This page is part of the Zombies Ruleset
Combatant
Class Skills: The combatant’s class skills (and the key ability for each skill) are: Acrobatics (Dex), Climb (Str), Craft (Int), Drive (Dex), Handle Animal (Cha), Intimidate(Cha), Knowledge (current events, popular culture, streetwise or tactics) (Int), Navigate(Int), Profession (Wis), Read/Write Language (none),Perception (Wis), Repair (Int), Stealth(Dex) Speak Language (none), Survival (Wis) and Swim (Str). Also, the starting occupation selected can provide additional class skills to choose from.
Combatant Feats: Advanced Combat Martial Arts,Advanced Firearms Proficiency, Advanced Two-Weapon Fighting, Agile Riposte, Archaic Weapons Proficiency,Armour Proficiency (heavy), Armour Proficiency (light),Athletic, Blind-Fight, Brawl, Burst Fire, Cautious,Cleave, Combat Training, Combat Expertise, CombatMartial Arts, Combat Reflexes, Combat Throw,Commanding Voice, Dead Aim, Defensive Martial Arts,Dodge, Double Tap, Drive-By Attack, Elusive Target,Endurance, Exotic Firearms Proficiency, Exotic MeleeProficiency, Far Shot, Guide, Improved Base Attack Bonus, Improved Brawl, Improved Bull Rush, Power Attack, Improved Combat Martial Arts, Improved Combat Throw, Improved Damage Threshold, Improved Disarm, Improved Feint, Improved Initiative, Improved Knockout Punch, Improved Trip, Improved Two WeaponFighting, Knockout Punch, Mobility, Nimble, PersonalFirearms Proficiency, Point Blank Shot, Power Attack,Pulling Strings, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Simple Weapons Proficiency,Skip Shot, Spring Attack, Stealthy, Strafe, Streetfighting,Sunder, Toughness, Track, Two-Weapon Fighting and Unbalance Opponent.
Uncapped Skills Acrobatics, Stealth, Perception
Level | BAB | Defence | Fortitude | Reflex | Will | Feats | Special |
---|---|---|---|---|---|---|---|
1 | + 1 | + 0 | + 2 | + 2 | + 0 | 2 Feats | Fight Not Flight |
2 | + 2 | + 1 | + 3 | + 3 | + 0 | Combatant Feat | |
3 | + 3 | + 1 | + 3 | + 3 | + 1 | Feat | |
4 | + 4 | + 2 | + 4 | + 4 | + 1 | Combatant Feat | Weapon Specilization |
5 | + 5 | + 2 | + 4 | + 4 | + 1 | Feat | |
6 | + 6 | + 3 | + 5 | + 5 | + 2 | Combatant Feat | |
7 | + 7 | + 3 | + 5 | + 5 | + 2 | Feat | |
8 | + 8 | + 4 | + 6 | + 6 | + 2 | Combatant Feat | |
9 | + 9 | + 4 | + 6 | + 6 | + 3 | Feat | |
10 | + 10 | + 5 | + 7 | + 7 | + 3 | Combatant Feat |
Vitality Points per Level 1d10 + Constitution Bonus
Skill Points per Level: 4 + Inteligence Bonus
Special Rules
Fight not Flight: Combatants react without thinking, running on adrenaline and instinct. When faced with horror, they tend to snap and
act instead of freezing.They have a –4 penalty to Panic checks and automaticallyhave the ‘fight’ response instead of freezing if they fail a Panic check by 5 or less points (see OGL Horror Chapter 8, Fear and Loathing). If they fail a Panic check by 6 or more points,they have the usual chance of fighting or fleeing.
Weapon Specialization/Generalization: At fourth level a combatant gains +2 damage with a weapon of their choice, or +1 damage with all weapons