Sardaukar

Truly one of the most terrifying military forces ever created,

the Sardaukar warriors are the Emperor’s elite troopers,

sent in when victory must be assured.

The Sardaukar are soldier-fanatics that were originally trained on Salusa Secundus, where the grim ecological and social conditions forged the military identity of the Sardaukar, master swordsmen and deadly unarmed combatants, at some point a squad of Sardaukar came to end up in the realms where they ended up forming their own community within the land of machines, they pledged allegiance to the feudal lord and serve as the Elite Police force that patrols the roads and holdings outside of the Capital and Shinobi Village of Kyouringakure, some Sardaukar get assigned to Protect the Kage and his residence or the Temples of the great shinobi city; that is if they prefer to reside in the Shinobi village, Sardaukar tend to think they are above the local police forces of the regions they are in, this can on occasion cause.... issues.

Combat: Sardaukar prefer to use energy Based Melee and ranged weapons, making them extremely dangerous.

Class wound modifier +4

Control Die Type 1d4

Class Skills

The Acrobatics (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Listen (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), and Treat Injury (Wis).

Skill Points at Each Level: 3 + Int modifier.

Weapon prof.

Exotic Weapon Proficiency - Sardaukar Tetryon Nanopulse Knife

or Archaic/Simple or Ninja Weapon group instead.

Ranged Weapon Proficiency - Rifle - Energy if Tetryon knife was chosen above

Ranged Weapon Proficiency - Rifle - Projectile if a Weapon group was taken above.

Class Features

The following features pertain to the Sardaukar prestige class.

Unhindered

The Sardaukar treats any suit of armor worn as though its armor penalty is 2 better, Chakra check penalties for casting are reduced by 10%, these modifiers are applied after all armor pieces are stacked together, not each individual piece of the armor.

Survivor

The Sardaukar can spend 5 Chakra when making a saving throw, Roll 1d8, add the result to your save attempt, you must spend the chakra before you roll your save attempt.

Superior Conditioning

The Sardaukar learns how to shake off adverse conditions. When a Sardaukar is subjected to one of the following conditions, the duration of the condition’s effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken and stunned. If the condition’s duration is only 1 round, the Sardaukar is unaffected.

Heavy Artillery

The Sardaukar treats all standard melee and ranged weapons as one size category smaller for purposes of determining whether or not he can wield them in one hand and if they are considered light weapons. For technological weaponry which use different mechanics [one gun/one size] Weaponry a Sardaukar treats the weapon as having 2 recoil less then marked.

Decisive Attack

The Sardaukar can spend 5 Chakra when making a attack roll, Roll 1d8 add the result to your attack roll, you must spend the chakra before you roll your attack roll.

Sardaukar Wearing Reinforced Stillsuit

Requirements:

To qualify to become an Sardaukar, a character must fulfill all the following criteria.

Skills:

Intimidate 16+ ranks, Survival 16+ ranks.

Feats:

Survivor & One of the following feats:

Toughness, Blooded or Disciplined.

Special:(one of the following)

Birthplace:

Sardaukar holding village(Altena Provence)

Other Dimension[(Salusa Secundus)-dune]

Role Play:

Sardaukar Mentor