehouse of knowledge. For example, an Outlands bard has no chance to know anything about the Dragon Empire, unless there has been some previous contact. Once the bard has gained the Technical Proficiency feat, he has access to vast storehouses of information and the virtual library of the InfoNet. The bard can easily pick up news, stories, rumors, and legends from planets on the other side of the Empire.
The following new rules apply to bards.
New Class Skills
The bard’s new class skills (and the key ability for each skill) are Navigate (Int), Research (Int), Urban Lore (Wis), and Use Device (Int).
Class Features
Weapon and Armor Proficiency: When a bard gains the Technical Proficiency feat, she automatically becomes proficient with all high-tech simple weapons and light armor. Bards are also proficient in an archaic martial weapon of their choice (PHB 27). If your character receives the Technical Proficiency feat during character creation, this weapon may be of the more technologically advanced versions described in Equipment.
New Equipment: Most imperial bards take full advantage of technological resources. A variety of instruments and headsets or clip-on microphones with built-in amplifiers are available. These devices greatly improve the range of abilities based on bardic music and voice. These devices allow the bard’s voice and music to be heard at a greater distance, usually up to 300 feet away. Additional range limitations listed for specific bardic abilities are not affected by this equipment. For example, a bard with a headset microphone is able to project his voice much further than he can unaided. His fascinate ability, however, is still limited to targets who can hear and see him within 90 feet.
Bardic Knowledge: Until the bard has gained the Technical Proficiency feat, he is limited to knowledge gathered from his home world or planets he has visited personally. Once he has the Technical Proficiency feat, you can assume the bard spends some time absorbing information from worlds far and wide and so improves his storehouse of knowledge. For example, an Outlands bard has no chance to know anything about the Dragon Empire, unless there has been some previous contact. Once the bard has gained the Technical Proficiency feat, he has access to vast storehouses of information and the virtual library of the InfoNet. The bard can easily pick up news, stories, rumors, and legends from planets on the other side of the Empire.
Cleric
Game Rule Information
The following new rules apply to clerics.
New Class Skills
The cleric’s new class skill (and its key ability) is Research (Int).
Class Features
Weapon and Armor Proficiency: When a cleric takes the Technical Proficiency feat, she automatically becomes proficient with all high-tech simple weapons, light armor, and medium armor.
Unification: If a cleric from an Outlands world worships a deity that shares at least one domain with one of the deities of the Unification Church and is within a step of that deity’s alignment either way, the character may be worshipping an aspect of that deity. Ideally, the cleric will also be able to find a thematic match between her patron deity and one of the archetypes of the Unification Church. If the character chooses, she can convert to the Unification Church and suffer no penalties or hindrances for doing so. At the DM’s discretion, this choice can be taken out of the cleric’s hands if her entire religious hierarchy converts. Of course, there could certainly be those who rebel against such a conversion, and the character may well be among them.
The Dualist Heresy: Clerics may also convert to the Dualist Heresy. Good clerics must worship the Creator, evil clerics must worship the Adversary, and most neutral clerics honor both, emphasizing the totality of the opposition rather than one side of it.
The following new rules apply to clerics.
New Class Skills
The cleric’s new class skill (and its key ability) is Research (Int).
Class Features
Weapon and Armor Proficiency: When a cleric takes the Technical Proficiency feat, she automatically becomes proficient with all high-tech simple weapons, light armor, and medium armor.
Unification: If a cleric from an Outlands world worships a deity that shares at least one domain with one of the deities of the Unification Church and is within a step of that deity’s alignment either way, the character may be worshipping an aspect of that deity. Ideally, the cleric will also be able to find a thematic match between her patron deity and one of the archetypes of the Unification Church. If the character chooses, she can convert to the Unification Church and suffer no penalties or hindrances for doing so. At the DM’s discretion, this choice can be taken out of the cleric’s hands if her entire religious hierarchy converts. Of course, there could certainly be those who rebel against such a conversion, and the character may well be among them.
The Dualist Heresy: Clerics may also convert to the Dualist Heresy. Good clerics must worship the Creator, evil clerics must worship the Adversary, and most neutral clerics honor both, emphasizing the totality of the opposition rather than one side of it.
Druid
Game Rule Information
The following new rules apply to druids.
New Class Skills
The druid’s new class skills (and the key ability for each skill) are Acrobatics (Dex), Knowledge (any science skills, taken individually), and Navigate (Int).
Fighter
Game Rule Information
The following new rules apply to fighters.
New Class Skills
The fighter’s new class skills (and the key ability for each skill) are Acrobatics (Dex) , Demolitions (Int), and Pilot (Dex). Handle Animal and Ride are cross-class skills for imperial fighters.
Class Features
Weapon and Armor Proficiency: When a fighter takes the Technical Proficiency feat, she automatically becomes proficient with all high-tech simple and martial weapons and all high-tech armor.
Bonus Feats: The fighter can choose bonus feats from the following list, in addition to the standard ones: Autofire, Crack Shot, Gunner, Improved Far Shot, Improved Shot on the Run, Mobile Shot, Pressing Attack, Speed Load.
The following new rules apply to fighters.
New Class Skills
The fighter’s new class skills (and the key ability for each skill) are Acrobatics (Dex) , Demolitions (Int), and Pilot (Dex). Handle Animal and Ride are cross-class skills for imperial fighters.
Class Features
Weapon and Armor Proficiency: When a fighter takes the Technical Proficiency feat, she automatically becomes proficient with all high-tech simple and martial weapons and all high-tech armor.
Bonus Feats: The fighter can choose bonus feats from the following list, in addition to the standard ones: Autofire, Crack Shot, Gunner, Improved Far Shot, Improved Shot on the Run, Mobile Shot, Pressing Attack, Speed Load.
Monk
Game Rule Information
The following new rules apply to monks.
Class Features
Weapon and Armor Proficiency: Monks with the Technical Proficiency feat gain proficiency with all high-tech simple weapons and all high-tech light armor.
Technical Proficiency: Monks believe that technological mastery of the universe is a self-destructive illusion. Monks do not gain the Technical Proficiency feat for free at 1st level like characters of other classes do.
They may choose this feat whenever they are eligible for a new feat, including 1st level, though they seldom do. They may also gain this feat for free when they spend at least one full level adapting to and learning the use of technology.
Evade Fire (Ex): At 4th level, a monk gains the ability to evade fire from all types of firearms. Once per round, when the monk would normally be hit by a shot or burst from a firearm, he may make a Reflex saving throw against a DC of 20 (if the weapon has a magical bonus to attack, the DC increases by that amount). If the monk succeeds, the attack misses. The monk must be aware of the attack and not flat-footed. Attempting to evade fire doesn’t count as an action. A monk can use this ability a number of times per day equal to his Wisdom modifier.
Leap of the Clouds: Although a monk’s leaping ability is no longer limited by her height once she gains this ability, variable gravity still has its normal effect.
The following new rules apply to monks.
Class Features
Weapon and Armor Proficiency: Monks with the Technical Proficiency feat gain proficiency with all high-tech simple weapons and all high-tech light armor.
Technical Proficiency: Monks believe that technological mastery of the universe is a self-destructive illusion. Monks do not gain the Technical Proficiency feat for free at 1st level like characters of other classes do.
They may choose this feat whenever they are eligible for a new feat, including 1st level, though they seldom do. They may also gain this feat for free when they spend at least one full level adapting to and learning the use of technology.
Evade Fire (Ex): At 4th level, a monk gains the ability to evade fire from all types of firearms. Once per round, when the monk would normally be hit by a shot or burst from a firearm, he may make a Reflex saving throw against a DC of 20 (if the weapon has a magical bonus to attack, the DC increases by that amount). If the monk succeeds, the attack misses. The monk must be aware of the attack and not flat-footed. Attempting to evade fire doesn’t count as an action. A monk can use this ability a number of times per day equal to his Wisdom modifier.
Leap of the Clouds: Although a monk’s leaping ability is no longer limited by her height once she gains this ability, variable gravity still has its normal effect.
Paladin
Game Rule Information
The following new rules apply to paladins.
New Class Skills
The paladin’s new class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Perception (Wis), Swim (Str), and Pilot (Dex). As the elite commandos of holy military orders, paladins gain several class skills to aid them in their specialized role on the modern battlefield. However, imperial paladins lose some of the class skills of their counterparts in the Outlands. Handle Animal and Ride are cross-class skills for imperial paladins.
Class Features
Weapon and Armor Proficiency: A paladin with the Technical Proficiency feat is proficient with all high-tech simple and martial weapons and all high-tech armor.
Order and Morality: In the Dragon Empire, a paladin may find that he has to associate with those of evil alignment on a regular basis. A paladin of the Order of the Judge, for instance, may occasionally have to inter-act with drow officers of the Imperial Special Police Directorate. For most paladins, this is inevitable and unavoidable. The paladin’s social and political order was founded on compromise and tolerance of opposed moral alignment, and the paladin cannot defend one while resisting the other.
Detect Evil: While a paladin can still detect evil normally, it is illegal for him to act on the information the ability reveals. The paladin must also witness the com-mission of evil before he can take action against the wicked. Most paladins struggle mightily with their sometimes-opposed duty to uphold the law and commitment to fight evil.
The following new rules apply to paladins.
New Class Skills
The paladin’s new class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Perception (Wis), Swim (Str), and Pilot (Dex). As the elite commandos of holy military orders, paladins gain several class skills to aid them in their specialized role on the modern battlefield. However, imperial paladins lose some of the class skills of their counterparts in the Outlands. Handle Animal and Ride are cross-class skills for imperial paladins.
Class Features
Weapon and Armor Proficiency: A paladin with the Technical Proficiency feat is proficient with all high-tech simple and martial weapons and all high-tech armor.
Order and Morality: In the Dragon Empire, a paladin may find that he has to associate with those of evil alignment on a regular basis. A paladin of the Order of the Judge, for instance, may occasionally have to inter-act with drow officers of the Imperial Special Police Directorate. For most paladins, this is inevitable and unavoidable. The paladin’s social and political order was founded on compromise and tolerance of opposed moral alignment, and the paladin cannot defend one while resisting the other.
Detect Evil: While a paladin can still detect evil normally, it is illegal for him to act on the information the ability reveals. The paladin must also witness the com-mission of evil before he can take action against the wicked. Most paladins struggle mightily with their sometimes-opposed duty to uphold the law and commitment to fight evil.
Ranger
Game Rule Information
The following new rules apply to rangers.
New Class Skills
The ranger’s new class skills (and the key ability for each skill) are Acrobatics (Dex), Navigate (Int), and Pilot (Dex).
Class Features
Weapon and Armor Proficiency: When a ranger takes the Technical Proficiency feat, she automatically becomes proficient with all high-tech simple and martial weapons and all high-tech armor.
Favored Enemy: A ranger with the Technical Proficiency feat who takes constructs as his favored enemy gains the related bonuses when fighting soulmechs. Soulmechs, unlike magical constructs, are not immune to critical hits, so bonus weapon damage does apply.
The following new rules apply to rangers.
New Class Skills
The ranger’s new class skills (and the key ability for each skill) are Acrobatics (Dex), Navigate (Int), and Pilot (Dex).
Class Features
Weapon and Armor Proficiency: When a ranger takes the Technical Proficiency feat, she automatically becomes proficient with all high-tech simple and martial weapons and all high-tech armor.
Favored Enemy: A ranger with the Technical Proficiency feat who takes constructs as his favored enemy gains the related bonuses when fighting soulmechs. Soulmechs, unlike magical constructs, are not immune to critical hits, so bonus weapon damage does apply.
Rogue
Game Rule Information
The following new rules apply to rogues.
New Class Skills
The rogue’s new class skills (and the key ability for each skill) are Cryptography (Int), Demolitions (Int), Navigate (Int), Pilot (Dex), and Use Device (Int)
Class Features
Weapon and Armor Proficiency: If a rogue takes the Technical Proficiency feat, she automatically becomes proficient with the holdout pistol, holdout laser, light autopistol, heavy autopistol, laser pistol, and blaster pistol. Rogues who are Medium-size or larger are also proficient with all Medium-size simple firearms. Rogues are proficient with all high-tech light armor.
Sneak Attack: This ability does work on high tech constructs as long as the rogue has the Technical Proficiency feat.
Crippling Strike: This ability does not work on soulmechs or other robots.
The following new rules apply to rogues.
New Class Skills
The rogue’s new class skills (and the key ability for each skill) are Cryptography (Int), Demolitions (Int), Navigate (Int), Pilot (Dex), and Use Device (Int)
Class Features
Weapon and Armor Proficiency: If a rogue takes the Technical Proficiency feat, she automatically becomes proficient with the holdout pistol, holdout laser, light autopistol, heavy autopistol, laser pistol, and blaster pistol. Rogues who are Medium-size or larger are also proficient with all Medium-size simple firearms. Rogues are proficient with all high-tech light armor.
Sneak Attack: This ability does work on high tech constructs as long as the rogue has the Technical Proficiency feat.
Crippling Strike: This ability does not work on soulmechs or other robots.
Sorcerer
Game Rule Information
The following new rules apply to sorcerers.
Class Features
Weapon and Armor Proficiency: When a sorcerer takes the Technical Proficiency feat, he gains proficiency with all high-tech simple firearms.
Bonus Language: A sorcerer can substitute Draconic for one of the racial bonus languages he receives. Most sorcerers are raised among the aristocracy of the Empire.
Familiar: Familiars have a protected and privileged position in imperial society. Legally, that position is somewhere between a common animal’s and a citizen’s. In effect, a familiar in the company of his master is considered an extension of the master. Familiars are allowed in any area open to passengers on a starship and in most public places in cities. They are allowed on any planet under imperial rule, and the lengthy quarantines that mundane animals are subject to are waived for familiars. On the other hand, the master is also responsible for his familiar. The master can be held legally accountable for anything the familiar does.
The following new rules apply to sorcerers.
Class Features
Weapon and Armor Proficiency: When a sorcerer takes the Technical Proficiency feat, he gains proficiency with all high-tech simple firearms.
Bonus Language: A sorcerer can substitute Draconic for one of the racial bonus languages he receives. Most sorcerers are raised among the aristocracy of the Empire.
Familiar: Familiars have a protected and privileged position in imperial society. Legally, that position is somewhere between a common animal’s and a citizen’s. In effect, a familiar in the company of his master is considered an extension of the master. Familiars are allowed in any area open to passengers on a starship and in most public places in cities. They are allowed on any planet under imperial rule, and the lengthy quarantines that mundane animals are subject to are waived for familiars. On the other hand, the master is also responsible for his familiar. The master can be held legally accountable for anything the familiar does.
Wizard
Game Rule Information
The following new rules apply to wizards.
New Class Skills
The wizard’s new class skills (and the key ability for each skill) are Navigate (Int) and Research (Wis).
Class Features
Weapon and Armor Proficiency: When a wizard takes the Technical Proficiency feat, she gains proficiency with all high-tech simple firearms.
Bonus Feat: A wizard with the Technical Proficiency feat can add Implant Spellware to her standard list of available bonus feats.
Familiar: All the same rules governing sorcerers’ familiars are applicable to wizards’ familiars as well. Wizards do not enjoy the social prestige of sorcerers, but their familiars are still tolerated and even protected in the Empire.
Spellbooks: If a wizard has the Technical Proficiency feat, she can maintain her spells in a datapad rather than an archaic spellbook.
The following new rules apply to wizards.
New Class Skills
The wizard’s new class skills (and the key ability for each skill) are Navigate (Int) and Research (Wis).
Class Features
Weapon and Armor Proficiency: When a wizard takes the Technical Proficiency feat, she gains proficiency with all high-tech simple firearms.
Bonus Feat: A wizard with the Technical Proficiency feat can add Implant Spellware to her standard list of available bonus feats.
Familiar: All the same rules governing sorcerers’ familiars are applicable to wizards’ familiars as well. Wizards do not enjoy the social prestige of sorcerers, but their familiars are still tolerated and even protected in the Empire.
Spellbooks: If a wizard has the Technical Proficiency feat, she can maintain her spells in a datapad rather than an archaic spellbook.