Reacher/Borne/Rapp


Level KXP Spells
TH
10(none)+1
24.4(none)+2
38.8(none)+3
417.6(none)+4
535.2(none)+5
670.4(none)+6
7140.8(none)+7
8281.6(none)+8
9563.2(none)+9
101100(none)+10
111650(none)+11
122200(none)+12
132750(none)+13
143300(none)+14
153850(none)+15
164400(none)+16
174950(none)+17
185500(none)+18
196050(none)+19
206600(none)+20
217150(none)+21
227700(none)+22
238250(none)+23
248800(none)+24
259350(none)+25
269900(none)+26
2710450(none)+27
2811000(none)+28
2911550(none)+29
3012100(none)+30
3112650(none)+31
3213200(none)+32
3313750(none)+33
3414300(none)+34
3514850(none)+35
3615400(none)+36
Requisites:Str 16, Dex 16, Con 16, Int 16
Alignment:any
HD/level:2d10
Weapon Prof.:10+level
To Hit Table:Mon
Save Table:War
Reference:RDM
Groups:Warrior, Rogue
Complexity:CF=3
When you take this class, Pick a race: Reacher (+3,+0,+3,+3,-3,+2;+0,+3,+10; can't be grouped), Borne (+2,+2,+2,+2,-2,+2;+2,+2,+8;+100% Int-based Rogue picks), Rapp (+1,+3,+2,+3,-2,+3;+3,+1,+10; can always buy guns even if unavailable)
Level 1: If your race is Reacher/Borne/or Rapp, you have 2 for 1 trading of ability scores.
Level 1: +10 to perception skill rolls.
Level 2: +1 attack with guns you are specialized in.
Level 9: Pick another race from above. Use the best of stat adjustments.
Level 18: Pick another race from above. Use the best of stat adjustments.