HELIX
WARRIOR
The
fastest path into this advanced class is from the Strong hero basic class,
though other paths are possible. This is from the d20 Future SRD.
Requirements
To qualify
to become a Helix Warrior, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skill: Knowledge
(tactics) 3 ranks.
Feat: Endurance.
Special: Helix warriors
are so called because they have been altered genetically somewhat (the word
coming from the fact that there have been changes in the helix of DNA). A Helix
warrior must have survived some gene therapy (whether the application of a gene
therapy template or by gaining a special ability induced by gene therapy). See
the Gene Therapy section of this book or of d20 Future for more details.
CLASS
INFORMATION
The
following information pertains to the Helix Warrior advanced class.
Hit Die
The Helix
Warrior gains 1d10 hit points per level. The character’s Constitution modifier
applies.
Action Points
The Helix
Warrior 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 Helix
Warrior’s class skills are as follows.
Balance (Dex),
Climb (Str), Computer Use (Int), Demolitions (Int), Escape Artist (Dex), Hide
(Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex),
Navigate (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level: 3 + Int modifier.
Table: The Helix Warrior |
|||||||
Class Level |
Base Attack |
Fort Save |
Ref Save |
Will Save |
Special |
Defense |
Leadership |
1st |
+1 |
+1 |
+0 |
+1 |
Haul,
light sleeper, survivor |
+1 |
+0 |
2nd |
+2 |
+2 |
+0 |
+2 |
Darkvision
(60 ft.) |
+1 |
+0 |
3rd |
+3 |
+2 |
+1 |
+2 |
Bonus
feat |
+2 |
+1 |
4th |
+4 |
+2 |
+1 |
+2 |
Strong
as an ox |
+2 |
+1 |
5th |
+5 |
+3 |
+1 |
+3 |
Darkvision
(90 ft.), superior conditioning |
+3 |
+1 |
6th |
+6 |
+3 |
+2 |
+3 |
Bonus
feat |
+3 |
+2 |
7th |
+7 |
+4 |
+2 |
+4 |
Improved
reaction |
+4 |
+2 |
8th |
+8 |
+4 |
+2 |
+4 |
Darkvision
(120 ft.) |
+4 |
+2 |
9th |
+9 |
+4 |
+3 |
+4 |
Bonus
feat |
+5 |
+3 |
10th |
+10 |
+5 |
+3 |
+5 |
Decisive
attack |
+5 |
+3 |
CLASS FEATURES
The
following class features pertain to the Helix Warrior advanced class.
Haul
Helix
Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s
Strength is considered 4 points higher for the purpose of determining her carrying
capacity.
Light Sleeper
Helix
Warriors are light sleepers and can make Listen checks even while asleep,
without penalty. (A sleeping character normally takes a –10 penalty on Listen
checks.)
Survivor
When a
Helix Warrior spends an action point to modify the result of a saving throw,
she may roll an additional 1d6 and take the best result, discarding the lower
roll(s).
Darkvision
Beginning
at 2nd level, a Helix Warrior gains darkvision. She can see in total darkness
out to a range of 60 feet. Darkvision is black-andwhite only, but is otherwise
like normal sight.
The range
of the Helix Warrior’s darkvision improves to 90 feet at 5th level and 120 feet
at 8th level.
Bonus Feats
At 3rd,
6th, and 9th level, the Helix Warrior gets a bonus feat. The bonus feat must be
selected from the following list, and the Helix Warrior must meet all the
prerequisites of the feat to select it.
Advanced
Combat Martial Arts, Advanced Firearms Proficiency, Armour Proficiency (light),
Armour Proficiency (medium), Armour Proficiency (heavy), Armour Proficiency
(powered), Athletic, Blind-Fight, Combat Expertise, Combat Reflexes, Combat
Throw, Dead Aim, Defensive Martial Arts, Elusive Target, Exotic Firearms
Proficiency, Far Shot, Great Fortitude, Improved Combat Martial Arts, Improved
Combat Throw, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes,
Nerve Pinch, Surface Vehicle Operation, Ultra Immune System, Weapon Focus,
Whirlwind Attack, Zero-G Training.
Strong As An Ox
At 4th
level and beyond, the Helix Warrior’s carrying capacity increases as if she
were one size category larger (Large instead of Medium-size, for example).
Superior Conditioning
Beginning
at 5th level, a Helix Warrior learns how to shake off adverse conditions. When
a Helix Warrior is subjected to one of the following conditions, the duration
of the condition’s effect is halved: cowering, dazed, exhausted, fatigued,
nauseated, panicked, paralyzed, shaken, and stunned. If the condition’s
duration is only 1 round, the Helix Warrior is not affected at all.
Improved Reaction
At 7th
level, a Helix Warrior gains a +2 competence bonus on initiative checks.
Decisive Attack
At 10th
level, when a Helix Warrior spends an action point to modify the result of an
attack roll, she may roll an additional 1d6 and take the best result,
discarding the lower roll(s).
SAMPLE
HELIX WARRIORS
The archetypical helix warrior is the Skitarii (a specially
altered warrior breed of cyborg-humans used as the fighting force of the
Adeptus Mechanicus), other Helix Warriors could be any kind of Space Marine
(they are also genetically improved), Sisters of Battle, Inquisitors and
members of an Inquisitorial Retinue such as elite Storm Troopers or crusaders.
Dark Eldar Wyches are also pumped up to be stronger than ordinary warriors and
may take levels in Helix Warrior.