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

Race. Elite

Class Information[edit]

Hit Die: d8

Action Points: attains a new level in this class.

Class Skills[edit]

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.

Class Table[edit]

Table: The Arbiter
Level Base
Attack Bonus
Rep Def Special FX Abilities per Day
0 1st 2nd 3rd 4th 5th
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
5th +5 +6 +6 +2 +5 +4 Lead Troops/5, 6 5 4
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
8th +8 +9 +9 +3 +8 +6 Lead Trpoops/8
9th +9 +10 +10 +4 +9 +6 Lead Troops/9
10th +10 +12 +12 +4 +10 +7 Lead Troops/10

Class Features[edit]

The following features pertain to the arbiter advanced class.

FX List[edit]

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

Arbiter Armor[edit]

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.

Lead Troops[edit]

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.

Inspire Troops[edit]

Allies under an Arbiters command get a +1 to all saves.

Alien Craft Operation[edit]

An Arbiter gains Alien Craft Operation as a bonus feat at 3rd level.

Bonus Feat[edit]

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[edit]

An Arbiter gains Never Say Die as a bonus feat at 4th level.

Alien Linguist[edit]

An Arbiter gains Alien Linguist as a bonus feat at 6th level.

Demand Respect[edit]

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.

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