Predator (3.5e Class)
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|Status:||<-how close to completion->|
|Editing:||Constructive edits welcome|
- 1 Predator
- 1.1 Making a Predator
- 1.2 Campaign Information
Deep in the forest, a team of adventurers travel. There mission is simple:Take out a bandit camp that has been terrorizing a nearby village. However, upon arriving in the bandit camp, they are greeted with a scene of horror. Bodies; at least a hundred spread throughout the camp. Some, hung from trees by their feet, skinned from head to toe, others, their chest burst open as if hit with a large fireball. As they continue through the camp, they realize that many of the smoldering piles are more bodies; maimed beyond recognition. Who or what could be so brutal, so unforgiving? As they wonder, a scream rings out through the forest. Familiar; one of their own. They knew, now, they were the prey of this new, unseen being.
Making a Predator
The Predator's life is devoted to the hunt. expert killers, they are extremely traditional and hold honor above all else. they often hunt in 2 or 3 man groups, but advanced warriors hunt alone.
Abilities: Predators may level as one of three classes. (Fighter, Rogue, Ranger) and therefore, do not gain additional class traits/abilities other than their clan gear. This is known as their "Class Role" within the clan.
Races: Yautja are most commonly predators, but it is not unheard of for them to bestow this honor to a warrior that has shown great skill and respect in their presence.
Alignment: A predator must be Lawful (or Honorable) for a predator to lose his/her honor, is to lose life itself.
Starting Gold: starting gold; 1d4×10 gp (25 gp).
Starting Age: simple
|1st||+||+||+||+||Pred Pod, Wrist computer, biomask, combi-stick, wristblade, pred-armor +2|
|3rd||+||+||+||+||speargun, cloaking device|
|5th||+||+||+||+||2nd wristblade, biomask upgrade, plasma castor|
|6th||+||+||+||+||medicomp capacity increase pred armor +4|
|7th||+||+||+||+||smart disc, ceremonial dagger|
|9th||+||+||+||+||yautja maul, pred-armor +5|
|10th||+||+||+||+||plasma castor upgrade, medicomp capacity increase|
|11th||+||+||+||+||wrist rockets, biomask upgrade|
|13th||+||+||+||+||grappling hook, pred-armor +6|
|14th||+||+||+||+||medicomp capacity upgrade|
|15th||+||+||+||+||xenomorph whip, plasma castor upgrade|
|16th||+||+||+||+||pred-armor +5, biomask upgrade|
|17th||+||+||+||+||choice of plasma castor mod|
|19th||+||+||+||+||plasma castor upgrade, medicomp capacity upgrade|
Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
< All of the following are class features of the Predator. >
Weapon and Armor Proficiency: Masters of combat, Predators are proficient with all simple, martial, and clan weapons, as well as improvised weapons. A predator also gains Weapon Focus and Weapon Specialization with their clan weapons.
Class Role: To maximize their effectiveness on the hunt, Predators specialize themselves, growing and maturing as one of three classes. So, when beginning the predator class, you must choose either Fighter, Rogue, or Ranger. Which ever you choose, your predator shall level according to that classes abilities, bonuses, and skills. (Ex: if you chose the class role rogue, you would be able to perform sneak attacks on your enemies as a rogue does.)
Pred-Pod: This landing pod-type ship serves as a weapon storage, modification station, and trophy case. The pod can be summoned from any location via the predator's wrist computer. As the predator levels and grows stronger, more compartments open within the pod, releasing the new weapons and tools for the predators arsenal.
Wrist Computer: An item that every predator carries. This self-sustaining, wrist worn computer powers the predators entire arsenal, and controls the predators ship. 30 seconds after the predator dies, the Wrist Computer self-destructs, dealing 20d10 damage to everything within 200ft.
Biomask: The Biomask is an interactive helmet/faceplate that is neurally activated, and unique to each predator. As the predator levels, the mask upgrades. initially, the mask has two vision settings; a standard vision, and darkvision 60ft. At the 5th level, the biomask gains trackvision and heatvision. Then, at the 11th level, the mask gains upgraded trackvision, and an Information HUD. At the 16th level, the biomask gives the user zoomed vision, doubling the range of the users vision. And at level 20, as part of the Clan Elder ability, the information HUD upgrades.
Trackvision: This vision mode allows the predator to pick up traces of DNA that would be invisible to the naked eye, such as scent trails, bodily fluids, or DNA footprints left behind from skin cells. When using trackvision, the user gets +4 on all track checks. The Upgraded version allows the user to detect energy signals given of by organisms, allowing the predator to pick up a trail that can be up to several days old. When upgraded, the user gets +6 on all track checks.
Heatvision: This vision mode is a thermal vision. It reads heat signatures, giving the user +6 on spot checks.
Information HUD: at the initial level, information HUD receives information from a data library on the Pred-Pod. Giving the Predator +4 on all information checks. The Upgraded version of the information HUD gives the predator the ability to make any type of knowledge check, with a +6 bonus to the check.
Medicomp: the medicomp is used the same way as a health potion. a basic medicomp is the same as two potions of cure light wounds. the medicomp can be recharged in the pred-pod for 12 hours. with each capacity upgrade, the quantity count is increased by one. the medicomp can be upgraded as though it were a ring. however, the medicomp can only be upgraded up to +2. at +1, the medicomp counts as a potion of cure moderate wounds, and at +2, a potion of cure critical wounds.
Combi-stick: - see "Dual-Sided Spear"
Wristblade: - see "wrist claw"
Glaive: - see "two-sided glaive"
Speargun: - see "harpoon" range-60ft type:piercing
Cloaking Device: +5 on hide checks and hide in plain sight.
Smart Disc: damage:2d6 crit:x3 type: slashing weight: 2lbs
Ceremonial Sword: - see "great dueling sword"
Yautja Maul: damage: 1d12 crit:x3 type: Slashing/Piercing weight: 5lbs
Xenomorph Whip: damage: 3d8 and 1d6 acid dmg
Wrist Rocket: 2/day fireball 5d6
Plasma Castor: At the initial level, the plasma castor does 1d10 +1 piercing dmg plus 1d4 fire dmg. At level 10, the castor does 2d10/ 1d6 fire dmg. AT level 15, the plasma castor upgrades to do 3d10/ 1d6 fire dmg. At level 17, the predator may choose to select to modify the plasma castor. the predator may choose either a power mod, that does 4d10/1d10 fire dmg; or a tri-shot version, that can strike three targets at once, dealing 3d10/1d4 dmg.
Clan Elder: Gaining the rank of Elder, you have reached the peak of honor within your clan. your pred-armor is increased to +8, all skills get a +2 bonus, and you are allowed to upgrade 3 clan weapons of your choice (must be +2 or lower)
Ex-<-pluralized class name->
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->|| <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a Predator
Religion: Predators are rarely religious in a conventional sense but most will follow ancient traditions of their people related to honor, killing and most importantly, the hunt.
Other Classes: Predators will show respect for those who show some form of honor and fight fairly. They may not get along with those who use words to deceive others or fight like cowards.
Combat: In combat Predators can either stalk their pray from the shadows and eliminate it with ranged weapons or get in close and use their strength to tear a foe apart..
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-Predators in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: Predators will spend most of their day hunting prey or training.
Notables: Scar, Celtic, Wolf and other great hunters. Most known hunters are deceased.
Organizations: Predators are organized into family groups called clans. Within clans they are divided into hunting parties.
NPC Reactions: Most people will show fear towards Predators due to their reputation. Most will try not to offend them or present themselves as a threat.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Predators are hunters.|
|10||Predators are extraterrestrial hunters.|
|15||Predators are extraterrestrial hunters with a sense of honor.|
|20||Predators are extraterrestrial hunters with a sense of honor and will not attack people not perceived to be a threat.|
Predators in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: There are a few ways that Predators can be played. The first and most obvious would be to play them as the honorable warriors depicted in various media. Another would be to play them as a dishonored Predator that does not follow the rules of their race.
Sample Encounter: As your party was moving through the forest you heard a noise up in the trees. Looking up you see nothing but have a feeling that something is stalking you. About an hour later a large creature drops from the trees, roaring and threatening you with its wrist mounted blades. It only seems interested in your parties warriors.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.