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Knight Hunters Interdimensional Agent A KHI Agent is a supernatural or technologically powered troubleshooter that journeys all over the world or across dimensions to deal with scourges against humanity. Making a KHI Agent Adventures: KHI Agents can be found anywhere that there is trouble on a scale that endangers the innocent. They have been likened to Special Ops soldiers that can shoot a foe the next minute, and tenderly heal the injured the next, depending on their skill set. Most are more than capable fighters; while some prefer diplomacy first. They have access to cutting edge magical and technological gear and healing. Characteristics: Tough, reliable, compassionate, resourceful are all adjectives applicable to a member of KHI. Religion: KHI members run the gamut from the intensely devout to the militantly atheistic. Many have an inner strength that does not include gods, while others are simply very discreet in any worshipping. Races: KHI agents come from any walk of life that shares a need to keep others safe and healthy. Background: KHI recruits from any part of the world, any background and anywhere, as long as the applicant can meet the mental requirements. Other classes: KHI agents are fine with everyone as long as they're able to relax, lay back and have a good time when they're off the clock. While this works with pretty much anyone, some monks and stiffed-up paladins can cause some arguments. Probably the best companions will be fighters, rogues and bards. Alignment: Any. Those that still can hang onto an evil alignment are probably Neutral Evil, maybe they joined to just be part of a fighting squad. or are doing it for the glory. Anything worse than this didnt make the alignment test. Starting Gold: As rogue. Starting Age Simple. Height and Weight Any Table: The KHI Agent Hit Die: d8 Level Base Attack Bonus Saving Throws Special Unarmed Combat Damage Class Defens e Fort Ref Will 1st +1 +2 +2 +2 Hypersapience, Superior Training , 1d6 +1

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Knight Hunters Interdimensional AgentA KHI Agent is a supernatural or technologically powered troubleshooter that journeys all over the world or across dimensions to deal with scourges against humanity.Making a KHI AgentAdventures: KHI Agents can be found anywhere that there is trouble on a scale that endangers the innocent. They have been likened to Special Ops soldiers that can shoot a foe the next minute, and tenderly heal the injured the next, depending on their skill set. Most are more than capable fighters; while some prefer diplomacy first. They have access to cutting edge magical and technological gear and healing.Characteristics: Tough, reliable, compassionate, resourceful are all adjectives applicable to a member of KHI.Religion: KHI members run the gamut from the intensely devout to the militantly atheistic. Many have an inner strength that does not include gods, while others are simply very discreet in any worshipping.Races: KHI agents come from any walk of life that shares a need to keep others safe and healthy.Background: KHI recruits from any part of the world, any background and anywhere, as long as the applicant can meet the mental requirements.Other classes: KHI agents are fine with everyone as long as they're able to relax, lay back and have a good time when they're off the clock. While this works with pretty much anyone, some monks and stiffed-up paladins can cause some arguments. Probably the best companions will be fighters, rogues and bards.Alignment: Any. Those that still can hang onto an evil alignment are probably Neutral Evil, maybe they joined to just be part of a fighting squad. or are doing it for the glory. Anything worse than this didnt make the alignment test.Starting Gold: As rogue.Starting Age Simple.Height and Weight Any

Table: The KHI AgentHit Die: d8

LevelBaseAttack BonusSaving ThrowsSpecialUnarmed Combat DamageClass Defense

Fort Ref Will

1st+1 +2 +2+2Hypersapience, Superior Training , Unarmed Combat Damage, Class Defense Bonus, Genesis, Feat1d6+1

2nd+2+3 +3 +31d6+1

3rd+3+3 +3 +3Feat1d6+2

4th+4+4 +4+41d8+2

5th+5 +4 +4+4Feat1d8+3

6th+6/+4+5 +5+5Species Knowledge, Orbital Drop1d8+3

7th+7/+5 +5 +5 +5Feat1d8+4

8th+8/+6 +6 +6+61d10+4

9th+9/+7+6 +6 +6Feat, Portal Ability1d10+5

10th+10/+8 +7 +7 +71d10+5

11th+11/+9 +7 +7+7Feat1d10+6

12th+12/+10+8 +8 +8Teleport Drop2d6+6

13th+13/+11 +8 +8 +8Feat2d6+7

14th+14/+12 +9 +9 +92d6+7

15th+15/+13+9 +9 +9Feat2d6+8

16th+16/+14+10 +10 +102d8+8

17th+17/+15+10 +10+10Feat2d8+9

18th+18/+16 +11 +11 +11Greater Teleport Drop2d8+9

19th+19/+17+11 +11 +11Feat2d8+10

20th+20/+18 +12 +12+122d10+10

*While normally, a BAB progression such as this would lead to 4 attacks, the training involved spread over such a wide base precludes iterative attacks to balance the sheer possibilites.....

Skill Points: 8 + Int modifier per level after first.All skills are on the KHI Agent's roster. Species Knowledge is a class skill

Class FeaturesWeapon and Armor Proficiency: KHI Agents are proficient with all simple and martial weapons, firearms, light armors, and all shields except tower shields. In addition, KHI Agents may learn the use of 1 exotic weapon per Intelligence modifier.Superior Training- KHI Agents are specially trained to be tough and adaptable. At the first character level, Hit Points are determined by the character's Con score. In addition, the character is allowed their Intelligence score number of skills at their Intelligence Modifier +3, to represent their broad base of skills and exhaustive training.Unarmed Combat- All KHI Agents know that when all weapons and spells are exhausted, they can rely on their close combat training to win the day.Class Defense Bonus- This replaces/supersedes the Arcana Unearthed chart if there are any discrepancies.Genesis- One of the key advantages of being a KHI Agent is the ability to learn supernatural or unusual classes or power phenotypes. The KHI Agent may choose a template, species from the Savage Species book, or Osclecam's monster class to gestalt with their KHI Agent class, on a 1-to-1 basis. The DM has final say over any choices, as befits his campaign. Any class that does not have a humanoid form may acquire one at a cost of one supernatural ability, determined by the DM.Species Knowledge- The KHI may select a creature type, beginning at 6th level. As long as the KHI Agent has 9 ranks or more in a given Species Knowledge (Creature Type), he may critical that creature as normal if its description normally prevents such actions. Creature types available are: Aberration, Construct, Plant,Ooze or Undead, Orbital Drop- Beginning at 6th level, the KHI Agent can request an Orbital Drop. The Orbital Drop is a cruise missile launched from a KHI Producer satellite. The missile's payload is a shielded cargo pod that contains supplies requested by the KHI Agent, keyed to their retinal scan and DNA trace to their personal cell phone/PDA. An Agent may request an Orbital Drop once per day.The replicators onboard the satellite make the requested item and it is launched to a nearby rendevous point for the Agent to retrieve. The Agent must roll a Level +Charisma check to 'negotiate' the package release. The check DC is against the purchase DC of the item requested and a natural 20 is not always a success. A natural "1" is always a failure; either the item is not available or the launch trajectory was off and the item burned up in the atmosphere or some other plot-appropriate problem. The package arrives in 10 minutes and lands 5x1d100 feet away, usually in an accessable region. It can be visually tracked on approach, and possibly destroyed by appropriate measures.The Agent may request up to their level in items, each extra item adds +1 to the DC. Weapons come packaged with 6 clips of normally available ammunition. Any magical plus adds the DC as appropriate; all items must be level-appropriate.Example: A 6th level Agent with an 18 Charisma (+4 mod) requesting an HK MP5A1 (Purchase DC 19) need only roll a 9. Use the highest purchase DC as the baseline when ording multiple items.At 12th level, this becomes a Teleport Drop, all the above applies, but the Agent has to roll a teleport check depending on their familiarity with the area, as they must relay their position to the Duty Mage responsible for teleporting the equipment. The arrival time is cut to 5 minutes and the package arrives within 50ft. A Teleport Drop ("T Drop")may be requested 2 times per day.At 18th level, this becomes a Greater Teleport Drop; the Duty Mage has no chance of teleporting the material off course. Arrival time is 2 minutes and 30 seconds. A Greater Teleport Drop ("GT Drop") may be requested 3 times per day and it arrives within 5 ft.Portal Ability- Beginning at 9th level, the KHI Agent is given the capacity to use the gate spell once per day. The Agent may only use the transportation spell version, not the summoning variant. The Agent must also make a Knowledge (The Planes) check, DC 15 in order to successfully use this spell to get to a given location. Failure means possibly getting lost on an unknown plane, but KHI is really good about monitoring failures like this and a rescue can usually be expected within the recharge period of the spell. Those that abuse this power will find it rapidly taken away, as it is granted only by KHI's good graces.

Ex-KHI AgentsThere are NO ex-KHI agents, at least none that betrayed them......Epic KHI AgentTable: The Epic KHI Agent Hit Die: d8

LevelSpecial AC Bonus

21stBonus Feat+11

22nd- +11

23rdBonus Feat +12

24th- +12

25thBonus Feat+13

26th-+13

27thBonus Feat+14

28th- +14

29thBonus Feat +15

30th- +15

Bonus Feats: The epic KHI Agent gains a bonus feat (selected from the list of epic barkeeper bonus feats) every other level after 20th.