Arbiter, Variant (D20 Modern Prestige Class)

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The title of Arbiter was the highest possible honor bestowed upon a Covenant Sangheili by the Hierarchs during a time of great need. It is the greatest religious rank of the Sangheili, although the Councilor is considered to have superior political and military status. The Arbiter acts as a sort of field marshal, going on missions for the Prophets and during incidents such as the Taming of the Hunters, the Grunt Rebellion, the Human-Covenant war, and most recently, the threat of the Heretics.

The Arbiter is sent on the most perilous and daunting missions in desperate times of when he is needed which are often tantamount to suicide. In fact on those missions, the Arbiter is expected to die and be revered thereafter as another great martyr of the Covenant on their path to the Great Journey.

(Taken from Halo Nation

The Arbiter is a powerful warrior who strikes with terrible fury then vanishes.

We are the arm of the prophets but you are the blade. Strike swiftly and we will quell this heresy without incident.
—Rtas 'Vadum, Special Forces Commander of the Covenant

To qualify to become a Arbiter, a character must fulfill the following criteria.

  • Base Attack Bonus: +6.
  • Skills: Hide 6 ranks, Move Silently 6, Intimidate 5
  • Feats: Exotic Weapon Proficiency (Energy Sword), Armor Proficiency (Medium)
  • Race:Elite
  • Special: Must be chosen by the three Covenant Hierarchs and given the Armor of the Arbiter.

The following information pertains to the Arbiter prestige class.

Action Points
Arbiter gain a number of action points equal to 4 plus one-half their character level, rounded down, every time they attain a level in this class.

Table: The Arbiter
Hit Die: d10
Level BAB Fort Reflex Will Class Features Def Rep
1 +1 +1 +1 +0 Weapon Specilization(Energy Sword) +1 +1
2 +2 +2 +2 +0 +1 +1
3 +3 +2 +2 +1 Two Weapon Fighting +2 +2
4 +4 +2 +2 +1 Favored Enemy 1st +2 +2
5 +5 +3 +3 +2 +3 +3
4 +6/1 +3 +3 +2 +3 +3
7 +7/2 +4 +4 +2 Improved Two Weapon Fighting, Favored Enemy 2nd +4 +4
8 +8/3 +4 +4 +2 +4 +4
9 +9/4 +4 +4 +3 +5 +5
10 +10/5 +5 +5 +3 Greater Two Weapon Fighting,Favored Enemy 3rd +5 +5

Class Skills (4 + Int modifier per level)
Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Knowledge (History), Move Silently (Dex), Navigate (Int), Profession (Wis), Repair (Int), Search (Int), Spot (Wis), and Survival (Wis).

Class Features[edit]

Weapon (Energy Sword):The Arbiter gains a +2 damage with an Energy Sword.

Two Weapon Fighting (normal, improved and Greater) :The Arbiter gains the use of the feats of the same names while using Energy Swords and plasma rifles.

Favored Enemy:The Arbiter may take one race/organization (Humans, a group of Heritics) named by the prophets as enemies every time he gains this ability. He gains a +2 bonus on any skills relating to his chosen group.


Any Arbiter who loses favor with the prophets will retain his abilities but will be executed or killed if unable to be apprehended. An Arbiter that openly fights the prophets is a Rogue Arbiter and will have a high price on his head.

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