I am such a nerd. One time, I took up my computer and just wrote the entire Fire Warrior class for D&D. Now I’ve got this really long document and no use for it, because Fire Warriors have no place in D&D. But I’ll post it here, just because.
Fire Warrior
Description: The fire warrior is the backbone of the Tau fighting force. Whether it’s an invasion of Orks, Space Marines or Tyranids, fire warriors are always the ones defending the borders of the Tau Empire. The fire warrior is a master of ranged weaponry.
Races: Tau. In order to be a fire warrior, you must be a Tau born into the Fire caste, although sometimes an exception can be made.
Alignment: Any.
Abilities: Fire warriors rely on Dexterity and Constitution to keep their ranged combat skills up and to take in more enemy fire. Strength can also be handy for situations when a gun would be too close to the enemy.
Hit Die: d10.
Class Skills: The fire warrior’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Craft (trade skill) (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (military tactics) (Int), Move Silently (Dex), Profession (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: A fire warrior is proficient with all simple and martial weapons, plus pulse rifles and pulse carbines. Fire warriors are proficient with light armor and medium armor, plus Tau fire warrior armor, but not shields.
Ranks: As a fire warrior advances in experience, he will eventually take upon a Trial by Fire. If he survives the trial, then he will be upgraded to the next rank. A fire warrior that receives a bonus feat due to rank does not need to meet the requirements, but the feat may not be used as a requirement for another feat unless all the bonus feat’s requirements are met. The ranks and their benefits are listed as follows:
Shas’la: The lowest fire warrior rank. A 1st level fire warrior is a Shas’la with no required Trial by Fire. A Shas’la has the benefits +1 to hit with ranged weaponry and Point Blank Shot as a bonus feat.
Shas’ui: The second lowest fire warrior rank. A 5th level Shas’la that passes a Trail by Fire becomes a Shas’ui. A Shas’ui has the benefits of an additional +1 to hit with ranged weaponry, Weapon Focus with pulse rifles as a bonus feat, and Shot on the Run as a bonus feat. A Shas’ui gains a XV15 Stealth battlesuit.
Shas’vre: The middle fire warrior rank. A 10th level Shas’ui that passes a Trial by Fire becomes a Shas’vre. A Shas’vre has the benefits of an additional +1 to hit with ranged weaponry, Weapon Focus with pulse carbines as a bonus feat, and Rapid Shot as a bonus feat. A Shas’vre gains a XV8 ‘Crisis’ battlesuit.
Shas’el: The second highest fire warrior rank. A 15th level Shas’vre that passes a Trial by Fire becomes a Shas’el. A Shas’el has the benefits of an additional +1 to hit with ranged weaponry, Weapon Specialization with pulse rifles as a bonus feat, and Sniper Shot as a bonus feat. A Shas’el gains a XV88 ‘Broadside’ battlesuit.
Shas’o: The highest fire warrior rank. A 20th level Shas’el that passes a Trial by Fire becomes a Shas’o. A Shas’o has the benefits of an additional +2 to hit with ranged weaponry, Weapon Specialization with pulse carbines as a bonus feat, and Precise Shot as a bonus feat. A Shas’o is the final rank of the fire warriors, and as such inspires courage in his companions. A Shas’o’s companions gain +5 to all saving throws when the Shas’o is within 30 ft.
In addition to these bonuses, having a rank will earn the fire warrior a certain amount of recognition depending on how far he has progressed.
Markerlight: At 2nd level, a fire warrior gains a markerlight for his ranged weapon if it is a pulse rifle, a pulse carbine or a Stealth suit burst cannon. Instead of firing a normal shot, the fire warrior may sacrifice one of his ranged attacks to fire a markerlight at his opponent. If the fire warrior or one of his allies attacks that opponent in the same turn, they will receive a +1 bonus to hit and damage. This number increases by one every other level after 2nd (to a maximum of +10 at 20th level). Keeping the markerlight steady and focusing it is a full-round action. The markerlight has a range increment of 200 ft.
Hard-wired Support Systems: At third level, and every three fire warrior levels thereafter, a fire warrior may select one of the following hard-wired support systems.
Multi-tracker: The fire warrior gains one more attack at his lowest base attack bonus with a -5 penalty.
Target Lock: The fire warrior chooses one enemy. He gains +2 to hit with his ranged weapon that round.
Blacksun Filter: The fire warrior sees twice as far in dark areas, as if he possesses low-light vision.
Drone Controller: The fire warrior gains drone companions. These may be gun drones or shield drones, or a combination of the two. The fire warrior may not have any more than two drones at any given time. Shield drones grant +2 to AC for all allies within 5 ft, including the shield drone. Gun drones have a twin-linked pulse carbine as a weapon, which has a base attack bonus equal to half the fire warrior’s level (rounded down). Drones have a base AC of 14 (+1 size, +3 dex) and 3 hp per fire warrior level.
Battlesuits: At the Shas’ui, Shas’vre and Shas’el ranks, a fire warrior gains a proficiency in one of three battlesuits. These battlesuits act like armor with weapon and support systems. They also grant special abilities to the fire warrior while he is wearing one. All battlesuits have the following traits in common.
Recoil Absorption: The fire warrior may always make a move action and a standard action when the battlesuit is being worn, even if the fire warrior is disabled.
Improved Sensors: The fire warrior may search for hidden enemies as a standard action while wearing the battlesuit. He gains +10 to his spot and listen checks against characters using the move silently or hide skill, and characters under the effect of the Invisibility spell.
Incredible Strength: The fire warrior calculates carrying capacity and loads as if he possesses 30 Strength while wearing a Crisis or Broadside battlesuit, or 20 Strength if he is wearing a Stealth suit. If the fire warrior’s current strength is higher than the Battlesuit’s carrying capacity Strength, then use the fire warrior’s strength score instead.
Clumsy: A fire warrior in a battlesuit takes a -5 penalty on skill checks that require delicate work. A fire warrior in a battlesuit also takes a -10 penalty on any skill checks involving using hands and fingers for manipulating objects. These penalties are lessened to -2 and -5 if the fire warrior is using a Stealth suit.
In addition to these, battlesuits have the following stat bonuses and may take the following upgrades. Note that the Battlesuit’s AC bonus does not stack with other armor bonuses and they have a maximum dexterity bonus of +0, although they do not incur an armor check penalty.
XV15 Stealth: +4 AC, +2 Strength. A Stealth suit is size medium. A Stealth suit comes with a burst cannon. The Stealth suit may become invisible for ten minutes, as if under the effects of an Invisibility spell. A Stealth suit has a fly speed of 20 ft and a maneuverability rating of perfect. A Stealth suit requires the Shas’ui rank.
XV8 Crisis: +6 AC, +4 Strength, +2 Constitution. A Crisis battlesuit is size large. A Crisis battlesuit must take three hard points worth of weapon or support systems. A Crisis battlesuit has a fly speed of 40 ft and a maneuverability rating of perfect. A Crisis battlesuit requires the Shas’vre rank.
XV88 Broadside: +8 AC, +4 Strength, +2 Constitution. A Broadside battlesuit is size large. A Broadside battlesuit must take two weapons systems (either smart missiles or twin-linked plasma rifles) and one support system. One of the weapon hard points already has twin linked rail guns. A Broadside battlesuit has a fly speed of 30 ft and a maneuverability rating of perfect. A Broadside battlesuit requires the Shas’el rank.
Battlesuit Weapon and Support Systems: A XV8 Crisis or a XV88 Broadside must select weapon or support systems. A Crisis battlesuit may not use rail guns or smart missiles.
Weapon systems: Burst Cannon (3d6 damage, 19-20/X2 critical, range increment 50 ft, 25 lbs), Flamer (4d4 damage, X3 critical, 20 ft cone, 25 lbs), Missile Pod (4d8 damage, X2 critical, range increment 100 ft, 20 lbs, 5 ft blast radius, may only fire once), Plasma Rifle (3d8 damage, X2 critical, 60 ft range increment, 25 lbs), Fusion Blaster (5d8 damage, X3 critical, 20 ft range increment, 25 lbs, may only fire twice, may only target vehicles and buildings), Rail Gun (5d12 damage, X2 critical, 200 ft range increment, 50 lbs, may only fire once, may only target vehicles and buildings), Smart Missiles (3d6 damage, X3 critical, 50 ft range increment, 25 lbs, no line of sight needed outdoors). A weapon system may be twin-linked. A twin-linked weapon system rerolls a missed attack once. The second result stands. However, a twin-linked weapon system takes up two gun hard points (unless it’s on a Broadside), and weighs as much as two weapons.
Support Systems:
Multi-tracker: Allows a battlesuit to fire two weapons as a full-round action. They need not be fired at the same target.
Target Lock: The fire warrior chooses one enemy. He gains +2 to hit with his battlesuit’s ranged weaponry that round.
Stacks with the hard-wired version of Target Lock.
Shield Generator: Adds a +4 bonus to AC.
Drone Controller: While the fire warrior is wearing the battlesuit, he may choose to have more drone companions in the same way as the hard-wired drone controller. All drones stack.
Seeker Missiles: At 10th level, if there is a friendly Devilfish, Hammerhead or Skyray outfitted with Seeker Missiles within 10 miles, the fire warrior may request one to fire at a target picked out by markerlight. The fire warrior must focus his markerlight on the target for one round per mile away the ship is from the target; otherwise the missile goes off-course and is wasted. When the seeker missile hits, it deals 8d8 damage to the target. The fire warrior may do this once per day at 10th level, and another time per day every three levels thereafter (to a maximum of four times per day at 19th level).
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Shas’la
2nd +2 +3 +3 +0 Markerlight +1
3rd +3 +3 +3 +1 Hard-wired support system
4th +4 +4 +4 +1 Markerlight +2
5th +5 +4 +4 +1 Shas’ui, battlesuit
6th +6/+1 +5 +5 +2 Markerlight +3, hard-wired support system
7th +7/+2 +5 +5 +2 ——————
8th +8/+3 +6 +6 +2 Markerlight +4
9th +9/+4 +6 +6 +3 Hard-wired support system
10th +10/+5 +7 +7 +3 Shas’vre, battlesuit, markerlight +5, seeker missile 1/day
11th +11/+6/+1 +7 +7 +3 ——————
12th +12/+7/+2 +8 +8 +4 Hard-wired support system, markerlight +6
13th +13/+8/+3 +8 +8 +4 Seeker missile 2/day
14th +14/+9/+4 +9 +9 +4 Markerlight +7
15th +15/+10/+5 +9 +9 +5 Shas’el, battlesuit
16th +16/+11/+6/+1 +10 +10 +5 Markerlight +8, seeker missile 3/day
17th +17/+12/+7/+2 +10 +10 +5 ——————
18th +18/+13/+8/+3 +11 +11 +6 Markerlight +9
19th +19/+14/+9/+4 +11 +11 +6 Seeker missile 4/day
20th +20/+15/+10/+5 +12 +12 +6 Shas’o, markerlight +10
Pulse Rifle: 2d6 damage, 19-20/X2 critical, range increment 100 ft, 5 lbs.
Pulse Carbine: 2d6 damage, 18-20/X2 critical, range increment 50 ft, 5 lbs, fortitude save DC 10 or become shaken.
Fire Warrior Armor: +4 AC, +6 Max Dex bonus, armor check penalty -2, 30 ft movement, 20 lbs.
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