Arbiter (D20 Modern Prestige Class)
From D&D Wiki
Arbiters are Elites that have acheived great triumphs and are chosen to become the "Sacred Word". They are reverd as peacekeepers by most other covenent, and can inspire greatness in even the most cowardly Grunt.
|Rep||Def||Special||FX Abilities per Day|
|1st||+1||+2||+2||+0||+1||+1||Arbiter Armor, Lead Troops/1||2||1||—||—||—||—|
|2nd||+2||+3||+3||+0||+2||+2||Inspire Troops, Lead Troops/2||3||2||—||—||—||—|
|3rd||+3||+4||+4||+1||+3||+3||Alien Craft Operation, Lead Troops/3||4||3||—||—||—||—|
|4th||+4||+5||+5||+1||+4||+4||Never Say Die, Lead Troops/4||5||4||3||—||—||—|
|6th||+6||+7||+7||+2||+6||+5||Alien Linguist, Lead Troops/6||6||5||4||3||—||—|
|7th||+7||+8||+8||+3||+7||+5||Demand Respect, Lead Troops/7||6||6||5||4||3||—|
Class Skills (Int)+6 ×4 at 1st level)
All of the following are class features of the Arbiter
An Arbiter's FX list is usefull for infiltration and protection, but has almost no offensive abilities.
- 0-Haywire, Mending, Daze, Magic ID
- 1st-Cause Fear, Clean, Deguass, Power Device
- 2nd-Burglars Buddy, Dataread, Protection from Bullets
- 3rd-Electromagnetic Pulse, Shutdown, Slow
- 4th-Magic Bullets, Wire Walk
An Arbiter recieves an ancient armor when promoted. An Arbiter wearing the armor grants a +1 to all allied attack rolls made within 30 ft. At 5th level, the bonus rises to 2, and to 3 at 10th. Otherwise, treat the armor as an Ultra Sangheili combat harness with active camoflauge and a recharge rate of 30/11.
An Arbiter can lead troops into battle with astonishing ease. To calculate the number of Grunts he may lead, multiply his level by 2. He may also lead Elites equal to his level.
Allies under an Arbiters command get a +1 to all saves.
Alien Craft Operation
An Arbiter gains Alien Craft Operation as a bonus feat at 3rd level.
Never Say Die
An Arbiter gains Never Say Die as a bonus feat at 4th level.
An Arbiter gains Alien Linguist as a bonus feat at 6th level.
An Arbiter at 7th level can awe his enemies by leading his troops into battle. All enemies that witness an Arbiter commanding his troops, must make a will equal to the Arbiter's base level or become inactive for the next round.