Contractor (D20 Modern Advanced Class)

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Contractor abilities are gained from exposure to Lanceropt Radiation. This radiation is commonly generated by the use of a Large Hadron Collider in the vicinity of a fragment of a large meteorite that fell in the Pacific Ocean. They are called contractors due to the fact that they have to have some sort of payment for their abilities. Their though processes are unaffected by emotion and are almost always neutrally aligned. Abilities differ from contractor to contractor and can be nearly anything.


Requirement 1: Exposure to Lancelnoptchrotron radiation and presence of a meteor fragment.

Class Information[edit]

Hit Die: d8

Action Points: 7 + one-half character level, rounded down, every time the Contractor attains a new level in this class.

Class Skills[edit]

The Contractor’s class skills (and the key ability for each skill) are: Concentration (con), Diplomacy (cha), Drive (dex), Knowledge Arcane Lore (int), Navigate (int), Survival (int), Listen (int), Spot (int), Sense Motive (wis)

Skill Points at Each Level: 5 + Int modifier.

Class Table[edit]

Table: The Contractor
Level Base
Attack Bonus
Special Rep Def
Power Points/Day
1st +1 +1 +1 +1 Contractor Powers,Payment +1 +1 4
2nd +1 +1 +1 +1 Powers +1 +1 6
3rd +2 +1 +1 +2 Bonus Feat,Improved Powers +2 +2 8
4th +3 +2 +2 +2 Powers,Power Weapon +3 +2 10
5th +3 +2 +2 +2 Powers,Charge Powers +3 +3 14
6th +4 +3 +3 +3 Bonus Feat,Improved Powers +4 +3 26
7th +5 +3 +3 +3 Power Penetration,Powers +5 +4 38
8th +5 +3 +3 +3 Powers,Improved Power Weapon +5 +4 44
9th +6 +4 +4 +4 Bonus Feat,Powers +6 +5 56
10th +6 +5 +5 +5 Supercharge Power,Powers +6 +6 68

Class Features[edit]

The following features pertain to the Contractor advanced class.


Contractor Powers: You gain an ability unique to you. This ability can be whatever you want, within reason. Use of this ability requires payment afterward.


Payment: After using your contractor abilities you must pay a price. This price is usually in the form of an OCD like routine. It can be whatever you choose but failure to pay more than 2 hours after use results in death. Also once chosen it cannot be changed.

Improved Powers: (can be taken more than once) Powers become more powerful. +1d6 to damage for any power of your choice

Power Weapon: Use powers to enhance a weapon to deal +1d6 damage of power type. +2 Power Point cost

Charge Powers: Power becomes a full round action to double the damage output. +2 Power Point cost

Power Penetration: Attacks with power become touch attacks. +2 Power Point cost

Improved Power Weapon: Same as Power Weapon +2d6 damage. +2 Power Point cost

Supercharge Powers: Power becomes full round action and all variables are maximized. Double Power Point cost

Contractor Spells : A Contractor's spells depend on the Contractor's ability. A Contractor can manipulate their ability to do whatever they desire. Contractors always have an ability to deal 1d3, 1d6, or 1d8 of whatever type of damage pertains to their ability. These damaging abilities use 2, 4, and 6, power points respectively.

Bonus Feat[edit]

At 3rd, 6th, and 9th level, the Contractor gets a bonus feat. The bonus feat must be selected from the following list, and the Contractor must meet all the prerequisites of the feat to select it.

Alertness, Attentive, Blind-Fight, Combat Expertise, Deceptive, Focused, Frightful Presence, Hide Power, Iron Will, Renown, Stealthy


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