Arbiter (D20 Modern Advanced Class)
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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.
Alignment: Lawful Evil
Hit Die: d8
Action Points: attains a new level in this class.
The arbiter’s class skills (and the key ability for each skill) are: Computer Use, Demolitions, Drive, Hide, Jump, Listen, Move Silently, Pilot, Repair, Treat Injury
Skill Points at Each Level: 6 + Int modifier.
|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||—|
The following features pertain to the arbiter advanced class.
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.
At 3rd, 6th, and 9th level, the ARBITER gets a bonus feat. The bonus feat must be selected from the following list, and the Gunslinger must meet all the prerequisites of the feat to select it.
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.