Marines (D20 Modern Class)
Squad Information[edit]
Number of Units: 3
Max number of Units: 3
Hit Die: 1d6+Con(1d6+Con per unit, 1d6+Con if only one unit)
Action Points: 3 + one-half character level, rounded down, every time the character attains a new level in this class.
Squad Skills: The Marine’s class skills (and the key ability for each skill) are: Demolitions (Int), Intimidate (Cha), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Spot (Wis), Survival (Wis), Treat Injury (Wis).
Skill Points at Each Level: 4 + Int modifier.
The Marine squad Levels[edit]
Squad Level | base attack bonus | special | Fort save | Ref save | Will save | Defense bonus | Reputation bonus |
1st | +1 | Bonus Feat | +1 | +1 | +0 | +1 | +0 |
2nd | +1 | New Blood | +1 | +1 | +0 | +1 | +0 |
3rd | +2 | Bonus Feat | +2 | +2 | +0 | +2 | +0 |
4th | +3 | Improved RPG Critical | +2 | +2 | +0 | +2 | +0 |
5th | +3 | Bonus Feat | +3 | +3 | +1 | +3 | +1 |
6th | +4 | Medic | +3 | +3 | +1 | +3 | +1 |
7th | +4 | Improved Medical Expertise | +4 | +4 | +1 | +4 | +1 |
8th | +5 | As a Unit | +4 | +4 | +1 | +4 | +1 |
9th | +5 | Bonus feat, Improved combat reaction | +5 | +5 | +2 | +5 | +2 |
10th | +6 | Legendary Marine | +5 | +5 | +2 | +5 | +2 |
Class Features:
The following features pertain to the Marine Squad.
Armor and Weapon proficiency[edit]
A Marine gains armor proficiency (Medium), and weapon proficiency.
New Blood[edit]
Marine Squad Maximue size +1. +1 to AC and Attack Bonus if there is 4 units in the squad.(this feet only stacks with the medic feat, for a maximum size of 4)
Bonus Feats[edit]
At 1st, 3ed, 5th and 9th level, the Marine gets a bonus feat. The bonus feat must be selected from the following list, and the Hunter must meet all the prerequisites of the feat to select it.
Advanced Firearms Proficiency, Double Tap, Burst Fire, Cleave, Combat Reflexes, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Far Shot, Great Cleave, Power Attack, Point Blank Shot Iron Sight,.
Improved RPG Critical[edit]
Marines's RPG becomes an extention of their arm as their Critical range increase by one.(example 20 to 19-20)
Medic[edit]
A Marine Squad Maximue size + 1. +1 to AC and Attack Bonus if there is 5 units in the squad. this feet only stacks with the New Blood feat, for a maximum size of 5)
and one of the Marines gains the ability recover the squad health one point per unit plus the Marine dubbed Medic con. (example, 5 units in the sqaud plus 3 for the medic's con, 5+3= 8 ,per round not in conflict)
Improved Medical Expertise[edit]
The Marine Medic Knoweldge granting a +4 to heal.(examples, 5(number of units)+4(bonus)+3(con)=12 or 2(numer of units)+4(bonus)+3(con)=9)
As a Unit[edit]
At 8th level, a Marine learns how to better fight along side fellow Marines. He adds a bonus equal to the average level of all his Marine allies, +1 per Marine squad who he has communication with in any way whether it be sight of each other or verbal communication to their attack and damage rolls. for this ability to function each of the participating Hunter must have made an initiative roll for the same encounter.(example. three squads in an area, not units, levels are 3,7,9; they would gain a bonus of 9, (squad levels added and find the average level, plus one for each squad) 3+7+9= 19 /3= 6+ 3)
Legendary Marine[edit]
At 10th level, a Marine gains access to all of the following combat options:
No Mercy[edit]
A Hunter can deliver a coup de grace as a standard action (though it still provokes an attack of opportunity)
Second Wind[edit]
A Hunter's Fight Through ability improves so that, he now comes back with double his Base fortitude save in hit points.
Shrug it Off[edit]
A Hunter is legendarily tough and can shrug off damage equal to his constitution score 3/day with a successful fortitude save DC 10 plus the amount of hit points missing. the maximum the DC can increase in this manner is equal to the Hunter constitution score. (example a Hunter with 20 / 40 hit points and a con score of 13 can heal 13 points of damage as full round action by making a DC 23 [10 +HP missing max 13] fortitude save. putting him at 33 /40 HP. If the Hunter sustains any damage during this time the attempt automatically fails. no matter the reason if the fortitude save fails the attempt is wasted.
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