Combat Specialist

Overview:

The Combat Specialist is the master of ground assaults and is capable of making the most of their equipment and weaponry, they also gain access to experimental Palman nanites that compose the 'juggernaut system'.Requirements to Enter Combat Specialist Prestige class:

Attributes: Wound Point Bonus: +2 Chakra Point Die: 1d8

Skill Points At Each Additional Level: 2 + Intelligence Modifier

Skills:

Feats: Quick Draw, Deadly Aim

Special:

The Combat Specialist's class skills (& the key ability for each skill) are

Quick Draw II:

Benefit: You can draw a hidden weapon (see the Sleight of Hand skill) as a Free action.

Alchemical items, potions, scrolls, and wands can be drawn quickly using this ability.

Normal:

Without this Ability, you can draw a hidden weapon as a standard action.

Alchemical items,potions,Scrolls and Wands cannot be drawn quickly using Regular quick draw.

Juggernaut System:

The Juggernaut System is a sub-dermal layer of nanobots that integrate armor subsystems with your body's natural biological processes, allowing your protective gear to act as an extension of your own body.

At its most basic settings, the Juggernaut System gets its name from the kinetic enhancements it grants, giving all wearers the ability to easily knock back nearby opponents simply by rushing into them.

Juggernaut Mode:

While in Juggernaut mode, a Combat Specialist gains a +4 Tech bonus to her Strength and the Knockback ability below, They also gain access to an assorted arrangement of abilities at the cost of a constant chakra drain of 10 Chakra - minus Combat specialist level [ level 4 combat specialist would only need to pay 6 chakra per round]

Knockback (Ex)

Benefit: Once per round, the Combat Specialist can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the Combat Specialist's Strength modifier + combat Specialist level. and is moved back as normal. The Combat Specialist does not need to move with the target if successful. This does not provoke an attack of opportunity.

Juggernaut Power Link I:

When Active the Juggernaught system will link with any energy based weapon its owner possesses, increasing the chance of an energy weapon proc going off during a critical from 20 to 19-20.

Normal: Proc trigger on a Energy weapon is a nat 20.

*Power link will work on projectile weapons that are electronic based rather then mechanical action based, which are rather uncommon, but effective.

Wrecking Ball:

Executing a tactical Roll cause the Juggernaut system to replicate a small spatial mine which will be left in the square you once occupied at the beginning of the roll

This mine can be used to deal damage to nearby enemies.

Whenever you Roll spend 7 chakra, if you do leave a Spatial Mine behind.

Spatial Mine will detonate to deal 3d6 Kinetic Damage (50% Shield Penetration) if an enemy is within 5 feet, or after 12 seconds [2 Rounds].

Only one Spatial mine may be active at a time.

Braced Crouch:

While crouching, your health will regenerate at an increased rate.

While Crouching, +1 Hitpoints every 6 seconds [1 round]. This effect is doubled when not in Combat

Follow-Through:

During the round you use Knockback, all melee attacks are increased in effectiveness.

This effect lingers for 1 round after you have finished. You must have moved out of your square to gain this benefit.

    • This effect causes you to gain 1d6 Bonus Melee Damage (lingers for 6sec after knockback)

Juggernaut Upgrade:

Every level the Combat Specialist's Juggernaut system begins to adapt to their combat style by incorporating additional technologies into itself.

Upgrade: Juggernaut Power Link II

Increase threshold from 19-20 to 18-20, cannot be taken at level 1.

Upgrade: Juggernaut Armor Plating I

By tuning the dermal regeneration and flexibility matrix of your Juggernaut System,

you are able to gain additional health and damage resistance from any armor you are wearing.

+2 Constitution when Juggernaut mode is active increase all Armor Damage reductions by +1.

Upgrade: Juggernaut Armor Plating II

+2 Constitution when Juggernaut mode is active increase all Armor Damage reductions by +1, Stacks with Armor plating I.

Upgrade: Juggernaut Shield Routing I

The microscopic power cells of your Juggernaut System nanobots can be fed into your personal shields,

allowing for increased protection from energy weapons and a higher maximum capacity.

+10% Maximum Shield Capacity Increase all Energy Weapon Damage reductions by +1.

Upgrade: Juggernaut Shield Routing II

+10% Maximum Shield Capacity Increase all Energy Weapon Damage reductions by +1, Stacks with Shield Routing I

Upgrade: Holographic Targetting HUD I

Critical Threat Range when using Projectile or Energy weapons is increased by 1 after Deadly Aim is used.

Upgrade: Holographic Targetting HUD II

Critical Threat Range when using Projectile or Energy weapons is increased by 1 after Deadly Aim is used, Stacks with Holographic Targetting HUD I

Upgrade: Improved Wrecking ball

increase tactical mine damage to 6d6 but also doubles chakra use to 14, cannot be taken at level 1 or 2.

Upgrade: Resist Hostile Nanites

??? [unknown blueprint, no additional data available]

Starship Officer Ability:

While within a short distance of your foe, you will periodically beam over Combat Specialists trained in demolition, to plant charges aboard the enemy vessel.

After sufficient charges have been placed, they will be detonated.

Demolition Teams -

When a Combat Specialist is assigned to a Bridge officer role [Transporters] they gain the ability to Beam NPC Combat Specialists on enemy starships,

Properly Adjusted Juggernaut systems can allow transporter beams to pierce shields.