DREADNOUGHT
The fastest path into this advanced class is from the Tough
hero basic class, though other paths are possible. From the d20 Future SRD.
Requirements
To qualify to become a Dreadnought, a character must fulfill
the following criteria.
Skill: Intimidate 6 ranks.
Feat: Improved Damage Threshold.
Tough Hero Talents: Any two Tough hero talents.
CLASS
INFORMATION
The following information pertains to the Dreadnought
advanced class.
Hit Die
The Dreadnought gains 1d12 hit points per level. The
character’s Constitution modifier applies.
Action Points
The Dreadnought 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 Dreadnought’s class skills are as follows.
Balance (Dex), Climb (Str), Concentration (Con), Intimidate
(Cha), Jump (Str), Profession (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level: 3 + Int modifier.
Table: The Dreadnought |
|||||||
Class Level |
Base Attack |
Fort Save |
Ref Save |
Will Save |
Special |
Defense |
Leadership |
1st |
+0 |
+2 |
+0 |
+1 |
Fearless, stability, unhindered |
+0 |
+0 |
2nd |
+1 |
+3 |
+0 |
+2 |
Ability surge (1/day), steamroller |
+1 |
+0 |
3rd |
+2 |
+3 |
+1 |
+2 |
Bonus feat |
+1 |
+0 |
4th |
+3 |
+4 |
+1 |
+2 |
Master defender (+2) |
+1 |
+1 |
5th |
+3 |
+4 |
+1 |
+3 |
Ability surge (2/day), knockdown |
+2 |
+1 |
6th |
+4 |
+5 |
+2 |
+3 |
Bonus feat |
+2 |
+1 |
7th |
+5 |
+5 |
+2 |
+4 |
Master defender (+4) |
+2 |
+2 |
8th |
+6 |
+6 |
+2 |
+4 |
Ability surge (3/day), heavy artillery |
+3 |
+2 |
9th |
+6 |
+6 |
+3 |
+4 |
Bonus feat |
+3 |
+2 |
10th |
+7 |
+7 |
+3 |
+5 |
Master defender (+6) |
+3 |
+3 |
CLASS
FEATURES
The following class features pertain to the Dreadnought
advanced class.
Fearless
The Dreadnought is immune to fear effects.
Stability
The Dreadnought is incredibly sure-footed. She gains a +4
stability bonus on all rolls made to resist being tripped, overrun, knocked
prone, or pushed back by a bull rush attack.
Unhindered
The Dreadnought treats any suit of armour worn as though its
armour penalty is 2 better.
Ability Surge
At 2nd level, the Dreadnought can temporarily increase her
Strength, but at a penalty to Defense. At 5th and 8th level, she can use this
ability more frequently.
The Dreadnought gains a +8 morale bonus to Strength, but
takes a –2 penalty to Defense. Activating ability surge is a free action, and
the surge lasts for a number of rounds equal to the Dreadnought’s class level.
Following the ability surge, the Dreadnought is fatigued for as many rounds as
she surged, but may negate this penalty as a free action by spending an action
point. The Dreadnought may use the ability surge once per day at 2nd level,
twice per day at 5th level, and three times per day at 8th level.
Steamroller
Starting at 2nd level, the Dreadnought does not need to move
before making an overrun attempt against an opponent. She also gains a +2 bonus
on any trip attack made against an opponent who blocks her overrun attempt.
Bonus Feats
At 3rd, 6th, and 9th level, the Dreadnought gets a bonus
feat. The bonus feat must be selected from the following list, and the
Dreadnought must meet all the prerequisites of the feat to select it.
Action Boost, Advanced Combat Martial Arts, Advanced
Firearms Proficiency, Advanced Two-Weapon Fighting, Armour Proficiency (light),
Armour Proficiency (medium), Armour Proficiency (heavy), Armour Proficiency
(powered), Athletic, Brawl, Burst Fire, Cleave, Combat Expertise, Combat
Martial Arts, Combat Reflexes, Endurance, Frightful Presence, Great Cleave,
Improved Brawl, Improved Bull Rush, Improved Combat Martial Arts, Improved
Combat Throw, Improved Disarm, Improved Knockout Punch, Improved Trip, Improved
Two-Weapon Fighting, Knockout Punch, Mobility, Power Attack, Run, Spring
Attack, Strafe, Streetfighting, Sunder, Toughness, Two-Weapon Fighting, Ultra
Immune System.
Master Defender
Starting at 4th level, the Dreadnought becomes especially
skilled in defensive fighting. Whenever she fights defensively or takes the
total defense action, she gains a +2 bonus to Defense (in addition to the dodge
bonus to Defense gained while fighting defensively or engaged in total
defense).
The Dreadnought must be wearing medium, heavy, or powered
armour to gain this bonus.
The bonus increases to +4 at 7th level and +6 and 10th
level.
Knockdown
At 5th level and beyond, whenever the Dreadnought is allowed
to apply her Strength modifier to damage, she forces the target of her
successful attack to make at a Fortitude save (DC = damage dealt) or be knocked
prone by the force of the blow.
Heavy Artillery
Beginning at 8th level, a Dreadnought treats all weapons as
one size category smaller for purposes of determining whether or not she can
wield them in one hand and if they are considered light weapons.
SAMPLE
DREADNOUGHT
The archetypical dreadnought would of course be a Space
Marine inside an actual dreadnought; a terrible war-walker of immense power.
Also a Space Marine Terminator (also called tactical dreadnought armour) might
benefit from ranks in the Dreadnought class. A gang member heavy weapons
operator, an ork nob and an ogryn with an attitude could also make good
dreadnoughts.