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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
Unarmed
Combat
Damage
1d6

Class
Defens
e
+1

1d6
1d6

+1
+2

Saving Throws
Level
1st

Base
Attack Bonus
+1

Fort
+2

Ref
+2

Will
+2

2nd
3rd

+2
+3

+3
+3

+3
+3

+3
+3

Special
Hypersapience,
Superior Training ,
Unarmed Combat
Damage, Class
Defense Bonus,
Genesis, Feat
Feat

4th
5th
6th

+4
+5
+6/+4

+4
+4
+5

+4
+4
+5

+4
+4
+5

7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th

+7/+5
+8/+6
+9/+7
+10/+8
+11/+9
+12/+10
+13/+11
+14/+12
+15/+13
+16/+14
+17/+15
+18/+16

+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11

+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11

+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11

19th
20th

+19/+17
+20/+18

+11
+12

+11
+12

+11
+12

Feat
Species Knowledge,
Orbital Drop
Feat
Feat, Portal Ability
Feat
Teleport Drop
Feat
Feat
Feat
Greater Teleport
Drop
Feat

1d8
1d8
1d8

+2
+3
+3

1d8
1d10
1d10
1d10
1d10
2d6
2d6
2d6
2d6
2d8
2d8
2d8

+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9

2d8
2d10

+10
+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 Features
Weapon 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 Agents
There are NO ex-KHI agents, at least none that betrayed them......
Epic KHI Agent
Table: The Epic KHI Agent
Level
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th

Hit Die: d8
Special

Bonus Feat
Bonus Feat
Bonus Feat
Bonus Feat
Bonus Feat
-

AC Bonus
+11
+11
+12
+12
+13
+13
+14
+14
+15
+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.

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