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Raptor
EXPERT CLASS

The Raptor blends martial arts mastery with high-tech enhancement, achieving a modern combat synergy few other classes can match. He is among the most adept at melee and unarmed combat on any team.

Requirements

Skills

Sneak 6+ ranks

Feats

Burglar, any 1 Melee Combat feat


Statistics

Vitality per Level

1d10 + Con modifier

Skill Pts per Level

6 + Int modifier

Class Skills

Acrobatics, Athletics, Computers, Drive, Electronics, Falsify, Notice, Science, Security, Sleight of Hand, Sneak, Tactics

The Raptor is a next generation “tech-ninja,” a synthesis of martial arts expertise and advanced technology. His unique combination of skills makes him a master infiltrator and assassin, ready to wage war in any 21st-century shadow.

Attributes: The Raptor’s combat and stealth techniques make Dexterity his most important attribute. Strength is helpful as well, supporting his unarmed and melee attacks.

Core Ability

Nimble

Once per round, you may spend 1 action die to make a half-action Acrobatics check or a Feint action as a free action.


The Raptor
Level BAB F R W Def Init Wlth Gear Abilities
1 +0 +0 +2 +1 +2 +0 0 1G, 1V Nimble, secret weapon (Favored)
2 +1 +0 +3 +2 +3 +0 0 2G, 1V Wuxia I
3 +2 +1 +3 +2 +3 +1 1 2G, 1V Cutting edge
4 +3 +1 +4 +2 +4 +1 1 2G, 1V, 1W Cyclone I, Wolf Pack Mastery
5 +3 +1 +4 +3 +5 +1 1 2G, 2V, 1W Secret weapon (Signature)
6 +4 +2 +5 +3 +6 +2 2 3G, 2V, 1W Armor grace
7 +5 +2 +5 +4 +6 +2 2 3G, 2V, 1W Outrider, wuxia II
8 +6 +2 +6 +4 +7 +2 2 3G, 2V, 1W, 1S Cyclone II, Wolf Pack Supremacy
9 +6 +3 +6 +4 +8 +3 3 3G, 2V, 2W, 1S Secret weapon (Trademark)
10 +7 +3 +7 +5 +9 +3 3 3G, 3V, 2W, 1S Fleeting shadow

Class Abilities

Secret Weapon

At Level 1, you may choose 1 type of melee or hurled weapon as your “secret weapon” (e.g. you may choose “survival knife” or “fragmentation grenade”). You gain the Favored Gear feat for this weapon type.

At Level 5, you gain the Signature Gear feat for the chosen weapon type.

At Level 9, you gain the Trademark Gear feat for the chosen weapon type.

Wuxia I

At Level 2, your horizontal and vertical Acrobatics/Jump check results are no longer limited by your height. Further, the distance you travel when making a Jump check increases by 50%.

Wuxia II

At Level 7, the distance you travel when making a Jump check increases by an additional 50% (for a total increase of 100%). Further, you are considered to weigh only 1 lb. when determining if a surface or object can support your weight.

Cutting Edge

At Level 3, you may choose 1 Gadget gear pick as if the mission’s Caliber were 1 higher. If the mission is Caliber V, you instead gain a number of additional upgrades equal to your starting action dice that may be applied to any of your Gadget mission gear picks.

Cyclone I

At Level 4, when you aren’t boundThis condition operates identically to entangled, except that the character is helpless and cannot move or take actions with the Grasp or Hands-On tags. or heldA held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag. and are armed with one of your signature weapons, you may make a “cyclone attack” as a full action. This attack is centered on your square and inflicts your standard damage with the weapon and has a blast increment of 1 square. Neither you nor any of your teammates are affected by this attack. Following the attack, you become flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked..

Cyclone II

At Level 8, your cyclone attack gains the takedownThe kinetic energy delivered by this weapon has near-cinematic “knockdown power.” Each time a character suffers damage from an attack with this weapon, he must make a Fortitude save (DC equal to the damage he sustained before DR was applied). With failure, he becomes sprawled. If the character loses 1 or more wound points due to this attack, the save DC increases by 10. quality and inflicts the maximum possible damage within the first and second blast increments. Damage decreases as standard outside this area.

Wolf Pack Mastery

At Level 4, you gain the Wolf Pack Mastery Feat.

Armor Grace

At Level 6, while you’re wearing partial armor, the armor’s Defense modifier increases by your starting action dice.

Outrider

At Level 7, once per mission during the Intel Phase, you gain 1 temporary Chase feat until the end of the current mission.

Wolf Pack Supremacy

At Level 8, you gain the Wolf Pack Supremacy feat.

Fleeting Shadow

You excel at sudden escapes. At Level 10, when you are attacked by a character who has been flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked. at any time during the current round, your Defense against that attack increases by your base Reflex save.


Spycraft 2.0
Characters - Skills - Feats - Gear - Combat - Dramatic Conflict

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