Table 2.2.1: The Dreadnought | HD: d12 |
Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th | 11th | 12th | 13th | 14th | 15th | 16th | 17th | 18th | 19th | 20th |
| Base Attack Bonus | +1 | +2 | +3 | +4 | +5 | +6 | /+1 | +7 | /+2 | +8 | /+3 | +9 | /+4 | +10 | /+5 | +11 | /+6 | /+1 | +12 | /+7 | /+2 | +13 | /+8 | /+3 | +14 | /+9 | /+4 | +15 | /+10 | /+5 | +16 | /+11 | /+6 | /+1 | +17 | /+12 | /+7 | /+2 | +18 | /+13 | /+8 | /+3 | +19 | /+14 | /+9 | /+4 | +20 | /+15 | /+10 | /+5 |
| Fort Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| Ref Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| Will Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
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Special | Combat Intuition (initiative), Weapon Aptitude | Battle Talent | Combat Intuition (awareness), Without Dread | Least Socket Access | Battle Talent, Protected Equipment | Share Intuition (1 aura) | Combat Intuition (coordination) | Equipment Bond (+1 capacity) | Battle Talent | Lesser Socket Access | Combat Intuition (opposition) | Hardened Warrior | Battle Talent | Mettle | Combat Intuition (assault) | Greater Socket Access | Battle Talent | Shielded Equipment | Combat Intuition (opportunity) | Equipment Bond (+2 capacity), Share Intuition (2 auras) |
| ------Activating------ | Active Modules | Energy Pool | Socket Attachments | 2 | 1 | 0 | 3 | 1 | 0 | 3 | 2 | 0 | 3 | 2 | 1 | 3 | 3 | 1 | 4 | 3 | 1 | 4 | 4 | 1 | 4 | 4 | 1 | 4 | 5 | 2 | 5 | 6 | 2 | 5 | 7 | 2 | 5 | 8 | 2 | 5 | 9 | 2 | 6 | 10 | 3 | 6 | 11 | 3 | 6 | 12 | 3 | 6 | 13 | 3 | 7 | 14 | 3 | 7 | 15 | 4 | 7 | 17 | 4 |
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Class skills (4 + Int modifier per level): Bluff, Computer Use, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Profession, Ride, Sense Motive, Spot, Survival, Swim
Weapon and Armor Proficiency: Dreadnoughts are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (other than tower shields).
Activating: A Dreadnought's primary ability is activating modules, which are drawn from the Dreadnought module list. You know and can activate any module from this list. Your activator level is equal to your Dreadnought level.
An Dreadnought can activate only a certain number of modules at once. Your base concurrent allotment is given on table 2.2.1.
At 1st level, you gain access to a pool of energy, which can be allocated to your active modules to increase their effects. If you already have a pool of energy, combine the two to determine the total amount of energy available. Your character level determines the maximum amount of energy that can be allocate to any given module at one time, as indicated on table 3.1.1.
As a swift action, you may reallocate your energy allocations amongst your active modules once each round.
Combat Intuition (Ex): Your finely honed instincts give you an almost supernatural awareness of the battlefield around you. This allows you to add your Charisma modifier (minimum +1) to various rolls, checks, and statistics, based on your level. This bonus can never exceed your Dreadnought level. If multiple aspects of this ability would ever apply to the same roll, they do not stack.
Initiative: At 1st level, you add your Charisma modifier to your initiative checks.
Awareness: At 3rd level, you add your Charisma modifier to your Listen, Sense Motive, and Spot checks.
Coordination: At 7th level, you add your Charisma modifier to your weapon damage rolls against targets you flank.
Opposition: At 11th level, you add your Charisma modifier to all opposed checks made to resist disarm, bull rush, sunder, trip, feint, and grapple attempts made against you. This does not grant any bonuses to your rolls when you attempt to use these combat maneuvers on others.
Assault: At 15th level, you add your Charisma modifier to your weapon damage rolls made while charging.
Opportunity: At 19th level, you add your Charisma modifier to your attack and weapon damage rolls made as part of attacks of opportunity.
Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats as if you had a fighter level equal to your Dreadnought level -2 (minimum 0). These effective fighter levels stack with actual fighter levels and effective fighter levels granted from other sources. For example, a Dreadnought 4/Fighter 3/Warblade 5 would have an effective fighter level of 8.
You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat, prestige class, or other option you possess.
Battle Talent: Depending on your personal training regimen, you can improve your abilities in various ways. At 2nd level, and again at 5th level and every 4 levels thereafter, you can select a talent of your choice from the list below. If a talent has any prerequisites, you must meet them in order to select it and gain its benefits. Unless otherwise stated, you can gain a given talent only once.
Armored Evasion (Ex): This talent functions as a Rogue's Evasion ability, except that it can be used in any armor and regardless of encumbrance.
Battle Charge (Ex): You can charge through difficult terrain and ally-occupied spaces. Difficult terrain still slows your movement while charging, and impediments other than difficult terrain and your allies that prevent you from charging still do so.
Pounce (Ex): You can make a full attack at the end of a charge instead of only a single attack. This ability does not apply to partial charges.
This talent requires the Battle Charge ability.
Bonus Feat: You gain a bonus feat of your choice from the list of Fighter bonus feats and Cybernetic feats. You must meet the feat's prerequisites, as normal. You can select this talent multiple times, gaining a new feat each time.
Close Combat Shot (Ex): You no longer provoke attacks of opportunity for making ranged attacks while threatened.
Crossfire (Ex): You can flank your enemies at a distance. While using a ranged projectile or thrown weapon with which you are proficient, you threaten any enemy that you have attacked since the beginning of your last turn (including your current attack), but only for the purposes of flanking, and only if they are within 30 feet. This allows you to both benefit from flanking with ranged weapons, and to flank with your allies (including other Dreadnoughts with the Crossfire talent).
In addition, you can add your Dreadnought level to your effective Rogue level (if any) when determining whether or not you can flank creatures with the Improved Uncanny Dodge ability (both in melee and at range).
Distant Crossfire (Ex): You can threaten with your Crossfire ability out to 1 range increment instead of only to 30 feet, whichever is larger. In addition, when you make a ranged attack of opportunity, the target of your attack is considered flat-footed against that attack.
This talent requires the Crossfire ability.
Pin Down (Ex): You can make attacks of opportunity at a distance. When you threaten a creature with your Crossfire ability, you also threaten them for the purpose of making attacks of opportunity. You can use a ranged projectile or thrown weapon with which you are proficient to perform attacks of opportunity against creatures you threaten this way.
This talent requires the Crossfire ability.
Guardian (Ex): Whenever an enemy would attack an ally adjacent to you with a melee or ranged attack, you can interpose yourself as an immediate action, causing that attack to be directed at you instead of your ally. You gain a +4 bonus to your Armor Class against this attack. You must use this ability before the attack is rolled and whether or not it hits is known.
Improved Guardian (Ex): You can use your Guardian ability with no action instead of as an immediate action, thus allowing you to use it multiple times per round and while flat-footed.
This talent requires the Guardian ability.
Vigilant Guardian (Ex): Once per round, you can use your Guardian ability to intercept an attack made against an ally within 30 feet. You can move up to your speed, as long as you move in a straight line and end your movement in a space adjacent to that ally. If you complete your movement adjacent to your ally, you intercept the attack as normal. If you are forced to end your movement in a space that is not adjacent to your ally, you do not get to intercept the attack.
This talent requires the Guardian ability.
Steeled In Battle (Ex): You add your Charisma modifier (if positive) on all Will saves.
Uncanny Dodge (Ex): This talent functions as the Barbarian's Uncanny Dodge ability. If you select it a second time, it also functions as the Improved Uncanny Dodge ability.
Without Dread (Ex): Beginning at 3rd level, you are immune to fear.
Socket Attachments: Beginning at 4th level, you can attach active modules to the sockets that you have available. The number of socket attachments that you can have in effect at any one time depends on your level (see the Socket Attachments column in table 2.2.1). Beginning at 4th level, you can attach modules to your Least sockets. At 10th level, you can attach modules to your Lesser sockets. At 16th level, you can attach modules to your Greater sockets.
Protected Equipment (Ex): Dreadnoughts are known for taking better care of their equipment than of themselves. Starting at 5th level, any energy receptacles from objects you wear and any of your active Equipment modules gain a bonus equal to your Charisma modifier to their caster or activator level to resist being suppressed. This ability counts as the Protected Modules ability for the purpose of feat prerequisites and other options. However, any such feats or options qualified for in this way only function with respect to the energy receptacles that you wear and to your Equipment modules.
Share Intuition (Ex): Starting at 6th level, you can lend your insights to the soldiers you fight alongside. You can project a single Combat Intuition you possess as an intuition aura, granting affected allies (including yourself) the same bonuses that you gain from you Combat Intuition ability. These bonuses are circumstance bonuses that stack with those granted by Combat Intuition, but not with other intuition auras.
Projecting an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another intuition aura. You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn. Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. You size up the enemy, allies, and the terrain, then give your allies the direction that they can use to do their best. Your aura affects all allies within 60 feet (including yourself) who can hear you. An ally must have an Intelligence score of 3 or higher and be able to understand your language to gain the bonus. Your aura is dismissed if you are dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by your allies.
At 20th level, you can project two intuition auras simultaneously. You can project or change either or both auras as part of the same swift action.
Equipment Bond (Ex): Beginning at 8th level, any energy receptacles from objects you wear and any of your active Equipment modules have their energy capacities increased by 1. At 20th level, their energy capacities are instead increased by 2.
Hardened Warrior (Ex): Starting at 12th level, you gain hardness equal to half your Dreadnought level, reducing the damage taken from any source (regardless of the type of damage).
Mettle (Ex): Beginning at 14th level, you learn how to better resist effects that would batter your body and mind. If you succeed on a Fortitude or Willpower save against an attack or effect that would normally produce a lesser effect of a successful save, you instead negate the effect. You do not gain the benefits of this ability while you are unconscious or sleeping.
Shielded Equipment (Ex): Starting at 18th level, your customized personal equipment becomes so potent as to even function inside an anti-magic field. You can attempt a DC 15 Will save each round to maintain the function of any energy receptacles from objects you wear and any of your active Equipment modules inside an anti-magic field. The save DC increases by +2 each round, and you may not make subsequent Will saves if you fail until your modules have been reactivated by leaving the field. Other modules, magic items, and supernatural abilities are still suppressed as normal.