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Striders in RIFTS

Green Strider Storm-1b




N56905123 30526407 5350

Code Name: Hiryu

Status: A-Class

Age: 21

Weight: 187 lbs.

D.O.B.:???

Hiryu (whose code name is Japanese for "Flying Dragon") is one of the youngest Striders ever to achieve the rank of A-Class. His skill is unmatched by many Striders but equal to his friend Kain whom he has known ever since he started training at Moralos. Hiryu has faced and defeated such threats as Emperor Meio (Hiryu's arch nemesis), Strider Matic (a currupt Vice Director of the Striders) and Onslaught (Psyche of goodwill Mutant representative, Dr. Charles Xavier. aka Professor X, founder of the infamous "X-Men"). His weapon of choice is a cypher which he calls "Falchion". With Hiryu's skilled swordsmanship, it's able to cut through the thickest of metals or kill a living being instantly. Hiryu has no family and no one knows anything about his background. He remains a mystery to those around him and a deadly threat to his enemies.

Kaines

Code Name: Kain

Status: A-Class (K.I.A.)

Age: 21

Weight: 196 lbs.

D.O.B.: Oct. 25 2024

Despite his skill, other Striders were not too fond of Kain due to his ego. In the heat of battle, he tended to show off and take matters into his own hands, making his style of combat rather flashy, yet effective. Like Hiryu, Kain's weapon of choice is a cypher in which he's also skilled at using. He was the only friend of Hiryu and was killed in action during Project: Zain.

Sheena1

Code Name: Sheena

Status: C-Class (K.I.A.)

Age: 20

Weight: 135

D.O.B.: Apr. 7th 2025

Known to be very loyal to her comrades, Strider Sheena was definitely one of the most well disciplined of all C-class Striders? In addition to her wit and tactical prowess, Sheena was also quite skilled as both a markswoman and weapons combatant. This has been proven by all the time she has spent in Moralos' combat simulation room. Her flaw however, was that she tended to rush into battle assuming that she had followed all the rules. Sheena was killed in action during Project: Zain

STRIDER OCC



By the year 1998 a series of disasters that had plagued the world came to a long-awaited end. The future of Earth remained uncertain. People realized the desperate situation they were in and began to use the energy they had once saved for fighting each other to help the poor and the homeless. Gradually, through the efforts of a great many caring human beings, the standard of living rose to a tolerable level. A few years later, in a small Eastern European nation called Kazakh, unusual activity was reported by a rancher. He said that he had seen several’ red dots’ move across the sky and disappear behind a mountain. They made no sound at all, he said. Three days after the sighting, though,

Creatures that no one had ever seen before surfaced in the capital city. They leveled the capital in a matter of days! Nothing remained but the rubble of demolished buildings and the occasional desperate cry of someone trapped beneath them... The creatures marched across the entire European continent, doing the same kind of damage they had in Kazakh. Not long after, North and South America met the same fate. Just weeks after the beings had first exposed themselves, 5 entire continents had been completely wiped out! Any survivors were taken and used as slaves. Their lives had become a horrible nightmare from which they might never awaken... The wicked mind behind the devastation was Meio, the Grand Master who studied the life patterns of Earth's inhabitants from his home on a distant nebula. His ultimate plan was to rule the world from a space station he had built between Earth and its loan moon. The "Third Moon" would serve as his control and planning center. News reports told of the sheer annihilation of 80% of the living things on the planet. The report was picked up by the inhabitants of a small island called Moralos, somewhere in the South Seas. Moralos was the secret training location for the Striders, the last defenders of justice on Earth. Hiryu, the youngest man ever to achieve the rank of A-class Strider was assigned the incredible task of getting through the armies of creatures and stopping Grand Master Meio from carrying out his plans. (All of this of course is on and alternate Earth, or possibly RIFTS Earth of the past.) Strider Hiryu - The Zain project.

"The Striders: They are the toughest group of people who execute acts such as infiltration, abduction, explosion, instigation, etc." Hiryu was the youngest strider of Super-A grade. One strider of C-grade is equivalent to one well trained team of special corps all rolled into one package. After eliminating the sister of a mad A-grade Strider, he decided to retire and was spending his life peacefully in Mongolia. One day the Vice Director of Strider, Matic, showed up. Apparently, Hiryu's friend Kain had been caught by the enemy. Matic ordered Hiryu to destroy his friend Kain and threatened to start slaughtering Mongolians if he refused. Hiryu had no choice but to return. After rescuing Kain, he discovered the fearful plan conceived by the Striders and an organization called "Syndicate", an evil project called "ZAIN". Hiryu decided to destroy the ZAIN mind control weapon along with Syndicate and the Striders.

Strider O.C.C.

As stated above the striders are and elite combat organization of ninja like warriors. They are divided up into 3 different class rankings: C, B, and A. Each class denotes a level of skill and expertise that a strider reaches through out there lives and training. A striders skills and abilities are like that of the Cyber-Knights only far greater. Each strider is specialized in a weapon of their own choice. However most A class striders primarily use cyphers.

Cyphers are special swords constructed to be a deadly versatile weapon, (see above picture of the weapon in Hiryu's right hand). These plasma blade weapons can cut through almost anything and they never dull.

' Class C'striders are striders who have completed their basic training and are ready to advance onto bigger better things like advancing to the next class. Some extra-ordinary striders will advance right to the next class right after basic training.

Class B striders are where most of the striders find themselves. At this point the strider does not have to try and advance onto the next level since the training is grueling. Attaining class B can be done both by additional training or being and above average, or extra-ordinary person, and getting the status right out of basic training, or they can attain the class though experience.

Class A striders are few and far spread. Mostly it is the veteran striders and a few special

Individuals who are of this class. These warriors are truly deadly, and they tend to use only edged weapons, primarily the cypher. Some will carry 2, but most carry only one and usually a few additional weapons.

Attribute Requirements:I.Q, 10, and a P.E. of 14 or higher, a high P.S. and P.P. is helpful but not mandatory.

Special Bonuses: First off you need to know which strider class you will start off as. Role percentiles, a 1 -40 is a class C strider; a 41-79 is a class B strider; an 80-00 is an A class strider. These classes can also be attained by level advancement. At level 5 the strider becomes a class B strider, they get the supernatural MDC rating at the level the attained class B. At level 10 the strider has attained the class A ranking and all of the special bonuses listed below for being a class A, but note that they only get a +3 to their P.S. and P.E. attributes and their MDC is at the level at which they attain class A. All classes do retain their HP even if they are MDC like A class.

C Class Striders:

Add I d4x 10 to their SDC, and they get to add I d6 to their P.S. and 2d6 to their P.E. attribute.

B Class Striders:

Add 1d4x 10 to their SDC, and they get a supernatural MDC rating equal to their P.E. plus 1d4 every level, this is in relation to their SDC, when the MDC is gone go to the

Characters SDC. They also get to add 1d6+2 to their P.S. and 2d6+2 to their P.E. attribute.

A Class Striders:

Due to their extreme training and other mystic modifiers the strider is now a Mega-Damage being. Simply convert their SDC rating into MDC and add 1d6x 10 plus they get I N each level. They also gain 1d6+5 to their P.S. and 2d6+5 to their P.E. attribute.

O.C.C. Skills:

Language: six of Choice (+ 15%)

Detect Ambush (+20%)

Detect Concealment (+20%)

Escape Artist (+10%)

Prowl (+ 15%)

Disguise (+10%)

First Aid (+5%)

Acrobatics (+15%)

Gymnastics (+15%)

Climbing (+ 15%)

Streetwise (all) (+5%)

Eight Physical skills of choice (+5% where applicable)

W.P.: 2 of choice.

W.P. Cypher (weapon mastery+ sharpshooter)

Hand to Hand: (Art of the Strider) + 2 Martial Arts of choice from ninjas and super spies (including exclusive) * Can select Assassin at the cost of 2 other skills.((that means 3 full forms including exclusive not 1 exclusive and multiple non exclusive forms.)).

O.C.C. Related- Skills: Select 10 additional skills,

plus select an additional skill at levels 3, 6, 9, 12. All

new skills start at level I proficiency.

Communications: Any

Domestic: Any

Electrical: Basic Electronics only

Espionage: Any (+10%)

Mechanical: Mechanical Engineer, and Weapons

Engineer only (+5%)

Medical: Criminal Sciences & Forensics, and First Aid, and Holistic Medicine(all), Acupressure, Acupuncture only.

Military: Any

Physical: Any, (+10% where applicable)

Pilot: Any

Pilot Related: Any

Rogue: Any (+10%)

Science: Chemistry, and Math-Basic only.

Technical: Any (+5%)

W.P.: Any

Wilderness: Any (+5%)

Secondary-Skills: The character also gets to select 8 secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

O.C.C. Abilities and Bonuses:

1. Strider Training: This is a grueling training regime that the person spends well over 10 years in training. Usually the person is around 10- 15 years old when they begin their training. When the training is over they gain the following bonuses, not including those gained at the special bonuses above. The characters gets a + 1 to strike. They get a + 1d4x5 to Speed, a + 1 to initiative, + 1 to Roll with impact, +3 to save vs. horror factor, and a +1 to the characters number of attacks. When the character reaches level 5, (class B), they get a +1 to all of their bonuses, Speed gets a +3. At level 10, (class A), they get a +2 to all of the bonuses so far, Speed gets a +4. Note though that if a person is already a class B strider they get the bonuses early, same with the class A. They will not get these bonuses again when they reach these levels and are already that class or higher.

Offensive stance: In this stance the Strider holds the Cypher like a bastard-sword and gains +1 to hit and +1 to damage. This bonus is not magical, but allows the Strider to hit creatures only hit by +1 magical or silver weapon (bonuses are cumulative with each slot taken for this skill).

Defensive stance:In this stance the Strider holds his weapon like a tonfa and receive +1 to Parry +1 to AR, +2 if 3 slots are devoted(bonuses are cumulative with each slot taken for this skill).

The Strider may continue specialization in the Cypher, and gains an additional +1 to hit, +1 to damage for every slot dedicated to the weapon.

2. Mystic Training: During their training, striders gain some minor skills in the mystic arts. The character starts with a P.P.E. of 4d6, and they gain 1d6 each level. The character gets only these spells, note though that they require no components if any. They can choose only one spell though at each level. Note though that some levels have no spells. You can not choose a spell from a previous level, its just that you do not get a spell for that level. (Class A striders get +2d6 P.P.E. Each level.) (A Strider can never learn anymore spells other than those gain by there levels ever even if they change there class.)

Level 1: Blinding Flash (1); Cloud of Smoke (2); See the Invisible (4). (+7 of choice any class any lv)

Level 2: Chameleon (7); Climb (7); Levitation (10). (+3 of choice)

Level 3: Breath Without Air(10); Float in Air(7); Ignite Fire(7); Impervious to Fire(10); Impervious to Poison(10); Invisibility: Simple(10); Negate Poison/Toxin(10); Resist Fire(7); Telekinesis(10). (+3 of choice any class any lv)

Level 4: Fire Bolt: Magic Net; Multiple Image; Shadow Meld. (+3 of choice any class any lv)

Level 5: Energy Disruption (10); Escape (7); Fly (7); Heal Wounds (10); Sleep (7); Superhuman Strength (20); Superhuman Speed (20). (+3 of choice any class any lv)

Level 6: Fire Ball (10); Impervious to Energy (20); Mask of Deceit (10); Reduce Self (6); Time Slip (20). (+3 of choice any class any lv)

Level 7: Invisibility: Superior (20); Metamorphosis: Animal; Wind Rush (20). (+3 of choice any class any lv)

Level 8: Eyes of the Wolf; Locate (40); Oracle (40). (+3 of choice any class any lv)

Level 9: Mute (90). (+3 of choice any class any lv)

Level 10: None.

Level 11: None.

Level 12: Metamorphosis: Mist (250). (+3 of choice any class any lv)

Level 13: None.

Level -14; Restoration (400) (+3 of choice any class any lv)

Level 15: None.

Special strider only spells gained on gaining C class:

(These spells use no components to cast, only PPE)

Cure light wounds:( 5) 1d10 self and 2 people touched

Cure medium wounds:( 10) 1d10 x10 self and 2 people touched

Cure heavy wounds:( 25) 1d10 x20 self and 2 people touched

Cure all wounds:( 50) 1d10 x50 self and 2 people touched

Fire bolt:( 5) 1d10 x10 + 1d10 x10/lv 1000ft + 5stk 80% ignite fires and combustibles

Spark ball(5) 1d10 x10 + 1d10 x10/lv 1000ft + 5stk 80% fry electronics including hardened electronics

Ice blast:(5) 1d10 x10 + 1d10 x10/lv 1000ft + 5stk

Mana bolt:(5) 1d10 x10 + 1d10 x10/lv 1000ft + 5stk

Chi bolt::(5) 1d10 x10 + 1d10 x10/lv 1000ft + 5stk

Earth quake(30) 1d10 x10 + 1d10 x10/lv 1-200ftr 1000ft +5stk

Shockwave:(30) 1d10 x10 + 1d10/lv + kd and kb 1ft/dmg pt 1-50ftr no dodge

Jump:( 5) x10 leaping distance

Haste:( 5) x2 speed and all combat bonuses

Hyper haste:( 10) x5 speed and al combat bonuses

Combat teleport:( 2) 1000ft line of sight can use as an auto-dodge

Headquarter teleport:( 30) used at end of mission to go home or no cost to go home if hp/mdc reaches below 30

Strider cypher-2

A Cypher

3. Weapon Proficiency: Cypher (and the actual weapon): The cypher is both the symbol and special weapon of the striders. Although not all striders use this weapon all striders do have a basic knowledge of how to use it. The cypher is a long sword with 2 handles. The handles are set to form an "L" shape if the blade were removed. The blade is set at the bottom of the "L" shaped hilt. The sword is usually used like a tonfa or night stick by way of holding the handle that sticks out from the side. This unique redesign of a long sword allows for both slashing attacks and piercing attacks. And with the advancement of technology the sword has become a truly devastating weapon.

Bonuses: +2 to strike and parry at level 1 an additional +2 to strike and parry at level 3, add another +I at levels 7, 11, and 14. Those not proficient in the weapon are at a -4 to using it. The cypher is also called a plasma sword since its blade can conduct plasma energy along its blade. Unlike other weapons that may be like this the sword never seems to run out of power which adds to its deadly capabilities. The blade can be held, and sheathed, but the second it is swung or used to attack the blade becomes active. Note though that there is a variant out there that is a double ended cypher, which is simply 2 cyphers connected at the ends.

Primary Purpose:Close Combat, Minor Ranged Combat Capabilities.

Mega-Damage:1d10x 10, can fire a small bolt of plasma that does only 1d10x 10MD. Inactive the blade can do 1d10x 10MD.

Rate of Fire:Equal to the wielders number of attacks.

Effective Range:Close Combat unless throw, Plasma Blast Range is 1000ft.

Payload:Effectively Unlimited

4. Super Grade: There are some striders who stand out above all others. These super striders are even more elite than the normal A class. These individuals are simply called Super a Grade. They are men and women are above all other striders. Only 1 in 100 striders ever are of the super a grade. The director of the striders is considered and super A grade as is the most famous of the striders, Hiryu. To determine if your character is of the Super grade role percentiles. Also you must meet certain requirements first.

1. The character must be an A class strider first, and at level 1.

2. The character must have a P.S., and P.E. of over 30, including bonuses form skills and O.C.C. bonuses.

3. On the percentile role you must get a 1 -20. If you get above this the character can not be of Super grade.

If the role is made then add the following to the characters attributes: +2 to P.S., +5 to P.P., and 4 to P.E., and +10 to Sped. The character gains a sort of supernatural danger sense. They get a +2 to Initiative, and a +1 to parry and dodge/Auto dodge. They also get a +10% to all skills, and a +2 to strike with the cypher. The character is at a +1 to strike with any other weapon. Last of all the character recieves a +1 to save vs. Psionics, magic, and horror factor.

Special super grade a abilities:

Strider armor: PE+ME x10+10+10/lv 1hr+1hr/lv +5parry

Strider bubble shield: PE+ME x100+100+100/lv 1-100ftr +5parry

no act while up 1hr+1hr/lv

danger sense: can never be ambushed includes long ranged attacks, prowl skill 60% or +15%if already possessed, +6int +6roll +4parry +4dodge 1act warning before attack strikes +1 act warning at lvs 4,7,10,13, and 15, +20% for skills of demolitions/medical/gymnastics/acrobatics/climbing/swimming/piloting/detection and impersonation

enhanced leaping: can fall x2 leaping distance, leap high x10ps +10ft/lv, leap long x5ps+speed x20 +10ft/lv, +4dspeed +6int +5dmg x2swimming speed

natural agility:automatic acrobatics/gymnastics and tumbling skill at 70+3%/lv, if you already have then at 95% and can go beyond 98% + acrobatic combat sync: always land on feet 70% almost impossible to throw, lay out tracking 75+5%/lv 600ftr +3s/p/d/r +6to all escape moves :+1d4+2pp +3ps +3pe +4speed +10sdc/mdc/hp

Other special skills:

Triangle jump: a wall to wall jump going up an over x2 leaping distance

Missile parry: 1/3pp with weapon 1/4pp barer handed

Missile grab: 1/3pp//

aerial stomp:1d6+ps+kd/2ft fall//

air drop:4d6+ps+kd +50%ko/ft fall can add weapon damage to attack//

air tackle:1d6+ps+kd/3ft fall//

air catch:2d6+ps+auto kd

Standard Equipment;

Strider Armor: This is a set of personalized custom armor. The armor is usually in the form of ninja garb, but individual customizations are allowed. The light weight cloth like armor offers incredible protective capabilities. M.D.C: 200 no prowl penalty.

Other Equipment and weapons: The character is pretty much allowed to have any type of

Weapons and equipment they like, including a cypher. Other equipment tends to be a Scythe hook: which is not only a combat tool, but a climbing tool, +10% to climbing skill (MD: 1d6). Other items include grenades, smoke bombs, energy weapons, traveling items, vehicles, ECT. Usually most of these items are stored in a utility belt. Power Armors are frowned upon, but not restricted, 1 utility belt/w 40pouches, 1battle harness/w 40 pouches, and 4weeks of rations.

Strider vest: Made of reinforced cloth and leather, it gives to a Strider AR 5.Use the thieving skill armor adjustments as it he were using chain/ ring mail. It can be only found on a Strider guild and is very expensive. (DM decides the exact price )

Attack boots/gauntlets:Made of leather with an internal reinforcement of a light alloy metal, they cause 1d4 points of damage, plus +10% of KO. A character's Strength bonus, if any, does apply to kicking /punching attacks. It can be only found on a Strider guild. (DM decides how much it costs)




Money:4d6x 1000 credits and 4d6x 1000 in trade items and 4d6x 1000 in gems to start

the kind of work they are involved in. A salary will depend on whom the character is working for and Cybernetics: They are allowed, but no full conversion cybernetics. Cybernetics are generally frowned on but are understandable if the character loses a limb.

Experience: For experience use the Cyber-Knights experience table. Places Commonly Found: On Rifts Earth striders are a rare site, but are mainly found in the orient. Most striders are on earth via a rift. Striders and Cyber-Knights have shaky relationship since striders will sometimes do things that would cause a fight between them and the cyber-knights, but most cyber-knights and striders get along fairly well. The

place where striders are most prominent, but still a rare site is on phase world.



Strider Experience Levels

Level

XP

Hit dice (d8)

Rank

1

0

1

D

2

2250

2

3

4500

3

C

4

9000

4

5

18000

5

B

6

36000

6

7

75000

7

A

8

150000

8

9

300000

9

Super-C

10

600000

9+3

11

900000

9+6

12

1200000

9+9

13

1500000

9+12

Super-B

14

1800000

9+15

15

2100000

9+18

16

2400000

9+21

17

2700000

9+24

Super-A

18

3000000

9+27

19

3300000

9+30

20

3600000

9+33

A Strider with the tumbling proficiency gets +1 to AC

  • Backstab as Thief
  • Thieving Skills, except pick pockets . with 50 initial percentage points and 25 for each level above first. See the following table for the base scores. All adjustments by race and dexterity are allowed.



Thieving Skills

Skill

Base score

Find/Remove Traps

10%

Open Locks

10%

Move Silently

15%

Hide in Shadows

10%

Detect Noise

15%

Climb Walls

60%

Read Languages

0%


  • Tracking as Ranger.

The Strider Guild



The Strider Guild is a true neutral organization . Where and when someone tries to gather power or influence that may unbalance the world they act . They are the toughest group of people who execute acts such as infiltration, abduction, explosion, instigation, etc..

They have a very extensive net of informers and allies of all kinds: wizards, druids, rogues, humans, elves, etc.. some gossips say that even some dragons help the Striders somehow.

It’s not difficult to figure out that they have more enemies than is healthy, but they are well prepared for them tough. Some of the basic “modus operandi” of the Striders as a group, is to make that the whole thing was made by someone else, spreading false clues, etc..

Other way, is a Strider usually going disguised when he joins to a group of adventurers. These adventurers normally are conducted to accomplish some tasks, suspecting nothing, they’re used to serve Guild’s interests. Once the task is done, the undercover Strider leaves the group.. that now got some new enemies.

A Strider don’t use his weapon of choice often, it can raise suspects of some operation in course. When he does, few can survive to tell about that strange sword.

Some medium and all major cities have a Strider Guild based on it. The Guild’s construction and location follows a strict pattern of details that make a Strider recognize it wherever he goes. In a Guild, a Strider can get up-to-date tidings about its objectives at that moment. There it can also obtain some specific equipment or information for a mission.

The Striders don’t have a central master with powers over all Guilds, but all they follow the



Strider Code:

I.The most perfect law in the universe is the balance; if the balance is gone everything falls into chaos.
II.Selfish ambition is the cause of the world's pain.
III.Devote yourself, but do not lose who you are.
IV.Those who seek the truth are the world's saviors.
V.A false life is equal to death...be your true self..
VI.It doesn't pay to betray your principles.
VII.No one deserves to have all the power.
VIII.Who can see the future? Those who create it.
IX.Life or death awaits...a Strider is never certain
X.Strike hard and fade away without a trace.
XI.Move like the wind. Strike like thunder.
XII.Take me to your boss! (This one's optional)

If somehow, an isolated Guild betrays some of these principles, the information spreads quickly, and soon all Guilds near manage to end the treachery. This fact is very uncommon, but not completely impossible to happen.

A Strider is recruited for the Guild on his early age and trained for years until have his first assignment.

Blue dragon hq It is very rare someone from out of the organization to being accepted and have a Strider’s training. First he must prove to being skilled and trustworthy, he will pass by many tests ( DM’s choice ) in order to do it. Art of The Strider

Entrance Requirements:No Attribute or Alignment restrictions. (Must be a Strider) Skill Cost: 10 Years Origin: Moralos Island

CHARACTER BONUS: +9ps, +10pp, +8pe, +28spd, +5me, +200isp, +50ppe, +50hp, +120sdc, x4chi COMBAT SKILLS: Attacks per Melee: 7 Escape moves: Roll with Punch/Fall/Impact Basic Defensive Moves: Automatic Parry, Dodge, Parry, automatic Hold/Lock Advanced Defensive Moves: Disarm, Multiple Dodge, Power Block/Parry (does damage!), Automatic dodge, Automatic throw Hand Attacks: Backhand, Duo-Fist Strike, Knife Hand, Power Punch, Punch +10 of choice Basic Foot Attacks: Axe Kick, Crescent Kick, Reverse Turning Kick (Combination Dodge/Kick), Roundhouse Kick, Side Kick, Snap Kick, Wheel Kick +6 of choice Jumping Foot Attacks: Flying Jump Kick, Flying Reverse Turning Kick, Jump Kick Special attacks: Combination Grab/Head Bash (SPECIAL! First the attacker rolls for a successful Strike. That's followed by a second Strike roll that represents a bash of the attacker's forehead directly into the victim's face or head. Damage is 2D6. No Parry or Dodge possible during the attack. Normal Critical Strike Rolls apply.), Combination Grab/Kick, Combination Strike/Parry, Death Blow, Elbow, Forearm, Knee, Leap Attack, Combination Lock/Strike, Combination Hold Strike, Combination Dodge/Strike Modifiers to Attacks: Critical Strike, Critical Strike From Rear, Knock-Out/Stun, Pull Punch, Death Blow SKILLS INCLUDED IN TRAINING: Martial Art Powers Automatically receives the Special powers of Chi Defense, Chi Relaxation, Sense Chi Abilities, Dragon Chi, Essence Fireball/Ice bolt/Spark ball/Man bolt. Select a total of (12) powers from among Body Hardening Exercises, Martial Art Techniques, and Invisibility Arts, (15) Chi, (6)Kata, ( 3) Zen , *(5) Psionic Powers from (each category),and Ki Manipulation. If desired, any number of Powers can be traded one-for-one for any Basic Skill Program (excluding physical). Recommended Martial Art Powers are: Chagi, Combination of Winter and Summer Training, Iron Hand, Kihapsul, Kyukpasul Code of Honor: Ten Creeds of Moo Duk Kwan Language Skills: Japanese(lv4), Chinese(lv4), English, Tibetan, Battle, Moralos Physical Skills: Climbing, Prowl , Acrobatics, Gymnastics, Running, Adv. Swimming Philosophical Skills: Bushido, Zen, Go, Chess Survival Skills: Fasting, Wilderness Survival, Fishing, Hunting Temple Skills: Meditation, Acupuncture, Acupressure, Holistic Medicine, Use Poison, Calligraphy Weapon Katas : WP cipher-paired, and weapon mastery+2lvs, WP Sword-paired, WP Knife-paired +2 of choice. LEVEL ADVANCEMENT BONUSES 1st = + 3p 4d 2s/r 1b/disarm/throw back flip/int crt/ko beh dthblow20 2nd= + 2dmg/p 1a/r/d/int 3throw 3rd= + 1a/r/dis/int crt/ko19 +1d6 damage Fireball/Ice bolt/Spark ball/Man bolt 4th= +1p/b/back flip 22/throw/chi/Atemi/damage 3int 5th= + 1a/d/int x2chi 3dis crt/ko18 +1d6 damage Essence Fireball/Ice bolt/Spark ball/Man bolt 6th= + 1s/b 2p/d/body/mar/ki/chi/Atemi 3throw +1d6 damage Essence Fireball/Ice bolt/Spark ball/Man bolt

7th=+1a/p/d/int/back flip 2s/chi/ki/Atemi dthblow19 +1d6 damage Essence Fireball/Ice bolt/Spark ball/Man bolt 8th =+ 1b/a/int/dis 2p/d /throw 3r/damage crt/ko17 9th =+ 1a/r/int 2dmg 3b/dis crt/ko16 10th= + d/b 2s/chi/Atemi/body/mar +1d6 damage Essence Fireball/Ice bolt/Spark ball/Man bolt 11th= +1int 2a/p/d/ 3b x2choi 12th= + 1b/throw/dis 2s/damage/zen/inv/chi/ki 13th= + 1a/p/d/int/throw 2damage/dis/chi/Atemi +1d6 damage Essence Fireball/Ice bolt/Spark ball/Man bolt learn continuous chi mask 14th= + 1b/throw/dis 2zen/inv/body/mar +1d6 damage Essence Fireball/Ice bolt/Spark ball/Man bolt learn permanent yin/yang kata 15th= + . a/int/ps/pp/pe +2p/d/s/r/b/throw/dis/body/mar/chi/Atemi/invis/Zen/me/iq/spd 4damage crt/ko15 dthblw18 +2d6 dmg Essence Fireball/Ice bolt/Spark ball/Man bolt learn to assume pure chi form 20hp/scd/mdc/chi/isp/ppe

The "Essence Fireball/Ice bolt/Spark ball/Manna bolt," as it is known, is the concentration of mind and body on focusing Chi into a destructive force. The result is something like plasma, except that it is mystical in nature.

Fireball: 1d6 damage to SDC, Hit Points, and Chi. A regular Fireball uses up 2 Chi, and any extra chi points used will add damage to either SDC or Chi on a 1 for 2 basis. Only martial art Strike bonus can be used; however there is a +3 to strike because it is partially mentally directed. If the victim parries he takes half damage anyway. Also he cannot roll with the punch regardless of whether he parried or not. For every level of the Strider student, damage is increased by one. The range of the fireball is 20 feet, plus 2 every level. The Fireball takes up 2 actions.

Against non organic substances, the fireball becomes especially destructive. Multiply all damage by 2. The Strider master can only use the fireball 4 times per round.

Invulnerable characters are especially vulnerable to the fireball, taking quadruple damage and save vs pain at -4 or be dazed(-6 to hit, parry, and dodge, and lose init. and half their attacks for 1d6 rounds). Characters who are immune to fire still take damage.

The fireball can be used in place of a parry, meaning that he has a chance to strike his opponent before he himself is hit, thus disrupting the attack. The parrying fireball can only be used against somebody attacking from long range doing something like a jump kick or leap attack, but gains an additional +3 to strike and the attacker cannot defend.

5th level the Strider Master can maneuver the fireball, gaining an extra attack at 5th level and every 2 levels afterward.

Battle Aura(Superior)=

100+100 (SDC/MDC)/level =20/chi invested acts like a force field 10chi to activate positive chi is white colored, negative chi is black colored, while aura is up emitters light equivalent to true sunlight up to 1000ft radius, 12dmg from touch/chi invested duration is 4+1hrs/chi invested, absorbs 15chi either positive or negative chi/chi point invested.



Elemental Aura =

Can link to battle aura, also provides immunity to element used

Fire (red) =+12protection/chi +12 damage/chi 1ft radius/chi

Water/ice (blue)=+12protection/chi +12damage/chi 1ft radius/chi

Earth/acid (brown)=+12protection/chi +12damage/chi 1ft radius/chi absorbs 15ppe/chi

Metal/electricity (silver)=+50protection/chi +12damage/chi 1ft radius/chi

Wood/poison (green)=+5protection/chi +12damage/chi 1ft radius/chi absorbs 15isp/chi

wind/gas(yellow)=+5protection/chi +12damage or KO 2d6melee/chi 20x20x20 cloud/chi 20+20ft/lv/chi

Manna (gold)=+7protection/chi +12damage/chi 1ft radius/chi absorbs 15chi/ppe/isp/chi



Aerial stomp: 1d6+ps+ knock down /2ft fall



Air drop: 4d6+ps+ knock down +50%KO/ft fall can add weapon damage to attack



Air tackle: 1d6+ps+knock down/3ft fall



Air catch: 2d6+ps+auto knock down



Ragnarok= <100>technique that summons into existence for 1 attack 4 exact copies of your self, 36hit +6d6+ps damage per hit can be layered with other techniques, never misses, must be first attack of the round

'Formation A='<200> technique that summons into existence for 1 attack 4 exact copies of pet bird, 36hit +6d6+ps damage per hit can be layered with other techniques, never misses, must be first attack of the round

Formation B=<200> technique that summons into existence for 1 attack 4 exact copies of pet cat, 36hit +6d6+ps damage per hit can be layered with other techniques, never misses, must be first attack of the round

Legion=<400> technique that summons into existence for 1 attack 4 exact copies of pet bird and cat, 36hit +6d6+ps damage per hit can be layered with other techniques, never misses, must be first attack of the round




  • if psionics is not possible for character then give them the combat & Stealth master ability


Combat Master Abilities:


Physical Superiority&Psionic Resistance + Combat Instinct& QuicknessEdit

The character's physical body is naturally strong, healthy, and toned. The character is at the peak level of normal human biology and looks as perfect as a human might be able to get, but is not superhuman unless extraordinary attributes are also possessed. Extraordinary attributes will increase these even further. When adding bonuses from physical skills, change the attributes to the following levels and then add bonuses. Also the character's brain and body are partially masked from psychic influence, giving greater resistance to psychic attacks. Also,

The character has an extraordinary combat skill. This is enough to turn an untrained character into a capable fighter and transform an experienced combatant into a deadly adversary. Follow this experience chart for the bonuses and abilities - the combat instinct functions like a hand to hand form with bonuses that are added to any fighting style. The character can perform many complex combat maneuvers, but relies more on P.P. bonuses than skill bonuses.

Note: This minor ability, unlike Natural Combat Ability, is fully compatible with hand to hand combat skills. A character cannot have both this power and Natural Combat Ability. Your GM wouldn't like that. I've also toned it down to make it more of an enhancement instead of a complete hand- to- hand combat form. The character is extremely swift in melee and grappling combat range. This might be from a heightened awareness, a super- adrenaline surge, a feral nature, etc. The character gains the following:

  • Add +4 to P.E. (minimum of 20).
  • Add +2 to P.P. (minimum of 14).
  • Add +1d4+2 to P.S. (minimum of 18)
  • Add +1d4+2 to Spd. (minimum of 16).
  • Add +1d4+2 to P.B. (minimum of 14).
  • Add +2d6+8 S.D.C.tm (10 to 20)

The character gains a +2 bonus to save vs psionics, +1 more at levels four, eight, and twelve. Even if the psychic attack takes effect, it only lasts for half the normal duration. Tracking, sensing, and mind reading by psionic means is -30%. Also add +2 to M.E. and +1 vs possession, mind altering drugs and magic, and non- psionic illusions. This resistance applies to helpful psychic influence as well. Note that physical psionic attacks, like psi- swords and electrokinesis, do full damage. The character can also sense whether a target has psionic powers or is a supernatural creature (30ft range with visual contact).


First level knowledge:

  • Parry, dodge, pull punch, roll with punch, fall, or impact, entangle, and disarm.
  • Automatic dodge (no bonus).
  • One hold of choice (see page 68 HU).
  • Snap kick - 1d6 damage.
  • Karate kick - 2d4 damage.
  • +1 melee action at levels one
  • +2 on initiative at levels one
  • +4 to dodge (normal).
  • Automatic dodge, +1 bonus at level one. Add +1 at levels two, five, and nine.
  • Character can dodge multiple attacks with a single normal dodge.
  • When knockdown is imminent, the character does not suffer the loss of one melee action and loss of initiative. He loses one melee action or initiative (his choice) so the penalty is effectively halved. Critical knockdown, the loss of two melee actions and initiative, is also reduced to normal knockdown.
  • At level three the character is fast enough to attack twice for each melee attack! However, these attacks can only be hand attacks (maybe a knife, but no other weapons) and the strike and damage bonuses are halved. One- two punches, double kicks, and punch/ kick combos can be performed. This does not impede automatic parries.

Abilities gained with experience:

Level 2: +1 on automatic dodge, +2 to entangle. Level 3: +1 melee action, +2 to disarm Level 4: One kick or hold of choice. Level 5: +1 to initiative, +1 to strike, +2 to dodge. Level 6: +2 to parry, body throw/flip (1d6 damage plus knockdown), +2 on initiative. Level 7: One kick or hold of choice, +1 melee action. Level 8: +1 on automatic dodge. Level 9: Critical strike (double damage) or knockout from behind, pick one. Level 10: +1 to initiative. Level 11: One kick or hold of choice, +2 on initiative. Level 12: +1 melee action. Level 13: +1 to disarm and entangle. Level 14: +1 to strike. Level 15: +1 on automatic dodge. Level +16: Add a +1 to any one combat skill (strike, pull punch, entangle, etc.) at each level past 15.


Living AnatomyEdit

The character has a natural knowledge of the human body nearly exceeding that of an anatomist. He can perceive a target's heart rate by simply watching the blood vessels of the skin. He can also diagnose some conditions using only hearing and touch. The character also gains +20% to all medically related rolls, and gets combat bonuses! Add a +1 to strike, +5 to damage, and the character has a Critical Strike (applies to any attack) on a roll of 19 - the character has an instinct to aim for vital targets.

Chi DependencyandChi Ability OverloadEdit

The characters life-force pattern needs to draw ambient life-force energy or Chi to thrive and grow, also this allows the character to use his personal vitality to push his super abilities beyond their normal limits. The power is designed to use hit points, but could be changed to use Chi or P.P.E. (I.S.P.isn't that appropriate). This minor super power is not really suitable for use with the powers of Mechano- Link, Natural Combat Ability, or Animal Abilities.

1. Chi Absorption (automatic):

Range:Self Duration: Constant The character is constantly absorbing ambient life-force from the surrounding area as he passes through, the exact amount absorbed varies depending on the abundance of life-force energies in the area:

Abundant life force: Forests, swamps, etc. provide 20 Chi per minute. Moderate life force: Mountains, tundra, etc. provide 10 Chi per minute. Sparse life force: Cities, deserts, etc. provide 10 Chi every two minutes.

This power will also partially unravel and absorb Chi on contact, providing a saving throw vs. Chi based effects, and halving the potential damage of Chi based attacks, however any Chi in excess of the characters maximum amount must be expended within the melee or be taken in damage.

This power causes a buildup of excessive amounts of Chi, which may be harmful to the character. To compensate for this a number of outlets are developed to utilize the excess Chi. Note: This power will not absorb the life-force of living creatures.



2. Chi Focusing:

Life-force energy or Chi can be focused into two things:


Recovery of Hit Points:Hit points used to fuel an overload recover at the rate of three per hour, +1 more at levels four and eight. Double this rate during sleep or meditation, and halve it for periods of heavy exertion. Be sure to keep a record of the hit points used for this power, since they recover differently from hit points lost due to damage.

Limits: The only limit on how many hit points can fuel a damage overload is the character's current hit point level - he can go all the way down to 0 hit points (becomes comatose at that point)! Channeling is not possible when the character has less than 0 hit points.

Penalties: These apply only when the character suffers hit point loss and the majority of it is from overloading.

If more than 50% of the character's hit points are used for overloading, he is afflicted by weakness and fatigue after the time limit of the effect run out. Speed and P.S. are cut by 25%, strength drops one level (supernatural becomes superhuman, superhuman becomes extraordinary, and extraordinary becomes normal), and he also loses a -2 on initiative and one melee action. Invulnerable characters also start to suffer 25% of the normal damage from attacks - some of their invulnerability goes away!

If more than 75% of the hit points are used for overloading, the above penalties are suffered plus another -2 on all combat rolls (including initiative - becomes a -4 penalty), -10% on skill rolls, and the loss of another melee action.

Using more than 90% of the hit points will double all penalties! Further, invulnerable characters suffer a full 50% of the normal damage from attacks!

If the character goes all the way to zero hit points by overloading, he is in no danger of death. He is, however, unconcious for 1d4+2 hours and only a medical doctor can determine that he isn't dead.

As soon as the character recovers enough hit points to get above the 50%, 75%, or 90% level, the penalties associated with the special hit point loss disappears.

Note that you do not include hit points lost to damage in the above. If a character has 30 hit points, suffers 14 hit points of damage from a hard blow, and then uses 15 to fuel a super- strong energy blast he is at 1 hit point (down to less than 10% of his hit point base) but suffers the penalties of 50% use (because the 90% of the hit points that are gone weren't used for overloading, just around 50% were). Note that in the weakened state it is easier to be killed.

Common types of Overloading:The exact limits of the boosting vary for each power, but here are some basic uses:

Increase an Extraordinary Attribute:1 hit point per +3 bonus, per melee. Thus, boosting one extraordinary attribute by +3 and another by +6 would cost 3 hit points per melee. Valid only for a person with supernatural or extraordinary attributes.

Increase Speed: 2 hit points will boost the running or flying speed by 10 mph for one minute. Thus, 8 hit points could boost speed by 40 mph for one minute or by 10 mph for four minutes. Valid only for characters with super fast running or flying speeds.

Increase Armor Rating: This is valid only for mutants with an armor rating, usually gained from super- soldier experiments or APS powers. Two hit points will give a +1 to A.R. for one melee.

Increase Duration: Each hit point used can add a melee to the duration of a power that is measured in melees, or can add a minute to a power with a duration in minutes, etc. Thus, a power that can last for up to four melees could be extended to eight melees for 4 hit points, while a power that can be maintained for 20 minutes under normal use could be pushed to 25 minutes for 5 hit points.

Increase Damage: Add +1 die (usually a 1d6) to the damage of an attack power, per hit point used (four hit point equals +4d6 damage bonus on one attack). The only limit is that the amount of bonus dice cannot exceed the amount of dice the player can normally rolls (can do double damage at most). For attacks that do 1d4x10 or 1d6x10 damage or anything similar, 3 hit points can instead give a +10 damage bonus (and the limit is half the maximum normal damage - 1d4x10 could have up to +20 added for 6 hit points and 1d6x10+30 could have up to +45 added for 15 hit points).

An attack that is charged for extra damage suffers a -1 strike penalty per +4d6 or +20 or fraction thereof. That +45 damage bonus would impose a -3 strike penalty! This use of Overload is valid only for characters with some sort of damaging power, whether a minor power or part of a major one. Also see the more focused power of Damage Overloading.

Increase Range: One hit point grants a +20% range bonus on visual ranges, and the effect lasts for one minute (limit of +100%). For effect powers, the range of effect or the area of the effect (two different concepts, mind you) can be boosted by +10% per hit point, for one melee (again, a +100% limit). One hit point will also give a +10% bonus to the range of attack powers, but the effect is instantaneous (lasts only for one attack and has no increase limit!) As usual this is possible only for characters with super vision, energy expulsion, ranged attack, or distance effect powers.

Increase Senses: For 1 hit point, the accuracy of a heightened sense can be increased by +5% per hit point per melee, or instead the can be boosted by 20% per hit point per melee (limit of +100%). Applicable only for a character with heightened senses or Radar.

Increase Numbers: Useful for powers like controlling animals or people. For animal control powers, 20% more animals than normal can be affected for 3 hit points per hour. If the person can control, say, 2d4 or 2d6 animals roll the dice and then add in the extra percentage. For more powerful abilities (like controlling people, creating giant insects, or creating more duplicates than normally possible) the cost is 5 hit points per extra, per hour. In the case of Control Others, paying this cost allows the character to control a person and have it not count towards the save throw bonus - paying 10 hit points to control five people would be possible, and none would get the bonus to break free given for each four people controlled.

Increase/Decrease Amount: In the case of Growth, Shrink, and Shapechanger, the player might desire to be a bit taller or smaller than normal. At the cost of one hit point per 10% change, per melee, it is possible to push the abilities beyond the norm. A person who can normally shrink to the size of a minute speck could pay 20 hit points per melee round, decrease their size by 200% (effectively becoming a third of the size of a minute speck) and possibly enter the body of a target! A giant character could push his height to three times the normal amount (!!!) for that same cost.



Physical Aura (level 1): Range: Radiates 1-2ft from self and can be extended to 1 other person within four feet at levels 4, 8 and 12. Duration: 1 minute per 30 Chi .

Life-force energy is focused into the characters physical aura, providing the aura with a tangible physical presence which enhances and protects the character.

+10 to P.S., which is considered superhuman (Supernatural in Rifts®).

  • Aura has A.R. 14 and 200 S.D.C. +100 per level (M.D.C. in Rifts®).
  • +4 to roll with impact.
  • Horror/Awe Factor of 10.

Hand to Hand Attacks (level 3): Range: Self Duration: Instant Cost: 1 per 1d6x10 points of damage

Life-force energy is focused into a physical blow, inflicting large amounts of damage while protecting the limb itself from being damaged in the process. Life-force attacks bypass A.R. and will affect normally invulnerable creatures, including insubstantial creatures such as energy beings and ghosts.



3. Chi Harnessing:

Range:Self or others by touch Duration: Varies By harnessing life-force energies the character can repair physical damage, abate fatigue and malnutrition. If used on self:

Abate fatigue for 1 hour per 5 Chi. Abate malnutrition for 24 hours per 10 Chi. Restore 2d6 hit points/M.D.C. or 3d6 S.D.C. per 20 Chi.

If used on others:

Increases the survival rate (save vs. coma/death) by 1% per 3 Chi. Abate fatigue for 1 hour per 6 Chi. Abate malnutrition for 24 hours per 12 Chi. Restore 2d6 hit points/M.D.C. or 3d6 S.D.C. per 24 Chi.



4. Life Force Channeling:

Level: 1 Range: Varies Duration: Varies The character can channel life force energies into his surroundings in its ambient form at a rate equal to his P.E. per minute. The energy is harmless and promotes growth in the area.



5. Chi Blast (level 3):

Range:10ft per 2 Chi Duration: Instant Damage: 1d6 per 1 Chi Cost: Varies Special: +3 to strike aimed, +1 to strike wild, no bonus with simultaneous strike. Fires a directed blast of kinetic life-force energy that bypasses A.R. and does full damage to normally invulnerable creatures. A 1d6 blast with a range of 10 feet costs 3 Chi, while a 4d6 blast with the same range of 10 feet would require 6 Chi.



6. Aura Effect (level 5):

Range:10ft per 20 Chi Duration: Instant Damage: 1d6 per 10 Chi Cost: Varies Special: Automatically hits everything within area Lifeforce bursts from the character in all directions, bypassing A.R., automatically hitting everything in the area, and inflicting full damage to normally invulnerable creatures. A 1d6 area blast with a 10ft radius of effect costs 30 Chi, while a 4d6 area blast with the same range of 10 feet would require 60 Chi.



7. Chi Vision:

Range:Equal to the normal visual range. Duration: Constant The character can actually see lifeforce energies their varying colours, patterns, complexities and intensities.



8. Sense Chi:

Duration:Constant Range:

100ft for Robots 300ft for undead 600ft for normal living creatures 900ft for empowered/augmented creatures 1200ft for supernatural creatures 12000ft for gods

This sense covers all life-forces from animals and plants to sentient beings and supernatural beings. All lifeforce patterns are different and the form of life is recognizable by the complexity of the pattern and its intensity. The character can sense the number of life-forces, the type of creature, and their general location when within range. The character can also recognize specific patterns that he has sensed before at 70% accuracy, +4% per level. A recognized pattern can then be tracked with 50% accuracy, +3% per level, whether it is within range or not, roll once every 200 meters. It is difficult to surprise this character as he is bound to sense any animal or living being within. The more powerful the life-force, the easier it is to sense. When within the limits of the character's sensing range for the type of creature add a +2 to initiative and a +1 to parry and dodge When the creature comes close enough the character will automatically know what type of creature it is, its exact location, speed, direction and whether he has sensed it before. Within one tenth of the normal sensing range for the type of creature add an extra melee attack, +6 to initiative, and +3 to parry and dodge.



9. Other Special Bonuses and Abilities:

  • Raise P.E. to 12, or add +1d4+2 if already above 10, and also gets a one- time bonus of +10 hit points.
  • Save vs. Chi attacks (12 or higher), plus any P.E. bonuses.
  • Base Chi equals P.E.x10 plus 2d4x10. Add +1d6+10 per additional level.
  • All positive Chi attacks do double damage direct to the hit points of vampires and all other necromantic, living dead, animated dead, or undead beings.
  • The character still needs to eat and drink as usual, but only half as much. He also requires only four hours of sleep per 24 hour period (prefers to meditate) and can push himself to stay awake for three days (without having to delve into Chi).

10. Limitation:

The character needs to absorb five times his P.E. in Chi every day for his growth (level increase, still ages). This is done by altering the absorbed life-force to match your own, and takes one minute per point of Chi, It requires little concentration, but prevents the character from absorbing any more Chi while ‘eating'. If the character does not take the time to absorb the required life-force, he will not gain any experience that day. The absorption of Chi governs his essential growth.


Harm Invulnerable& SupernaturalEdit

The character's bio- energy is such that his powers and his body are extremely effective against supernatural & invulnerable creatures! This is an equalizer against those who are normally invulnerable. With this ability, all super abilities and hand strikes used by the character do half damage to beings with the Invulnerability major power. In fact, the attacks even do one- third damage to supernatural creatures like vampires and werebeasts with limited invulnerability. Also all his attacks do double damage against standard supernatural beings and normal damage against vampires, werecreatures, and other limited invulnerability creatures. Weapons of any kind are not affected (unless this power is granted by an Enchanted Weapon, or the character also has a Personal Weapon power).

If the targeted being has an immunity to energy attacks (like with Energy Absorbtion) and the character has an energy blast power, the power will still do half damage to the target, except in the cases where you are attacking an APS: Electricity character with electricity or a Control Radiation character with radiation blasts. You can't hurt like with like.

The character also gets a special bonus of +8 vs. horror factor and a bonus of +1d4 to four attributes of choice. Stealth Powers Package:

The character has several abilities that comprise his unnatural stealth.

And they include;

Stealth Master AbilityEdit

The character has several small abilities that comprise his unnatural stealth.

  • Gains a bonus of +30% to Prowl skill, or use that as a base if the skill is not possessed. He can even jog (running at half speed) while prowling and make no more noise than if he were walking.
  • He can mask his body heat to be equal with those of his surroundings, thus becoming invisible to thermo vision and heat sensing devices. Body temperature can be varied (plus or minus) by 10 degrees Fahrenheit at level one, plus 5 degrees per level of experience. This ability requires concentration (-2 on initiative and loss of one melee action).
  • His 'natural odor' is almost imperceptible, causing a -30% to attempts to track him by smell alone (or require a difficult perception roll).
  • He can slow down his heart rate, breathe almost noiselessly, and move so silently that attempts to hear him suffer a -30% penalty (or require a difficult perception roll).
  • His natural stealth gives him a +1 bonus to perception, +10% to Detect Ambushes, +10% on Tracking, and +10% to Track Animals.
  • Animals (most, anyway) will not recognize the character as a human or as a predator. Deer will graze and birds will continue to chirp in the character's presence.
  • The Soldier can hold his breathe for up to 10+ PE minutes, without penalties, even while running or fighting, preventing even that small little noise from giving him away. The characters ultra-light touch allows him/her to walk over things as delicate as rice paper without breaking it.
  • Mental Invisibility:As a start, the character possesses the minor super ability of Extraordinary Mental Endurance.

    The characters mind is effectively 'invisible'. All attempts of attack, detection, etc. that target the mind will be rendered ineffective, even when the character is standing right in front of them! It's like a very thorough Mind Block.

    Any attacks against the mind directed in the characters way will not find there mark, it's as if there is nothing there to hit. See Auras will register the character as nothing special (even if he has vast psionic and super abilities) and Presence Sense can't detect the character!

    In fact the power is so effective, the character himself cannot use any psionic powers he may possess while his mind is invisible unless he pays double the I.S.P.tm cost. Dropping the invisibility (can't be done until level three) allows the character to pay the normal cost.

    Duration: At first the character cannot control his power and it is constantly on. At third level he can become 'visible' for ten minutes per level, and at level seven the character learns to turn his power on or off at will. This might be useful sometimes - like when telepathic contact is necessary

    Defenses: This ability provides protection against all mental attacks. For game purposes the character is immune to mind control and possession, any sort of Empathic Transmission and Bio- Manipulation, all Mind Bleeder powers, spells like Calling and Id Barrier, and most forms of paranormal sensing and targeting.

    Bonuses: Against magical and psionic illusions, the character has a +5 bonus to save. Also add a +2 vs. Horror Factor.
  • Cloaking:The character is completely invisible o all forms of Mechanical detection, photographic devices and sensors including radar, sonar, motion detectors, heat sensors, and cameras (appears as a barely noticeable smudge or blur on the film or video tape). This means he is invisible to robots and all mechanical sensors and optic systems and can walk thru electric eyes, light/laser sensors, motion detectors, scanners, and cameras, and not activate them or be photographed. An alarm will be triggered only if a physical “contact” (used on windows and doors, trip wire, ect.) is broken. Even artificial robot intelligences and bionic sensors and optics will be fooled; they see only a slight blur that is hard to follow or target. Likewise, lie detectors, metal detectors, X-ray machines, EKGs, Cat-Scans, retinal scanners, bionic implants, and any detection or scanning device directed at him/her will not work (they can’t find any thing to scan). Devices used by used by the character (including sensors, scanners, optics systems, ect.) work perfectly. Note: Other devices like wrist watches, electronic tools, guns, Jet packs, Vehicles, ect., work perfectly on or directed at this character, only detection or scanning de=vices are useless against him/her.

1. Other Abilities & Bonuses:The character tends not to be noticed even by people. +10 to prowl, palming, and concealment skills.

2. Disadvantages & Limitations:'''the power is always on. Life-saving medical equipment that monitor the body are powerless to help this character, and even automatic doors at stores and toys with sensors will not respond to this character- of course, machines and devices that require the physical push of a button, turn of a key, steering, and other physical operations will respond to this character. The character can never be photographed so he/she can’t keep a personal record of himself/herself. On the other hand, there can be no photographs or photographic evidence that can be used against him/her either (drawings made from eye witness accounts can be made but are less accurate. Can be see by the naked eye and sensed by psionic abilities. Range limitations of the cloaking power: self and all possessions on his person. At third level of experience the character can extend this aura of protection to include one additional person and a large object (motorcycle, jetpack, cart, ect.), provided that the individual or item is within three feet of him/her or touching.

  • Invisibility (improved): Author's Note:The original invisibility power was pathetic and suitable only as a minor super ability rather than a major and that was the main reason of the creation of this new version.

    The improved power is the same as is found on page 277 of Heroes Unlimited tm, with the following changes and additions:

    The character gets Light Shifting due to the familiarity the character has with light alteration. The player may also choose all of the following minor super abilities: Dark Aura, Light Aura, or Bend Light.

    The blood and any other fluid or part of the character's inner body will remain invisible as well. If the character gets cut or harmed his blood remains invisible (until contacting with the floor or some non- invisible object). The character can also turn any part of his body (or another person's if touching them) invisible or visible at will.

    Can make objects or even living matter invisible, limit of 20 pounds per level beyond the listed 100 pounds. The range is touch, and extra matter (beyond the base of 100 pounds) can be made invisible for up to ten minutes per level of experience.

    Cannot be seen in any spectrum of visible or invisible light except infrared (heat). The character can still be detected by heat detecting devices and other non- light based detection devices (such as sonar and vibration sensing devices).

    Add +30% to Prowl (or use it as the base skill). Add +10% to Pick Pockets (if possessed). Add +5% to any deceit or 'sleight of hand' related skill.

Light ShiftingEdit

The mutant's body can offset light waves in unnatural directions. With this effect, the mutant appears to be six to twelve inches away from where he really is. The power is automatic - takes no melee actions to initiate and has no duration limit. The character gains the following:

  • +2 on initiative
  • All combat moves made against him are at -2, -1 more at levels two, five, seven, and ten. This includes hand to hand combat, entanglement, sneak attacks, projectiles, long- range attacks, etc.
  • The light warping effect causes lasers to partially diffuse before impact, so lasers do half damage.
  • At the second level the character can dampen the light waves that his body reflects, granting a +10% bonus to Prowl. At level four, increase the +10% bonus to a +15% bonus. At level seven, increase it to a 20% bonus.


Light AuraEdit

Created by The Magus (with expansion by Brett Hegr)

Range: Self Duration: Two minutes plus one per level. Activation requires one melee action. Attacks Per Melee: Counts as one melee action to turn it on, turn it off, or to maintain the glow.

The character is able to cause himself to glow very brightly, like a living halogen light bulb. While this is in use, the character gains the following benifits:

  • Opponents are at -2 to hit with any ranged attack, -5 with melee combat in a very dark area (near blinding).
  • Opponents are at -1 to hit with any ranged attack, -3 with melee combat in a dimly lit area (semi- blinding).
  • Opponents are at -1 to strike with melee attacks in daylight or a well lit area (the eyes are adjusted to the brightness).
  • Sheds light that can be used to see by with a 50ft radius +10ft per level, equal to 150 watts +25 per level. This light can be seen for a few miles at night.
  • Once per melee, the character can generate a brilliant flash of light to blind all people within a 10ft +2ft radius per level of experience. The effect lasts for 1d4 melees and causes a -6 to strike, parry, and dodge. Those within three times radius of effect, but beyond the immediate range, suffer half the penalties for a single melee.
  • Light/laser blasts do no damage.


Dark AuraEdit

Created by The Magus (with expansion by Brett Hegr)

Range: Self Duration: Two minutes plus one per level. Activation requires one melee action. Attacks Per Melee: Counts as one melee action to initiate or maintain.

The character effectively absorbs all light reflecting off his person rendering him a wavering shadow. While in use, the character gains the following benifits:

  • Opponents are -7 to strike with any ranged attack, -5 with melee combat in a very dark area (no moonlight, shadows everywhere).
  • Opponents are at -5 to hit with any ranged attack, -3 with melee combat in a dimly lit area (moonlight, lots of shadows).
  • No special bonuses in daylight or well lit areas (a walking shadow in broad daylight is easy to see).
  • Shadow meld at will (as per sub- ability two of Darkness Control, HU 272).
  • Darkness blasts do no damage.


Bend Light Created by Kevin Siembieda

Range:Self or a light beam within a range of 30m.

The ability to bend light radiation like a prism. This can produce a number of effects.

  • Seperate the color bands of lightto produce a colored light beam or non-visible light spectrums or radiate about 70 watts of colored light. Spectrums are violet, blue, green yellow, orange, red, as well as ultraviolet and infrared (could be useful for blinding those who see outside of the visible spectrum).
  • Blank Spot:The character can manipulate non-visible light, such as infrared and ultraviolet, to bend around, thus making him/her virtually 'invisible'. However, it is not flawless, and a perception roll of 18 or higher will unveil the character.
  • Parry Lasers and light beams by bending the light around him. The superbeing can parry and deflect narrow light beams, including flashlights and lasers beams. Roll just like a normal auto parry with a +3.
  • Deflect light beams.The character can try to deflect light beams back from where they originate or at a specific target within range of the beam. This is done as a simultaneous parry/strike (consumes an action, parry is at half bonuses with no bonuses to strike).
  • Can see into the infrared and ultraviolet spectrum.30m per level of experience.
  • Un-Trackable: The character leaves no trail or hint of having ever existed! Does not produce and body odor or body oils, does not leave footprints or fingerprints, and does not generate a detectable amount of body heat. When he/she walks, he/she does not stir the ground cover, and only minimally disturbs the air (doesn’t register on motion detectors) and is just plain old un-trackable (all attempts to track this character are done at a whopping -70%). Additionally, any genetically traceable materials (skin, hair, body fluids, ect.) are inconclusive in testing and the character’s blood is O positive, the universal donor. These rare individuals make the perfect thief, spy or assassin. Bonuses: +5% to the disguise skill and +10% to the impersonation skill.

Penalties:As great as this ability seems it has one annoying side effect. It can’t be turned off! So the character will seem a bit creepy and if he sneaks up on someone (accidentally) it will create a horror factor of 10!


Strider in Starwars

Striders



Over two thousand years ago the Striders where known as the deadliest assassins in the known galaxy. Even the Jedi had a great deal of trouble dealing with these seemingly non-existent warriors. In the older times the Striders were like the Jedi only much more low key. But eventually their teachings and ways became corrupt and then finally they became like the Sith, known for their evil and deadly arts.



However there still existed certain individuals who still knew the true traditions and old ways of the Striders. These true masters always pasted on their teachings and skills to a disciple who would in turn pass on the knowledge to their student when the time came.



Roughly 980 years before "A New Hope," the Striders seemingly disappeared altogether. Only the Jedi truly knew what had happened. It was a war similar to that of the great Sith War, but with one minor exception. It was not the Jedi who all but wiped out the Striders. It was the Republic who launched an all out war on the Striders after the assassination of a well known and liked Senator. Now, only a handful remains of the once corrupted Striders. Then came the rise of the Empire, and Emperor Palpatine.



The Emperor knew of the existence of these remaining Shadow Striders and forced them to become his personal servants and protectors. In time they were known as the Imperial Royal Guards or at least those few young enough to be enticed by the Emperors offers of wealth and power. The masters were never found by the Emperor, but would on occasion perform services for the Empire. During the time of the Rebellion, the true Striders finally began to emerge to face their darker counter parts. It would not be until shortly after the first Death Stars destruction that a very unique Strider would emerge. Hiryu was possibly the most powerful of all of the Striders, not to mention the most skilled, and he youngest. Eh was also the first Force Sensitive Strider in their history.



It is thanks to Hiryu that there no longer, or at least openly, exists any Shadow Striders.



Exploits

Most Striders are adventures, mysterious men and women who enjoy wandering about seeing the galaxy and protecting those that they encounter. Sometimes Striders are hired on as mercenaries to defend those that can not do so themselves. Some Striders act as official bounty hunters for security details or even the military. Striders always try to keep a low profile and to not stand out most of the time. Most Striders simply live out a normal life doing what good they can when they can. And like Soldiers, Striders are incredibly capable warriors who can use practically anything as a weapon.



Characteristics

Striders have combat abilities on the same playing field as the Jedi. Even a few Striders have been known to have been Force sensitive. Striders tend to be a sort of "jack of all trades". This helps them to blend in to different environments. All Striders are extremely athletic and agile. Striders tend to be very unpredictable in combat as well as out side of combat situations. They have even garnered a degree of mysticism and mythology about them.




Background

Most Striders are chosen from lost and abandoned children who have no place else to turn. They are taken in cared for and given shelter. On average a master will select only one child but sometimes they will care for several children, but will only select one child to train. This child is usually special in someway. This can be from being extremely artistic to being a natural fighter or even being Force sensitive. Most of the time if a master has a family they will pass on their knowledge to their children. Striders are swift and cunning warriors trained extensively in the martial arts, but to a much more extreme and in-depth extent than most other beings in the galaxy. Striders are usually the odd/mysterious guy in the booth who simply has to look at you to make you wet yourself. They are generally quiet, although this depends on the individual. They are natural loners who prefer to work alone. They have a code of honor like that of the Jedi but not nearly as restricting. Training for a Strider takes place for about 15 years. Generally at the age of 18 or 21 most Striders are complete in their training.



Examples of Striders in the Star Wars Universe

None per say. The Imperial Royal Guard are an example of the Shadow Striders that use to exist but where changed over time and by influence.



Game Rule Information

Striders have the following game statistics: Abilities: Striders tend to be more up close and in your face than most other beings. Strength is very important, but Striders are also known for being very fast and extremely agile, so Dexterity is also very important. After these two stats everything else falls second. Vitality: 1D8 plus Constitution modifier per level.



Class Skills The Striders class skills, and key ability for each, are as follows: Balance (DEX), Climb (STR), Craft (INT), Disguise (CHA), Escape Artist (DEX), Hide (DEX), Intimidate (CHA), Jump (STR), Knowledge (INT), Move Silently (DEX), Sense Motive (WIS), Slight of Hand (DEX), Swim (STR), Tumble (DEX).

Skill Points at Lvl 1: (4 + Int Mod) x4 Skill points at each additional Lvl: 4 + Int Mod



Class Features All of the following are features of the Strider Class:






Starting Feats

Striders Begin play with the following feats:

  • Weapon Group Proficiency (Blaster Pistols)
  • Weapon Group Proficiency (Simple Weapons)
  • Martial Artist
  • Exotic Weapon Proficiency (Cypher)


Cypher Deflection(Defense)

At level 1 a Strider gains the ability to deflect projectiles with their Cypher. This is just like a Jedi Guardian’s deflection ability. However while a Jedi relies on their use of the Force to deflect blaster shots and other attacks, a Strider relies instead on their incredible reflexes and speed.



Cypher Deflection(Attack)

Again like a Jedi, the Strider is able to deflect blaster bolts with their Cypher, and redirect those shots back where they came from at level 3. However the Strider’s skills are not still on par with a Jedi’s in this regard. The Strider’s penalties for redirecting attacks are 2 points greater, but still are reduced by 1 point each time the Strider gains this ability.



Uncanny Dodge

At level 4 the Strider gains the extraordinary ability to react to danger before his senses would normally allow them to do so. At 4th level and above the Strider retains their Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (Still loses the bonus if immobilized.) At level 8 the Strider can no longer be flanked.



Class C Strider

At level 1 the Strider is considered to be a Class C Strider. This is just like being a Padawan learner in the Jedi order. The Strider gets a +2 to their Speed. The Strider also may select 1 of the following abilities:

  • Up the Walls: The Strider may move part of their Speed up a wall or other vertical surface. A Strider may not end their movement on the wall, but must end it on the ground. Vitality Point Cost: 2
  • Aerial Strike: The Strider may make an impressive acrobatic attack. The Strider must make a Jump & Tumble Check (DC 15), if they succeed the Strider suddenly leaps into the flipping over the targets head, and slashing at the same time. The attack counts as a Full Round action and is made at the Striders Highest attack bonus. The Strider gains a +1d6 to damage. Vitality Point Cost: 2
  • Acrobatics: The Strider gains a +2 to their balance, Jump, and Tumble checks as if they had the Acrobatic Feat. If they already have the feat then the bonuses stack.
  • Hide in Plain Sight: The Strider may make a Hide check even when in plain view or when being observed. The Strider needs only a shadow, but can not hide in their own shadow, but may hide in another person’s shadow.


Class B Strider

At level 7 the Strider becomes a Class B Strider. This is like becoming a Jedi Knight in a way. At this point the Strider gets a +2 to their Speed. The Strider also may select 1 of the following abilities: (The Strider may not have the same ability twice.)

  • Up the Walls: The Strider may move part of their Speed up a wall or other vertical surface. A Strider may not end their movement on the wall, but must end it on the ground. Vitality Point Cost: 2
  • Aerial Strike: The Strider may make an impressive acrobatic attack. The Strider must make a Jump & Tumble Check (DC 15), if they succeed the Strider suddenly leaps into the flipping over the targets head, and slashing at the same time. The attack counts as a Full Round action and is made at the Striders Highest attack bonus. The Strider gains a +1d6 to damage. Vitality Point Cost: 2
  • Acrobatics: The Strider gains a +2 to their balance, Jump, and Tumble checks as if they had the Acrobatic Feat. If they already have the feat then the bonuses stack.
  • Hide in Plain Sight: The Strider may make a Hide check even when in plain view or when being observed. The Strider needs only a shadow, but can not hide in their own shadow, but may hide in another person’s shadow.


Class A Strider

At level 12 the Strider has attained a higher degree of mastery similar to that of a Jedi master, but not quit there yet, this is something of the half way point for a Strider. The Strider gains a +2 to their Speed. They also may select 2 of the following abilities: (The Strider may not have the same ability twice.)

  • Up the Walls: The Strider may move part of their Speed up a wall or other vertical surface. A Strider may not end their movement on the wall, but must end it on the ground. Vitality Point Cost: 2
  • Wall Spring: Prerequisite: Must have “Up the Walls.”� The Strider gains the uncanny ability to leap from one wall to another climbing with out any tools or other objects. The Strider must make a Jump and Tumble Check (DC 15). The act is considered a full round action. Each round the Strider is able to travel their full movement rate up a wall, and the action must be maintained or else the Strider will fall. The act requires either 2 walls adjacent to each other, (must be with in 6 to 8ft of each other), or the walls may be perpendicular to each other. Either way the Strider needs 2 surfaces to spring from. Vitality Point Cost: 4
  • Aerial Strike: The Strider may make an impressive acrobatic attack. The Strider must make a Jump & Tumble Check (DC 15), if they succeed the Strider suddenly leaps into the flipping over the targets head, and slashing at the same time. The attack counts as a Full Round action and is made at the Striders Highest attack bonus. The Strider gains a +1d6 to damage. Vitality Point Cost: 2
  • Aerial Precision: Prerequisite: Must have “Aerial Strike.”� The Strider’s ability to strike from the air is made with greater precision. The Strider’s bonus damage for the strike increases to +2d6. Vitality Point Cost: None, uses the cost for Aerial Strike.
  • Acrobatics: The Strider gains a +2 to their balance, Jump, and Tumble checks as if they had the Acrobatic Feat. If they already have the feat then the bonuses stack.
  • Rapid Strike: The Strider can strike so quickly that their opponent has little time to react. As a full round action the Strider may make a single strike at their highest attack bonus. If the opponent’s level is at least 2 levels lower than the Striders they are denied their Dexterity bonus to their Defense. A side form this if the Strider hits they do an additional +1d6 to damage. Vitality Point Cost: 2
  • Hide in Plain Sight: The Strider may make a Hide check even when in plain view or when being observed. The Strider needs only a shadow, but can not hide in their own shadow, but may hide in another person’s shadow.
  • Vanish: Prerequisite: Must have “Hide in Plain Sight.”� The Strider is able to completely vanish from sight. The Strider may take 10 on their hide checks even under conditions when it would normally be denied.


Strider Master

At level 17 the Strider is then considered to be at the actual level of a Jedi Master. The Strider also gains a final +2 to their Speed. They also may select 2 of the following abilities: (The Strider may not have the same ability twice.)

  • Up the Walls: The Strider may move part of their Speed up a wall or other vertical surface. A Strider may not end their movement on the wall, but must end it on the ground. Vitality Point Cost: 2
  • Wall Spring: Prerequisite: Must have “Up the Walls.”� The Strider gains the uncanny ability to leap from one wall to another climbing with out any tools or other objects. The Strider must make a Jump and Tumble Check (DC 15). The act is considered a full round action. Each round the Strider is able to travel their full movement rate up a wall, and the action must be maintained or else the Strider will fall. The act requires either 2 walls adjacent to each other, (must be with in 2 meters to 3 meters of each other), or the walls may be perpendicular to each other. Either way the Strider needs 2 surfaces to spring from. Vitality Point Cost: 4
  • Uncanny Leap: Prerequisite: Must have “Up the Walls, & Wall Spring.”� The Strider’s Leaping abilities are at their apex. The Strider is able to leap double any length determined by their jump check. So if the Strider needs to jump over a 3.5 meter wide pit, but normally would only be able to clear 2 meters with their Jump check, they would in fact clear 4 meters thus making the gap. If the Strider needs to jump up to a ledge that is 4 meters high, a normal person can only leap about 2 meters high (as an example), but with a Strider they could easily reach that 4 meter ledge. This also effects the Striders Wall Spring ability, they may now leap back and forth between 2 walls at least 3 meters to 4 meters apart. Vitality Point Cost: 1 per jump check made, +2 to the cost of Wall Spring.
  • Aerial Strike: The Strider may make an impressive acrobatic attack. The Strider must make a Jump & Tumble Check (DC 15), if they succeed the Strider suddenly leaps into the flipping over the targets head, and slashing at the same time. The attack counts as a Full Round action and is made at the Striders Highest attack bonus. The Strider gains a +1d6 to damage. Vitality Point Cost: 2
  • Aerial Precision: Prerequisite: Must have “Aerial Strike.”� The Strider’s ability to strike from the air is made with greater precision. The Strider’s bonus damage for the strike increases to +2d6. Vitality Point Cost: None, uses the cost for Aerial Strike.
  • Aerial Barrage: Prerequisite: Must have “Aerial Strike, and Aerial Precision.” The strider may make 2 strikes rather than 1 strike while in the air, both strikes are at a -4 to hit, but both do a +2d6 points of damage if they hit. Additionally the DC for the Jump & Tumble check increases to DC 20. Vitality Point Cost: 6
  • Acrobatics: The Strider gains a +2 to their balance, Jump, and Tumble checks as if they had the Acrobatic Feat. If they already have the feat then the bonuses stack.
  • Rapid Strike: The Strider can strike so quickly that their opponent has little time to react. As a full round action the Strider may make a single strike at their highest attack bonus. If the opponent’s level is at least 2 levels lower than the Striders they are denied their Dexterity bonus to their Defense. A side form this if the Strider hits they do an additional +1d6 to damage. Vitality Point Cost: 2
  • Blinding Strike: Prerequisite: Must have “Rapid Strike.”� The Strider can strike far quicker than their opponents can often hope to react. The Striders opponents still loose their Dexterity bonus to their Defense if they are 2 levels lower than the Strider. The Strider however may choose to either make 1 single strike doing +2d6 to damage or they may make 2 Strikes, doing a +1d6 each. This second version makes use of the Striders normal number of attacks, but only 2 of those do an additional +1d6 damage. The first one is made at the characters highest attack bonus and is a full round action. Vitality Point Cost: 6
  • Hide in Plain Sight: The Strider may make a Hide check even when in plain view or when being observed. The Strider needs only a shadow, but can not hide in their own shadow, but may hide in another person’s shadow.
  • Vanish: Prerequisite: Must have “Hide in Plain Sight.”� The Strider is able to completely vanish from sight. The Strider may take 10 on their hide checks even under conditions when it would normally be denied.


Bonus Feats: At different levels the Strider gets to select an additional feat. Those levels are 2, 6, 10, 14, and 18. The bonus feats that can be selected must be drawn from the following list: Acrobatic, Alertness, Ambidexterity, Athletic, Blind-Fight, Combat Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Improved Critical (Cypher), Improved Initiative, Martial Arts (Defensive Martial Arts, Improved Martial Arts, Advanced Martial Arts), Power Attack (Cleave, Great Cleave, Improved Bantha Rush, Sunder), Quick Draw, Stealthy, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Focus (Cypher), Weapon Finesse.


Credits

A 1st level Strider starts play with (1d6+2) x100 credits.



Level

Base Attack Bonus

'Fort'Save

Ref Save

Will Save

Special

Defense Bonus

Reputation

1

+1

+1

+2

+1

Starting Feats, Cypher Deflection (Defense +1), Class C Stryder

+3

+0

2

+2

+2

+3

+2

Bonus Feats

+4

+0

3

+3

+2

+3

+2

Cypher Deflection (Attack -6)

+4

+0

4

+4

+2

+4

+2

Uncanny Dodge (Dex to Defense)

+4

+1

5

+5

+3

+4

+3

+5

+1

6

+6/+1

+3

+5

+3

Bonus Feats

+5

+1

7

+7/+2

+4

+5

+4

Class B Strider

+6

+2

8

+8/+3

+4

+6

+4

Uncanny Dodge (Can’t be Flanked)

+6

+2

9

+9/+4

+4

+6

+4

Cypher Deflection (Defense +2)

+6

+2

10

+10/+5

+5

+7

+5

Bonus Feats

+7

+2

11

+11/+6/+1

+5

+7

+5

Cypher Deflection (Attack -5)

+7

+3

12

+12/+7/+2

+6

+8

+6

Class A Strider

+8

+3

13

+13/+8/+3

+6

+8

+6

Cypher Deflection (Defense +3)

+8

+3

14

+14/+9/+4

+6

+9

+6

Bonus Feats

+8

+4

15

+15/+10/+5

+7

+9

+7

+9

+4

16

+16/+11/+6/+1

+7

+10

+7

Cypher Deflection (Attack -4)

+9

+4

17

+17/+12/+7/+2

+8

+10

+8

Cypher Deflection (Defense +4), Strider Master

+10

+4

18

+18/+13/+8/+3

+8

+11

+8

Bonus Feats

+10

+5

19

+19/+14/+9/+4

+8

+11

+8

+10

+5

20

+20/+15/+10/+5

+9

+12

+9

+11

+5


Exotic Weapon: Cypher

A cypher is what a lightsaber is to a Jedi. A cypher is also known as a plasma sword. It’s called this due to the unusual effect that it has when sliced through the air. When sliced through the air the sword leaves a trail of quickly fading energy giving the slice of the blade a tail of sorts. Also this is very intimidating in the hands of a well trained Strider. It is unknown as to why the blade does this. The cypher is exactly like the ancient Sith Swords in many ways, but is not crafted using the ways of the Dark Side. To begin with it is resistant to lightsabers, and can even be used to deflect blaster bolts. The sword is also extremely light and is dangerous for an unskilled user to wield properly. The cypher is also known for its unique double hilt. This double hilt allows the sword to be held in two different ways to allow for more powerful and surprising attacks. The blade is extremely sharp and able to cut through almost anything, and like the Sith Swords of old the blade does not loose its edge. The last and final unique ability of this sword is the fact that when thrown it will boomeranged back to the thrower. A Strider must make a Reflex check (DC 15) to catch the weapon, anyone else not proficient in the weapon has a DC 25, and anyone not a Stryder who is proficient in the weapon must beat a DC 20 to catch the weapon properly. Anyone failing the check has a chance of being hit by the sword rather than catching it. A Strider can choose to take the Craft Skill and specialize in Cypher to be able to construct and forge a cypher. For equipment and materials it will run the Strider around 10,000 credits and will, on average, take anywhere from 1 week to a month to forge. The cypher ignores ½ of an objects or Armor’s DR. The Weapon Finesse feat may not be taken with this weapon. Note though that for throwing the weapon the person must have at least a 2meter wide area for the blade to return, other wise it will just imbed itself into something.



Cost: Not for Sale, but has an estimated value of about 5,500 credits. Damage: 2d6+2 Critical: 19-20 Type: Slashing/Piercing Size: Medium Group: Exotic Range (Thrown): 2 meters + Strength modifier




Strider Hiryu


Character Level:

17

Classes:

Strider 14 / Force Adapt 3

Ability

Score

Mod

Vitality Points:

142

STR:

14

+2

Wound Points:

16

DEX:

20

+5

Defense:

24

CON:

16

+3

Speed

16

INT:

15

+2

Reputation:

+4

'WIS':

15

+2

Initiative:

+5

CHA:

14

+2

Base Attack Bonus:

+16/+11/+6/+1

Fort'Save':

+11

Ref Save:

+16

Will Save:

+11

Force Points:

17

Skills: Balance: +13, Climb: +11, Craft (Cypher): +9, Disguise: +8, Escape Artist: +11, Hide: +15, Intimidate: +7, Jump: +12, Knowledge (Strider Lore): +9, Listen: +6, Move Silently: +15, Sense Motive: +8, Slight of Hand: +10, Swim: +8, Tumble: +15

Force Skills: Battle Mind: +8, Empathy: +6, Enhance Ability: +10, Enhance Senses: +5, Farseeing: +3, Force Defense: +5, Force Stealth: +5, Friendship: +4, Heal Self: +4, See Force: +3, Telepathy: +3

Strider: Starting Feats, Cypher Deflection (Defense +3), Class A Stryder (Up the Walls, Aerial Strike, Wall Spring, Hide in Plain Sight), Bonus Feats (Combat Expertise, Mobility, Ambidexterity, Whirlwind Attack),Cypher Deflection (Attack -5), Uncanny Dodge (Dex to Defense, Can’t be Flanked),

Force Adapt: Force Training (Control, Sense), Bonus Feat (Track)

Feats: Defensive Martial Arts, Dodge, Spring Attack, Improved Martial Arts, Combat Reflexes, Quick Draw

Force Feats: Force Sensitive, Control, Sense

Equipment: 1 Cypher (BAB: +18/+13/+8/+3, Damage: 2d6+4, Critical: 19-20, Range (thrown): 4 meters), 1 Vibro-Scythe (Same as a Vibro Dagger, adds a +1 to climb checks & can be used to help stop a fall), 2 Holdout Blasters, 2 Thermal Detonators, 4 Flash Grenades, 1 Electrobinocular, 2 Liquid Cable Dispensers, 1 Glow Rod, 1 breath Mask & Atmosphere Canister/Filter, 1 Med Pack, Has an unspecified amount of credits saved, its possible that he could buy 2 or 3 star ships if he desired to.

Appearance: Strider Hiryu often dresses in the traditional uniform of the striders, his gie’s color is often either blue or black, he wears a long red scarf that covers the lower half of his face along with a red sash around his waist. He also has white wrappings around his wrists and shins. He also has a specially designed utility belt that doubles for his cypher’s scabbard. Hiryu also has a harness that holds his vibro-scythe on his back. Hiryu is has brown hair and blue eyes.

Personality: Hiryu is a very calm and controlled person. He is the type of person that allows his actions speak for him. Hiryu’s voice is strong but soft. (Think “D” from Vampire Hunter D: Blood Lust; if you’ve seen the anime.)

History: Hiryu is one of the few remaining true Striders in the known galaxy. The specifics of Hiryu’s origins are still shrouded in mystery, and he rarely speaks about himself. Hiryu has worked both as a mercenary and bounty hunter, he has also lent his services to the Rebellion as it was emerging triumphant in the war against the Empire. Hiryu has spent most of his life hunting down Shadow Striders, and avenging his order. Through out the rise of the New Republic Hiryu explored the galaxy and often acted as a “Hero for Hire” so to speak, although he did not always take the credits offered to him, although these were special cases. Currently during the New Jedi Order era, Hiryu has been providing aid to Skywalker’s Jedi Order when he is able to. While Skywalker is reforming the Jedi order, Hiryu is trying to reform the Striders, and has already trained several students who are intern training others. Hiryu has already had several run-ins with the Yuuzhan Vong, and he has even had a few encounters with the Voxin Jedi hunting creations of the Vong. Hiryu of course easily dealt with the creatures. Hiryu has been offered training as a Jedi at Skywalker’s academy before the Vong came, but he respectfully declined.

================================================================================================================Edit

S'''''TRIDERS


(Introduction is for Striders based in Forgotten Realms, but names of places can easily be changed around depending on the realm. I just needed a setting to which I could spin a tale of how they exist.)

They are the toughest group of people who execute acts such as infiltration, abduction, explosion, instigation, etc..

They have a very extensive net of informers and allies of all kinds: wizards, druids, rogues, humans, elves, etc.. some gossips say that even some dragons help the Striders somehow.

It’s not difficult to figure out that they have more enemies than is healthy, but they are well prepared for them tough. Some of the basic “modus operandi” of the Striders as a group, is to make that the whole thing was made by someone else, spreading false clues, etc..

Other way, is a Strider usually going disguised when he joins to a group of adventurers. These adventurers normally are conducted to accomplish some tasks, suspecting nothing, they’re used to serve Guild’s interests. Once the task is done, the undercover Strider leaves the group.. that now got some new enemies.

A Strider don’t use his weapon of choice often, it can raise suspects of some operation in course. When he does, few can survive to tell about that strange sword.

Some medium and all major cities have a Strider Guild based on it. The Guild’s construction and location follows a strict pattern of details that make a Strider recognize it wherever he goes. In a Guild, a Strider can get up-to-date tidings about its objectives at that moment. There it can also obtain some specific equipment or information for a mission.

The Striders don’t have a central master with powers over all Guilds, but all they follow the Strider Code:



Strider Code:

I.The most perfect law in the universe is the balance; if the balance is gone everything falls into chaos.
II.Selfish ambition is the cause of the world's pain.
III.Devote yourself, but do not lose who you are.
IV.Those who seek the truth are the world's saviors.
V.A false life is equal to death...be your true self..
VI.It doesn't pay to betray your principles.
VII.No one deserves to have all the power.
VIII.Who can see the future? Those who create it.
IX.Life or death awaits...a Strider is never certain
X.Strike hard and fade away without a trace.
XI.Move like the wind. Strike like thunder.
XII.Take me to your boss! (This one's optional)



If somehow, an isolated Guild betrays some of these principles, the information spreads quickly, and soon all Guilds near manage to end the treachery. This fact is very uncommon, but not completely impossible to happen. If a Strider ever goes rogue then all Striders come hunting the rogue strider to end his/her life.

A Strider is recruited for the Guild on his early age and trained for years until have his first assignment.

Swift, stealthy , trained in many forms of combat. The Strider is an individual of very singular concentration, rare physical coordination and athletic prowess’s. An efficient blend of warrior, hunter, thief, spy, acrobat, he is also skilled in strategy, survival, tracking, shadowing, etc..

They organize themselves in secret guilds unknown by others where they get their missions and some exclusive equipment.



The Striders are an ancient organization of ninja warriors founded back in the Year of the Black Unicorn. At the time two great martial arts masters existed. One to the east and another to the west. These masters both met on a chance encounter in a small village in the region of Chessenta. The village was constantly the target of roving bandits and marauders who always took what they wanted, when they wanted. The masters agreed to train the people in their ways of fighting. However the marauders decided to show up at that time. Although the masters were able to easily send them running, they now knew first hand what the people had to deal with, and a new approach was taken, one of stealth and deception.



When the marauders returned a month later the people were more prepared for their visitors. Although the martial arts masters both disliked the ways of the ninja as they were the ways of the assassin, they both agreed that when used responsible to defend and protect, the ways of the ninja could be very beneficial. Together the two formed a pact and set about creating a ninja order that was devoid of the trappings of traditional assassins and ninja. In the year “–148” the order of Striders were created. This order was very similar to the Harpers in their stances against evil, however the Striders were more subtle in their fight. The Striders often set their sights on corrupt individuals and groups that harmed innocent people for gain.



The Striders would often target individuals that were corrupt political figures or persons that normally the law could not get at do to lack of evidence, or power that the individual could wield, often in the form of vast wealth. One night a powerful and very greedy Duke would go to bed all safe and secure in his home. In the morning, bodies would lay strewn about as if a whirlwind had touched down. The duke, would be found dead with a note confessing his crimes. Generally the individual would be found to have had only two wounds. The first, a puncture wound to the heart. The second would be in form of their hands missing, a punishment often reserved for thieves who were caught stealing.



It is unknown however as to what ever happened to the two masters of the east and west. One day the two warriors simply vanished and were never heard from again. Ever since then the order has always had only two great masters who would lead the Striders. One would have the title of the west master, and the other the east master. For hundreds of year the Striders would remain a secret organization bent on bring their form of justice to those who would think themselves untouchable. In the year of the Wandering Wyvern, during the time of the re-founding of the Harpers, two new masters ascended and changed the order. During this time the Striders split into two sects, one the Striders remained true to their teaching and were lead by West master Hiramoto. However the other sect corrupted the teachings and called themselves the Night Striders, they were lead by the East master Temigan.



While the West master believed that the Striders should continue as they had for hundreds of years, the East master felt that the Striders were wasting their time, and that as true assassins and mercenaries they could do far more for the cause that ever had in the past. The West master countered that he was only greedy and ambitious and wanted to simply turn the order into another common assassins guild. Ever since then the order has been split. Although it has always been an agreed upon law, that the masters of East and West never fight, the two did so in the year of the Broken Blade. Those few present to see the battle say that it went on for hours, with each master leaping and bounding all over the mountain battle field. One thing that all agree that happened was that it was raining, an omen of sorts for the tragedy to take place. High atop the peak of the mountain the West master almost fell his opponent, but refused to finish him. Instead in a fool hardy attempt to redeem his once friend and companion he ordered him to disband his order and to go to the north and not disturb any one else again for as long as he lived.



However the East master easily fooled his once friend and agreed to his terms, however in a single moment when the West master lowered his guard, he struck just as lightning darted across the sky. He then pulled his poisoned claws from his old friends gut and threw him off the mountain’s peak. Since that day, the Striders have been working in secret. The Night Striders have formed alliances with the Night Masks, the Fire Knives, the Zhentarim and the country of Thay. They work for the highest bidder and never ask any questions not relevant to the job. Even other assassin guilds are starting to fear the Night Striders as they are quickly gaining in power, primarily because of their recent pact with the country of Thay.



Not all hope has been lost though. The Striders has slowly begun to increase in numbers, as they prepare to go to war with the Night Striders. With in the widely dispersed ranks of the Striders one individual has been described by his pears and elders as possibly greatest of their kind to be born to date. They believe that Strider Hiryu will be the one to defeat the dark master of the east as he is quit possibly Hiramoto reborn.



Adventures: Most Striders see adventures as chances of testing and improving on their skills and abilities. Striders often will hire themselves out as guards or hero for hire. A Strider is often very cool and calm in any encounter and usually moves with fluidity and grace. Even if not paid to do so, a Strider never passes an opportunity to deal out justice to the corrupt and other wise untouchable. However sometimes circumstances don’t always allow the Strider do what’s needed, like being under skilled and out numbered ten to one.



Characteristics: When it comes to combat abilities Striders are very unique in how they fight, often leaping about and constantly moving making themselves a difficult target to hit. In terms of shear fighting skills they are an equal to any fighter, paladin or ranger. Although highly trained in the uses of several different weapons, the Strider typically only wields the traditional weapon of the Striders, the cypher. Unlike other types of warriors, striders are specialized in much more sneakier style of fighting, often striking quickly and disappearing leaving their target disorientated and injured with out knowing how it happened.



Alignment: Although a Striders training is very strict and requires a great deal more discipline than most monk orders, Striders are usually of lawful or neutral alignments, never chaotic, or true neutral. A Strider must be either good, evil or lawful neutral.



Religion: Typically like the monks, Striders do not generally worship any deities. Most good Striders do have the favor of some deities who honor their stance and actions and are generally good aligned, or neutral. Night Striders on the other hand typically favor evil deities.



Background: Striders are selected from the poor children often found in the streets of large cities. These homeless and often family less children are taken to a remote and secluded area that is a home for Striders to live and train new students. Many of these places are amongst elves or dwarves how honor the remaining Striders and provide a safe place for them to live and train. To this end many elves or dwarves who are willing, are freely allowed to join the order. A great deal of the order is made up primarily of elves as the ways of the Strider’s training are particularly well suited for an elves natural agility and dexterity.



Usually a Strider rarely travels with only their cypher often leaving their other weaponry in the company of a fellow Strider or in one of the many safe houses that the Striders have. Generally in these safe houses a Strider and any friends can find provisions, misc. gear and equipment of use as well as a small cache of weapons including at least one cypher for the Strider if needed. These safe houses often have a caretaker who is also a Strider. This person is usually elderly, elven or dwarven and sympathetic to the Striders.



Races: Most Striders are commonly found to be elves or half-elves. Humans make up a large percentage of the organization, but elves make the majority. Other races are found amongst the order, half-orcs are the least seen with Gnomes, Halflings, and Dwarves making up the minority. In the Night Striders Humans make up the majority with Drow falling just about equal to them.



Other Classes: Like fighters, paladins, rangers and barbarians, Striders are excellent warriors, however Striders pick up the slack where the others leave off. Striders prefer to make hit and run attacks rather than going toe to toe with opponents. Speed, stealth and subterfuge are the names of the game, and the Striders are some of the best. Even with out their weapons the Strider is still a capable warrior. However most Striders tend to keep to them selves when working with a group, but are more than ready to jump into a fight to and help their companions out.



Game Rule Info.



Striders have the following game statistics:

Abilities: Although physical strength is important a Strider relies more on their agility and speed than brute strength. A Strider’s Dexterity is the more important attribute followed by their Strength and Intelligence.

Alignment: Any Lawful and Neutral, however anything chaotic, or true neutral is not allowed. The character must be-either good, evil or Lawful Neutral.

Hit Dice: 1d8

To be a Strider, a character needs at least a 13 in Strength and Constitution, as well as a 16 in Dexterity and 13 in Intelligence

Class SkillsEdit

Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Tumble (Dex). Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (local), Martial Lore*, Swim, Tumble., Acrobatics, Gymnastics. Normal leaping distance: STR in feet of distance



Skill Points at 1st Level: (8 + Int. modifier) x4.

Skill Points at Each Additional Level: 4 + Int. Modifier.

  • THAC0 and multiple attacks as Fighter/Monk, a Strider can also specialize in his weapon of choice, the Cypher ( see special benefits )
  • Backstab as Thief/Ninja
  • Thieving Skills, except pick pockets . with 50 initial percentage points and 25 for each level above first. See the following table for the base scores. All adjustments by race and dexterity are allowed.


Thieving Skills

Skill

Base score

Find/Remove Traps

10%

Open Locks

10%

Move Silently

15%

Hide in Shadows

10%

Detect Noise

15%

Climb Walls

60%

Read Languages

0%


  • Tracking as Ranger.

Strider Experience Levels

Level

XP

Hit dice (d8)

Rank

1

0

1

D

2

2250

2

3

4500

3

C

4

9000

4

5

18000

5

B

6

36000

6

7

75000

7

A

8

150000

8

9

300000

9

Super-C

10

600000

9+3

11

900000

9+6

12

1200000

9+9

13

1500000

9+12

Super-B

14

1800000

9+15

15

2100000

9+18

16

2400000

9+21

17

2700000

9+24

Super-A

18

3000000

9+27

19

3300000

9+30

20

3600000

9+33


Special Benefits



A Strider with the tumbling proficiency gets +1 to AC



Class restrictions



The Strider cannot cast or learn magical spells or use scrolls, other than the following special strider class only spell like abilities, but they can use magical items, including potions, most rings, and all forms of enchanted armor and weapons.

Strider may not wear any armor heavier than studded leather or elven chain. They also cannot use shields.

Strider Training:

This is a grueling training regime that the person spends well over 10 years in training. Usually the person is around 10- 15 years old when they begin their training. When the training is over they gain the following bonuses, not including those gained at the special bonuses above. The characters gets a + 1 to strike. They get a+3 to their STR and CON + 1d4x5 to SPD attributes, a +1 to initiative, When the character reaches level 5, (class B), they get a +1 to all of their bonuses, SPD gets a +3. At level 10, (class A), they get a +2 to all of the bonuses so far, Spd gets a +4. Note though that if a person is already a class B strider they get the bonuses early, same with the class A. They will not get these bonuses again when they reach these levels and are already that class or higher. Normal leaping distance: STR in feet of distance

(Special Note: anyone who becomes a Strider can never learn or gain any other spells ever even if they change classes to a spell casting type class.)




Strider Special Spell Like Abilitys



Strider armor: CON+WIS x10+10+10/lv 1hr+1hr/lv +5parry (at will)

Strider bubble shield: CON+WIS x10+10+10/lv 1-100ftr +5parry no act while up 1hr+1hr/lv(at will)

Cure light wounds:( 20/day/lv) 1d10 self and 2 people touched

Cure medium wounds:( 15/day/lv) 1d10 x10 self and 2 people touched

Cure heavy wounds:( 10/day/lv) 1d10 x20 self and 2 people touched

Cure all wounds:( 5/day/lv) 1d10 x50 self and 2 people touched

Fire bolt:( 5/day/lv) 1d10 x10 + 1d10 x10/lv 1000ft + 5stk 80% ignite fires and combustibles

Spark ball(5/day/lv) 1d10 x10 + 1d10 x10/lv 1000ft + 5stk 80% fry electronics including hardened electronics/PARALYSIS 10minutes duration

Ice blast :( 5/day/lv) 1d10 x10 + 1d10 x10/lv 1000ft + 5stk or

Manna bolt:( 5/day/lv) 1d10 x10 + 1d10 x10/lv 1000ft + 5stk never miss

Chi bolt::( 5/day/lv) 1d10 x10 + 1d10 x10/lv 1000ft + 5stk never miss

Combat Teleport:(10/day/lv) 1000ft line of sight only

Headquarters Teleport:only after a official Strider Mission is complete, also set as a emergency contingency gaes placed on all Striders upon graduation to C Class if there HP ever falls below 10 they are immediately teleported to the HQ med center, (this can never be removed, and is always in effect). ((Special Note: Heaven help any Strider that ever goes rogue and tries to hide…….))


Class FeaturesEdit

Weapon and Armor Proficiency: Striders are highly trained in the use of several different weapons including basic peasant weapons, and the following: long sword, clubs, daggers, short bow, quarterstaff, short sword, sickle, kama, and shuriken. With the Cypher the Strider eventually gains the Exotic weapons Prof. (Cypher) allowing them to wield the weapon with out penalties.The Strider gets a bonus weapon proficiency: Ambidexterity, and Cypher. This takes up none of the character's proficiency slots. the Strider gets one bonus proficiency: Blind-Fighting. This takes up none of the character's proficiency slots



With armor, Striders are restricted to only light armors. Striders prefer light armors as they rarely hinder their movements and actions, unlike much heavier armors that hold back the Strider. Strider characters can never select any medium, & heavy armor or shield proficiencies, they are not allowed to the class. Striders are only proficient in light armors.



Class C Strider: A class C Strider is the class that a Strider receives once their training is complete. This in itself offers no bonuses except that the character may start advancing in level as a Strider. A class C Strider does get 2 things though, they may select 4 additional feat, and they start with a cypher. Note though that all prerequisites for the feat must be met first.


Danger sense: They can react faster to situations than the average warrior is able to. At levels 1,4,8 & 9 the Strider’s gains a +2 dodge bonus to their AC, and a +2 to their Initiative. However the Strider can not be wearing any armor other than Studded leather armor or Strider Vest or Elven chainmail in order to make use of these bonuses as the armor hinders their movement enough to keep them from reacting faster than they should.can never be ambushed OR flanked includes long ranged attacks, prowl skill 60% or +15%if already possessed, +6int The Strider’s reflexes are far faster than that of a normal persons. 1act warning before attack strikes +1 act warning at lvs 4,7,10,13, and 15, +20% for skills of demolitions/ medical/ gymnastics/ acrobatics/ climbing/ swimming/ piloting/ detection and impersonation

Enhanced Leaping: can fall x2 leaping distance no check required, leap high x10STR +10ft/lv, running leap: x STR+ speed x5 +10ft/lv, bonus:+10dspeed +6int +5dmg x2swimming speed

Natural Agility: automatic acrobatics/gymnastics and tumbling skill at 70+3%/lv, if you already have then at 95% and can go beyond 98% + acrobatic combat sync: always land on feet 70% almost impossible to throw, lay out tracking 75+5%/lv 600ftr:+1d4+2DEX +3STR +3 CON +10speed +10hp

other special skills:

Triangle jump: a wall to wall jump going up an over x2 leaping distance

Missile parry: 1/3DEX with weapon 1/4DEX barer handed

Missile grab: 1/3DEX

Aerial stomp: 1d6+STR+AUTO KNOCKDOWN/2ft fall

Air drop: 4d6+STR+AUTO KNOCKDOWN +50% ko/ft falls can add weapon damage to attack

Air tackle: 1d6+STR+AUTO KNOCKDOWN/3ft fall Air catch: 2d6+STR+auto AUTO KNOCKDOWN Night Stalker: The Strider has the ability to move about undetected. At most times the Strider gains a +2 to all hide and move silently checks that are made. However at night or in areas where there is little light like a cave this bonus increases to a +4. Gained at level 1.



Poison Use: Striders are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Gained at level 1.



Sneak Attack: Just like the Rogues special ability. The Strider gains a +1d6 to damage at Level 2, 5, and 8.



Create Smoke: The Strider is able to suddenly vanish right in front of people in a flash of smoke. Four times per day the Strider can instantly create a blast of smoke directly in front of them. The smoke quickly envelops the Strider giving them complete concealment. The smoke covers a 10ft area, plus 5ft per level as a Strider. The Smoke lasts for 1 round plus the Night Striders level in rounds. Unfortunately the Strider can not see with in the smoke as well, but they are not disorientated at all by it. Gained at level 3

Stealth Kill: At level 6 the Strider can attempt to make a Coup De Grace against any 1 target. This requires first that the Strider be able to sneak up on the person, requiring a normal Move Silently and Hide Check. If successful then a normal roll to hit is made. If the attack lands, damage is rolled like as if rolling a critical hit however. The target must then make a Fortitude save (DC 10 + the weapons damage) or die. The attack however can only be used when not engaged in combat, and as a sneak attack.



Evasion: Just like that of the Monk and Rogue classes. This is also a starting ability at level 2.



Exotic Weapon (Cypher): The Cypher is a Striders trademark weapon. The weapon has two hilts, one in the normal place and another in the spot of the traditional hand guard. Take away the blade the hilt forms an “L”. The weapon itself is the equivalent of a masterwork bastard sword, but is slightly different. The weapon is capable of being used as both a slashing and a piercing weapon due to the unusualness of the hilt. Only Striders can select this feat. The feat is gotten for free at level 2, but can be selected earlier, however a different feat can not be selected in its place.



Quick Strike: A Strider can add their Strength modifier (if any) to their initiative allowing them to react faster than the enemy usually can. Gained at level 1.



Deflect Arrows: At level 2 the Strider is able to use their cypher or bare hands to deflect arrows as if they had the feat. With the Cypher however any missile weapon, even improvised ranged can be deflected.



Uncanny Dodge: At level 4 the Strider gains the extraordinary ability to react to danger before his senses would normally allow them to do so. At 4th level and above the Strider retains their Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (Still loses the bonus if immobilized.) At level 8 the character can no longer be flanked.



Fast Movement: Striders are trained to be very quick on their feet, far more so than most other beings or classes. At level 1, 4, 8, and 12 the Strider is at a +10 to their Speed. A Strider looses this ability should they were anything heavier than light armor?



Acrobatics: Striders are uncanny acrobats often leaping and bounding about almost as if they could fly. A favorite tactic of most Striders is to attack from the air as they leap up high and drop down with a much more powerful blow than normal. A Strider gains a +5 class bonus to all their Balance, Climb, Jump, and Tumble checks. This ability is gained at level 2. At level 16 the bonus increases to a +10.



Wall Spring: At level 2 a Strider has become skilled enough to be able to climb walls, simply by springing from one wall to another. The action requires a both a jump and tumble check. The Jump check is used to determine how far up the wall the Strider can get in each leap. The Tumble check is used to determine whether or not the action is successful or not. For this a DC 15 must be beaten. A natural 1 if rolled is an automatic failure even if the characters Tumble check modifier is 15 or higher. In order to use this ability two walls must be close by to each other. The walls can be directly across from each other, or in an angular form, (“L” shaped). However if it is “L” shaped the DC increases by 4. Also if the character some how has the Leap of the Clouds special ability, the DC for all checks are reduced by 2. Walls directly apart from each other must be equal to the characters height plus 2 feet. For every foot beyond this in length the DC for the check increases by 1.



As an example a 2 story building will often need only 3-4 jumps in order to get onto the roof. This means that a character will have to make about 3-4 jump and tumble checks. If all the checks are made, then the character makes it onto the roof. Should they fail even one check they can attempt to recover from a fall and continue upward, or can attempt to slow their fall. To continue upward the character must make another Jump and Tumble check, DC17 (plus any modifiers). If failed the character falls. If made then the character only falls a couple of feet but is able to alter their fall in a way that allows them to spring off from a wall and continue to climb. At anytime that the character falls they can attempt to slow their decent. This requires a tumble check as usual for falling, however the character uses the walls to lightly spring back and forth to slow their decent down, check DC is 10 plus 1 for every 2 feet up the character is. An average 2 story building is 16ft tall on average. So the DC for the check would be 18. If this check is failed the character takes normal fall damage, if its made the character takes no damage and can avoid spikes in pit traps, (taking only half damage if any.) Unlike a Monk’s slow fall ability, this one requires 2 walls, and has multiple uses. Should the character have the slow fall ability then it may be used instead should the character fall.



Zen-No-Mind: At level 16 the Strider gains a degree of resistance against enchantment spells. Striders gain a +4 resistance bonus to all enchantment spells and/or powers. A striders mind at this point is sharp and fortified, very difficult to charm or corrupt with magic, or powers and abilities. This bonus does stack with the elven racial bonus to resist enchantments, and it does stack with the Monks Still Mind ability.



Class B Strider: At level 7 the Strider becomes a Class B Strider. With in the Striders, advancement and rank is measured in classes. As a class B Strider the person’s awareness of their surroundings and skill with the cypher increases. The Strider gains a +1 dodge bonus to their AC, and a +1 to initiative when wielding the cypher.



Class A Strider: At level 14 the Strider has became a Class A Strider. These Striders are the best of the best. As a class A Strider the person is far more aware of their surroundings than before, their awareness border-lining on a supernatural awareness. As usually their skill with the cypher also increases. The stand out feature of the Class A Striders is their ability to react much faster than other beings. The Strider gains an additional +1 dodge bonus to their AC, another +1 to initiative when wielding their Cypher.



Strider Master: At level 20 the Strider is a Master Strider. The Master Strider is of course a step above the Class A Striders and is often a sect leader, or holds some position of power within the Striders. The Master Striders awareness is all but supernatural as they are extremely difficult to catch off-guard. Their skills with the cypher are at their peak. As for their ability to quickly react to danger, that to is greater. The Strider gains an additional +2 dodge bonus to their AC, a +1 to initiative when wielding their Cypher. (At max the Strider should now have a +4 dodge bonus to their AC, +3 to initiative when wielding a cypher.)


Level

Base Attack Bonus

'Fort'Save

Ref Save

Will Save

Special

1

+1

+0

+2

+0

Class C Strider, Quick Strike, Fast Movement (+10)

2

+2

+0

+3

+0

Exotic Weapon (Cypher), Evasion

3

+3

+1

+3

+1

Deflect Arrows

4

+4

+1

+4

+1

Uncanny Dodge (Dex Bonus to AC)

5

+5

+1

+4

+1

6

+6/+1

+2

+5

+2

7

+7/+2

+2

+5

+2

Class B Strider

8

+8/+3

+2

+6

+2

Acrobatics (+5), Uncanny Dodge (Can not be flanked)

9

+9/+4

+3

+6

+3

10

+10/+5

+3

+7

+3

11

+11/+6/+1

+3

+7

+3

Wall Spring

12

+12/+7/+2

+4

+8

+4

13

+13/+8/+3

+4

+8

+4

14

+14/+9/+4

+4

+9

+4

Class A Strider

15

+15/+10/+5

+5

+9

+5

16

+16/+11/+6/+1

+5

+10

+5

Zen-No-Mind

17

+17/+12/+7/+2

+5

+10

+5

Acrobatics (+10)

18

+18/+13/+8/+3

+6

+11

+6

19

+19/+14/+9/+4

+6

+11

+6

20

+20/+15/+10/+5

+6

+12

+6

Master Strider



Exotic Weapon: Cypher

The cypher has been the traditional weapon of the Striders for hundreds of years. Each Strider typically starts carrying this unique and expensive weapon with them at the end of their training, (a Strider starts with only 1 of these). The weapon is uniquely shaped in that it has 2 hilts forming a sort of “L” shape. This allows the weapon to be used not only as a slashing weapon, but as a piercing one as well. Although generally most Striders only wield one of these, some Striders have been known to wield two at a time and others have had special versions of them made that allow the weapons primary hilts to be connected turning the 2 weapons in to 1 double weapon.



For game purposes the cypher is considered to be a masterwork long sword as the blades length and its primary hilt are the same as that of a long sword. The only difference is the secondary hilt in the place of the hand guard. Striders who do not have the Exotic Weapons Prof. (cypher) are at a –4 to hit with the weapon. The feat can be selected early at level 1, but at level 2 no feats can be selected in its place when normally gained for free.

The Strider specializes in a unique weapon of choice , known as the Cypher, an exotic blend of tonfa and bastard-sword. In the hands of a Strider, the Cypher is an excellent weapon either in defensive or offensive stance. The stance is the specific way that he holds his weapon in combat. To change the stance in the same turn requires a successful DEX roll with -3 penalty, if he miss the roll no further action can be done in that turn but the stance change was done, or he can spend a turn or an attack ( see multiple attacks ) in order to do it. The Cypher cannot be bought in anywhere, it must be given or crafted by a Strider. To build a Cypher takes 45 days and 2 GP for the material costs. Only a Strider can use the fighting stances with the Cypher, in the hands of any other character the Cypher works like a common bastard-sword.

Offensive stance :In this stance the Strider holds the Cypher like a bastard-sword and gains +1 to hit and +1 to damage. This bonus is not magical, but allows the Strider to hit creatures only hit by +1 magical or silver weapons.

Defensive stance :In this stance the Strider holds his weapon like a tonfa and receive +1 to AC, +2 if 3 slots are devoted.



The Strider may continue specialization in the Cypher, and gains an additional +1 to hit, +1 to damage for every slot dedicated to the weapon. This cannot be used to hit magical monsters.



Cyphers do come in different sizes depending on the size of the wielder, and is still considered a masterwork weapon, only its size class and basic sword type changes. However note that a Stryder must be specific in their type of cypher when obtaining the exotic weapon prof. In other words The must specify if its Short, Medium, or Large. 3 exotic weapon proficiencies feat selections must be used in order to be able to wield all 3 sized weapons.



Cost: Generally not for Sale, but has an estimated value of about 320 gp for small, 340 gp for medium, 380 gp for large.

Damage: 1d8x10 (1d6x10 for small short sword style, and 1d10x10 for large bastard sword style for large sized beings.) Critical: 19-20/x2 Type: Slashing/Piercing Size: Medium Group: Exotic



Starting Gold: 9d6x10



Typical Starting Equipment: 1 Cypher, 1dagger, 20+ Shurikens, 2 Scythe Hook*, 1 Leather (Studded or not) armor, Strider vest: Made of reinforced cloth and leather, it gives to a Strider AC 5.Use the thieving skill armor adjustments as it he were using chain/ ring mail. It can be only found on a Strider guild and is very expensive . ( DM decides the exact price )

Attack boots/gauntlets :Made of leather with an internal reinforcement of a light alloy metal, they cause 1d4+ STR points of damage, plus +10% of KO. A character's Strength bonus, if any, does apply to kicking /punching attacks. It can be only found on a Strider guild. ( DM decides how much it costs )

.


  • See below details regarding the Scythe Hook.



Other weapons of the Strider.

Typically a Strider tends to travel light when it comes to weapons. Not all striders carry the cypher but it is often the preferred weapon. One unique weapon that Striders often travel with is a uniquely crafted scythe hook. This sickle is slightly larger than other kamas. Its hilt has a hand guard, and the blade is also much thicker than the usual kama. The weapon is designed specifically for climbing and hanging. The blade of the weapon is set up on a fashion similar to that of a lock blade knife. When sheathed the weapons blade positioned straight like a dagger. Once unsheathed, a flick of the wrist will bring the blade down into its intended position. Once in this position the weapon can be used like a Kama, or can be used to climb and hang from. The hilt has a trigger in it that when depressed unlocks the blade, often done when sheathing the weapon or to let go of a spot when hanging. The weapon adds a +2 modifier to climb checks, when used as such, or can be used to help stop a fall.

When wall springing the Strider will often use the weapon to stay in one place while on a wall, often done to hide or to keep an eye on things from a less obvious position. To do so is a declared action, and requires a spot check (DC 15) to locate an appropriate spot to use the kama (can be done as the character is jumping). If a spot is found the Strider can hang from the spot for a number of minutes equal to their Constitution x10, after which every minute a fortitude check (DC 20) must be made in order to remain on the wall. If it is failed they loose their strength from the prolonged ordeal and they let go of the weapon, or the weapon looses its “grip”. These kama’s are treated as piercing weapons rather than slashing. They do 1d10 damage and have a critical of x3. Lastly a character can attempt to punch the kama into the side of a structure, (rather than hooking something), on a successful strength check (DC 20). This is often a bit more extreme, and difficult to pull off.




STRIDER WEAPON MASTEREdit

With in the Strider order, most Striders tend to only be experts in the use of their cypher and sometimes another weapon. The Strider Weapon Master is a master of multiple weapons which goes with out saying, however they also have an intimate knowledge about constructing weapons and are often more skilled with weapons that they have knowledge in wielding than most other beings.



Hit Dice:1d10


RequirementsEdit

To qualify to become a Strider Weapon Master (S.Wpn) a character must fulfill all of the following criteria.

Class:Must have at least 1 level as a Strider.

Alignment:Must be lawful or neutral alignments, never chaotic, or true neutral, must be either good, evil or lawful neutral.

Base Attack Bonus:+5 or higher.

Skills:Craft (Weaponsmithing) 10 ranks, Profession (Weaponsmith) 7 ranks

Feats:Must have 1 Exotic Weapon Proficiency other than Cypher. Must also have Weapon Focus in any melee weapon, or Unarmed Strike.


Class SkillsEdit

Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis).



Skill Points at each level: 2 + Intelligence Modifier.


Class FeaturesEdit

Bonus Feat:At levels 1, 4 and 7 the Strider gains a bonus feat form the following list: Ambidexterity, Exotic Weapon Prof., Improved Critical, Improved Disarm, Improved Trip, Two Weapon Fighting (Improved Two Weapon Fighting), Weapon Focus, Weapon Finesse.



Weapon Forging:At Level 1 the Strider has a degree of knowledge relating to melee weapons. The Strider gains a +2 to all Craft skill checks dealing with weaponsmithing. Additionally the bonus increases at levels 3, 6, 8 and 10 by an additional +1. Also the Strider can inspect any weapon as if they possessed the Identify spell at level 6. The length of time needed to inspect the item is doubled however, but the Strider is still able to ascertain what abilities the weapon has. This is done through a meditative like trance. The weapon is held while in the trance during which the weapon master becomes in tuned with the weapons nature. If the Strider has the ability to forge magical weapons, any experience cost required is reduced by 1/4th.



Increase Weapon Damage:At levels 2, 5 and 9 the Strider is so skilled with weapons that they are able to inflict an additional 1d6 points of damage with any weapon. The bonus goes to only 1 type of weapon each time, but the same weapon can be selected each time to receive the bonus. The additional dice of damage is not factored into critical hits. The additional dice of damage represents a degree of mastery and attunement with a weapon that most normal people do not have.



Weapon Mastery:At levels 3, 5 and 7 the Weapon Master gains one of the following abilities, each applies to only 1 particular type of weapon. Each can be selected multiple times but each time is for a new weapon.

Lethal Strike:On their action, before making any attack rolls the Strider weapon master can choose to increase the chance of scoring a critical hit with a chosen weapon. The ability can be used a number of times a day equal to the Strider’s levels as a Weapon Master. The threat range for the weapon is doubled for one complete round. For example a Cypher normally has a critical of 19-20. With this the critical is set at 17-20, and with the Improved Critical feat, the threat range is further extended to 15-20.

Martial Arts Kata:Once per day a Weapon master that makes a full attack against a single target with a chosen weapon gains an additional attack against the same target. This attack is at their full attack bonus and inflicts normal damage. Alternatively this attack can be used to perform a disarm, or trip attack. If used to disarm, the attack is at a +4 to hit. If used to trip, a failed roll does not allow the target to attempt to trip the Strider in return. The kata also provides the Weapon Master with a +2 bonus to their AC during its use. A kata lasts only 1d4 rounds.

Rapid Strike:The Strider Weapon Master can make an additional attack each round at their highest attack bonus with the chosen weapon. However the additional attack and all other attacks that round suffer a –2 attack penalty per each attack.

Superior Weapon Focus:The Strider Weapon Master gains a +1 attack bonus with the chosen weapon. This stacks with any other attack bonuses they have including the Weapon Focus feat.

Weapon Specialization:The Strider Weapon Master gains the Weapon Specialization feat in the chosen weapon. All requirements must be met first however.



Class A & Master Strider:When the characters total levels as a Strider and a Strider Weapon Master are equal to 14 and 20 the Strider gains the benefits of being a Class A Strider (at level 14), and a Master Strider (at level 20).




Level

Base Attack Bonus

'Fort'Save

Ref Save

Will Save

Special

1

+1

+1

+1

+1

Bonus Weapon Feat, Weapon Forging (+2)

2

+2

+2

+2

+2

Increase Weapon Damage

3

+3

+2

+2

+2

Weapon Forging (+1)

4

+4

+2

+2

+2

Bonus Weapon Feat

5

+5

+3

+3

+3

Increase Weapon Damage

6

+6

+3

+3

+3

Weapon Forging (+1, Identify Weapon)

7

+7

+4

+4

+4

Bonus Weapon Feat

8

+8

+4

+4

+4

Weapon Forging (+1)

9

+9

+4

+4

+4

Increase Weapons Damage.

10

+10

+5

+5

+5

Weapon Forging (+1)



STRIDER SPECIALISTEdit

The Strider specialist is an expert not only in unarmed combat, but is premier among the Striders when wielding a cypher. But that’s not all that the Strider Specialist is capable of doing. The Strider Specialist is also an infiltration expert and spy. These Specialist Strider often have one particular field of expertise that they are extraordinarily good at.



Hit Dice:1d6


RequirementsEdit

To qualify to become a Strider Specialist (S.Spe.) a character must fulfill all of the following criteria.

Class:Must have at least 1 level as a Strider.

Alignment:Must be lawful or neutral alignments, never chaotic, or true neutral, must be either good, or lawful neutral. Can not be of evil alignment.

Base Attack Bonus:+5 or higher.

Skills:Balance 7 ranks, Bluff 5 ranks, Disguise 5 ranks, Escape Artist 5 ranks, Hide 10 ranks, Innuendo 4 ranks, Listen 5 ranks, Move Silently 7 ranks, Profession 5 ranks, Read Lips 4 ranks, Sense Motive 5 ranks, Spot 5 ranks,

Feats:Alertness, Dodge, Skill Focus (one of the skills listed above.)


Class SkillsEdit

Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Gather Info. (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Read Lips (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).



Skill Points at each level: 4 + Intelligence Modifier.


Class FeaturesEdit

Improved Unarmed Strike: Normally a Strider is able to inflict the normal 1d3 points of damage with an unarmed strike, while monks have a gradual progression in the damage the can deal out when fighting unarmed. The Strider Specialist however is a bit better at fighting unarmed compared to other Striders. The Strider’s unarmed attacks now inflict 1d6 points of damage however it does not gradually increase with level advancement. If the character has any levels as a monk use which ever unarmed damage dice that is higher, this does not provide any bonuses to existing unarmed damage dice that a monk inflicts when fighting unarmed. Gained at level 1.



Blood Feud:The Striders and the Night Striders have had a blood feud going for over a hundred years now. The Strider Specialist is uniquely trained in fighting the Night Striders. At level 1 the Strider Specialist gains a +1 to hit and damage against Night Striders only. The bonus increases at levels 3, 5, and 7. At level 9 the Strider Specialist becomes immune to the Night Striders Black Blood ability, and cannot be the target of the Night Striders Stealth Kill ability.



Ki Breath:A Strider Specialist learns to focus their ki to increase their ability to hold their breath under water. The Strider Specialist can add their level as a Strider Specialist to their Constitution check rolls to continue holding their breath. This is gained at level 5



Master of Disguise:The Strider Specialist is a master of disguise, as well as acting and being able to fool people into thinking your something that your not at level 2. The Strider Specialist gains a +2 to the following skills when employed in a disguise of some sort: Bluff, Disguise, Gather Info, and Perform. The Strider gains an additional +1 to these checks at levels 4, 6, and 8.



Adaptive Body:The Strider Specialist has trained their body to be able to adapt to a variety of different conditions. The Strider Specialist gains a +1 on all saving throws relating to an elemental based attack, spell, or climate. Such things include fireball, Lightning Bolt, Cone of Cold, and a Dragons breath weapon. In other words attack that inflict Fire/Heat, Ice/Cold, or Electricity/Energy damage. The Strider gains this at level 1 and gains an additional +1 at levels 3, 5, and 7.



Improved Evasion:At level 3 the Strider Specialist gains the Improved Evasion special ability. This ability is the same as that of the Monk and Rogue’s.



Hide in Plain Sight:At level 4 the Strider Specialist can use the Hide Skill even when being observed. As long as they are with in 10ft of a shadow, a Strider Specialist can hide themselves in open view without anything to actually hide behind. The Strider Specialist can not however hide in their own shadow.



Water Walk:A 7th level Strider Specialist can use water walk to walk on any liquid as if it were firm ground. The Strider Specialist must concentrate (as a standard action) to perform this ability, and thus can only take a single move or move equivalent action each round while water walking, the effects last for one round per Strider Specialist level.



Hyper Reflexes:The Strider Specialist’s reflexes are far faster than that of a normal persons. They can react faster to situations than the average Strider is able to. At level 9 the Strider Specialist gains a +2 dodge bonus to their AC, and a +2 to their Initiative. However the Strider can not be wearing any armor in order to make use of these bonuses as the armor hinders their movement enough to keep them from reacting faster than they should.



Thousand Faces:The Strider Specialist gains the ability to change their appearance at will, as if using the spell Alter Self. Gained at level 10.



Class A & Master Strider:When the characters total levels as a Strider and a Strider Weapon Master are equal to 14 and 20 the Strider gains the benefits of being a Class A Strider (at level 14), and a Master Strider (at level 20).


Level

Base Attack Bonus

'Fort'Save

Ref Save

Will Save

Special

1

+0

+1

+2

+0

Improved Unarmed Strike, Adaptive Body, Blood Feud (+1 to hit & damage against Night Striders.)

2

+1

+2

+3

+0

Master of Disguise (+2

3

+2

+2

+3

+1

Adaptive Body, Improved Evasion, Blood Feud (+2 to hit & damage against Night Striders.)

4

+3

+2

+4

+1

Master of Disguise (+1), Hide in Plain Sight

5

+3

+3

+4

+1

Adaptive Body, Ki Breath, Blood Feud (+3tohit& damage against Night Striders.)

6

+4

+3

+5

+2

Master of Disguise (+1)

7

+5

+4

+5

+2

Adaptive Body, Water Walk, Blood Feud (+4 to hit & damage against Night Striders.)

8

+6

+4

+6

+2

Master of Disguise (+1)

9

+6

+4

+6

+3

Hyper Reflexes, Blood Feud (Immune to Night Striders Black Blood & Stealth Kill abilities.)

10

+7

+5

+6

+3

Thousand Faces




NIGHT STRIDERSEdit

The Strider is a defector to the order of the Night Striders. As a Night Strider the character is an assassin for hire, sometimes also a mercenary as well. The Night Striders as fairly well known and often feared group. A master of stealth and the silent kill, Night Strider’s operate best at night when some of their unique abilities are best used.



Hit Dice:1d6


RequirementsEdit

To qualify to become a Strider Specialist (N.STR.) a character must fulfill all of the following criteria.

Class:Must have at least 1 level as a Strider.

Alignment:Must be lawful or neutral alignments, never chaotic, must be evil however.

Base Attack Bonus:+4 or higher.

Skills:Disguise 7 ranks, Hide 10 ranks, Move Silently 10 ranks,

Feats:Dodge, Mobility, Improved Initiative.

Special:Must have Sponsorship into the Night Striders, or be a fallen Strider, or have been inducted since birth or a young age.


Class SkillsEdit

Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Tumble (Dex).



Skill Points at each level: 4 + Intelligence Modifier.


Class FeaturesEdit

Night Stalker: The Night Strider has the ability to move about undetected. At most times the Night Strider gains a +2 to all hide and move silently checks that are made. However at night or in areas where there is little light like a cave this bonus increases to a +4. Gained at level 1.



Poison Use:Night Striders are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Gained at level 1.



Sneak Attack:Just like the Rogues special ability. The Night Strider gains a +1d6 to damage at Level 2, 5, and 8.



Create Smoke:The Night Strider is able to suddenly vanish right in front of people in a flash of smoke. Once per day the Night Strider can instantly create a blast of smoke directly in front of them. The smoke quickly envelops the Night Strider giving them complete concealment. The smoke covers a 10ft area, plus 5ft per level as a Night Strider. The Smoke lasts for 1 round plus the Night Striders level in rounds. Unfortunately the Night Strider can not see with in the smoke as well, but they are not disorientated at all by it. Gained at level 3



Poison Immunity:At level 4 the Night Strider becomes immune to the effects of poisons.



Stealth Kill:At level 6 the Night Strider can attempt to make a Coup De Grace against any 1 target. This requires first that the Night Strider be able to sneak up on the person, requiring a normal Move Silently and Hide Check. If successful then a normal roll to hit is made. If the attack lands, damage is rolled like as if rolling a critical hit however. The target must then make a Fortitude save (DC 10 + the weapons damage) or die. The attack however can only be used when not engaged in combat, and as a sneak attack.



Dark Heart:At level 7 the Night Strider heart is beyond any redemption. They become cold blooded killers, who feel and know no emotions. The Night Strider is not effected by the effects of Fear or any other such spells. Also in combat the Night Strider gains a +2 to hit against all good aligned Striders, and lawful neutral Striders. Against any other good beings the Night Strider is at a +1 to hit.



Black Blood: At level 9 the Night Striders blood becomes as foul as their heart, turning into a potent poison. Their blood does 1d6 points of Con damage to the victim. A minute later the poison does another 1d8 points of Con damage. The loss is regained as normal however. These Night Striders will often draw their own swords across their bodies covering their blades with their poisoned blood.



Death’s Servant:At level 10 the Night Strider is forever considered an Evil Outsider and can be repelled or attracted as such. The Night Strider also gains a few other abilities. The Night Strider is also no longer human looking as they begin to take on a slightly more demonic look, gaining a +2 to Intimidation checks. Lastly the Night Strider constantly generates the effects of the Fear spell. (Area of effect is only 25 feet however, at night the area of effect is doubled.) Beings can make saving throws to negate its effects, but a new roll is needed once per minute of exposure to the being.



Class A & Master Strider:When the characters total levels as a Strider and a Night Strider are equal to 14 and 20 the Strider gains the benefits of being a Class A Strider (at level 14), and a Master Strider (at level 20).




Level

Base Attack Bonus

'Fort'Save

Ref Save

Will Save

Special

1

+0

+0

+2

+2

Night Stalker, Poison Use

2

+1

+0

+3

+3

Sneak Attack (+1d6)

3

+2

+1

+3

+3

Create Smoke

4

+3

+1

+4

+4

Poison Immunity

5

+3

+1

+4

+4

Sneak Attack (+2d6)

6

+4

+2

+5

+5

Stealth Kill

7

+5

+2

+5

+5

Dark Heart

8

+6

+2

+6

+6

Sneak Attack (+3d6)

9

+6

+3

+6

+6

Black Blood

10

+7

+3

+6

+6

Death’s Servant

Pages in category "Strider In RPGs"

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