The speed and toughness, the vitality and raw combat capability of the Combat Courier makes them a force to be reckoned with either solo or in a group.
A skilled generalist and trained slayer, the Combat Courier does not have to be from the House of Baskervilles but they are among the most open and willing to take offworlders into their ranks.
Bearing a strange training even for a Dolanese, the House of Baskervilles train each individual unit to infiltrate, sabotage, and even create an entire kingdom within the center of another one. Their disruptive/lucrative abilities pale in comparison to their rejuvenated and updated martial arts, though, and they are willing to train in many other martial arts as well.
A dangerous foe capable of dazzling feats, the Combat Courier gets the job done.
No matter what.
Hit Dice: d10
Skill points: 10 + [Favored Ability]
Prerequisites: Must be of Dolanese origin (or family with taught traditions), chosen House. Can be of any alignment, must have met the Mad Dog King and spoken to him of the House of Baskervilles, successfully completed the Baskervilles Obstacle Course. Lightning Reflexes, Alertness, and Improved Initiative.
Class Skills: Escape Artist (Dex), Seduction (Cha), Spellcraft (Favored Ability), Alchemy (Wis), Medical (Wis), Acrobatics (Dex), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Craft: Disguises (Int), Diplomacy (Cha), Gamble (Wis), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidation (Cha), Investigate (Int), Jump (Str), Knowledge: Arcane (Int), Knowledge: Area (Int), Knowledge: Business (Int), Knowledge: Cultural Arts (Int), Knowledge: Domestic Arts (Int), Knowledge: Dungeoneering (Int), Knowledge: Foreign Culture (Int), Knowledge: Law (Int), Knowledge: Military Sciences (Int), Knowledge: Occult (Int), Knowledge: Religion (Int), Knowledge: Social Sciences (Int), Knowledge: Streetwise (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Open Lock (Dex), Perform (Cha), Profession (Wis), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Use Magic Device (Cha), Use Rope (Dex), Disable Device (Int), Poisons (Int), Controlled Breathing (Con), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Forgery (Int), Investigate (Int)
Seed of Baskervilles - Gains +10 to all skills without ranks, this also grants the user the knowledge of how to create a kingdom from scratch. It also guarantees absolute loyalty to the House of Baskervilles, and gives them permission to track and edit all memories regarding the House of Baskervilles. This is a supernatural ability.
Craft: Disguise - all Combat Couriers have the ability to create their own disguises, complete with voice change. Once worn, these disguises can also change height, weight, and fat/muscle distribution.
Martial Insight - allows the Courier to study in more than one martial art. They must accumulate points for that specific table, though.
Martial Jack - allows the Courier to take a round and study techniques from other martial arts. Upon a concentration check and successful synchronization, they can add that technique to their own table.
Insight - grants the user a spontaneous knowledge they didn’t have before. Acceleration of their thought processes also grants an immediate Int+1 and Wis+1.
Derived Sincerity - so long as the Courier is disguised, even as themselves, they gain +50% improvement against all Charisma-based checks.
House Baptism - upon reaching level 10, the Combat Courier must now choose a House. If they don’t choose the House of Baskervilles, they must choose another, losing all access to their memories regarding the House of Baskervilles and their time spent there.
They must now choose a new House, complete with proper bonuses and ceremonies.
Pierce the Veil - the user no longer has Interdimensional Sickness. While on a dimension not of their home origin, the Combat Courier’s attacks can strike through other dimensions.
Ignore Gnosis - one of the most frightening aspects of the Combat Courier is their ability to ignore gnosis once per day. If unsuccessful, deals unspecificed supernatural damage of ECLxHP Total against themselves though.
One Is As Good As The Other - at this point, the Combat Courier has witnessed the similarities between Magic, Psionics and Ki. They now have access to casting any of them as if they have Dynamic Sorcery of the same ECL.
They can now affect psionics/ki/and magic with one another as if a caster of that class and ECL.
The Awakening - at this point, the Combat Courier has discovered the deadly secrets of energy itself: that Magic, Psionics, and Ki are interchangeable and fundamentally similar, though not the same.
*Gnosis+5
*EP total is immediately doubled.
The Awareness - the Combat Courier further learns of the nature of energy, and understands the fundamental nature of existence.
*Gnosis+10
*When learning new spells/psychic abilities/or ki abilities and techniques the Combat Courier has access to them as if a class of the same ECL. Can learn magic spells, psychic abilities, or ki abilities and techniques.
Massive Withdrawal - Once per day allows the user to create a special round within a single standard action. Both user and target expends their entire store of actions, and whoever takes the most damage “loses,” taking that amount of damage x10. AC from equipment is ignored.
The round continues on as normal from there.
This counts as a supernatural action.
Moneypenny - Allows the user to simply throw money at the target, dealing 100 points of damage per Megabuck spent. All of target’s allies must make a will save or suffer “Greed” status, immediately attempting to pick up the money.
Euphoria Chain - Allows the user to make an Attack of Opportunity as a free action each time an action is taken during combat within a fifteen foot radius. This attack must be physical in nature, and will always ignore AC from equipment (but not DmR or other defenses)
This is a Ki-based ability.
Secret Art: Magnificent Splendor - allows the user to use a single Ultimate Art from a martial art table they don’t have any points in. This can only be done if they’ve at least seen the technique used once, and it cannot be a passive ability or upgrade.
Upon using this technique, the user is placed in CRITICAL status and cannot move for 1d4 rounds, even to defend themselves. They are considered in a comatose state and will die from a single hit.
If used successfully, the user will be in a comatose state (outside of battle) for one week.