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Prestige Class: Turk
#1
So there are still things I'd like to flesh out with this prestige class, such as assignments and potential resolutions to going rogue. My brother informed me that this prestige class is very context sensitive which could severely limit its playability. I'd like to know what you guys think though.

Turk
An intelligence bureau for the Shinra Corporation, the Turks specialize in a myriad of clandestine operations from reconnaissance, espionage, black ops to kidnapping, sabotage, and even assassinations. In many ways, they are a fraternal order with an eclectic membership from thieves and street performers to trained martial artists and gunslingers. However as myriad as they are in background, all Turks are well dressed professionals who get the job done. What matters to a Turk first and foremost is the bottom line and any concerns such as friends and family are secondary. Becoming a Turk means becoming one for life, the only way out is in a bodybag.

Role: The Turk agent is a roleplay heavy prestige class for rogue and martial type classes. It’s designed to complement the player’s base class rather than supplement it. Characters with levels in thief, archer, fencer, gunner, or even monk can choose to further add features related to their base classes, or they could focus on the features granted by Studied Combat and Professional Standing. Overall, the Turk is a character that combines the abilities of his base class with the resources of his prestige class.

Alignment: Neither Lawful nor Chaotic. Turks cannot complete their tasks without breaking a law or two, yet they cannot afford to yield to total anarchy. Instead they follow their own code and, even then, not necessarily to the letter.

Hit Die: d8

Requirements:

To become a Turk, the character must meet the following criteria:

Skills: Intimidate 5 Ranks, Bluff 5 Ranks, Sense Motive 5 Ranks, Stealth 5 Ranks, Perception 5 Ranks, Sleight of Hand 5 Ranks, Escape Artist 5 Ranks

Feats: Dodge, Mobility

Special: Must have the Evasion class feature. Must join the Investigation Sector of the General Affairs Department and pass the field test overseen by a Turk.

Class Skills:
The Turk’s class skills (and the key ability for each) are Diplomacy (Cha), Intimidate (Cha), Bluff (Cha), Acrobatics (Dex), Climb (Str), Appraise (Int), Sense Motive (Wis), Stealth (Dex), Perception (Wis), Sleight of Hand (Dex), Escape Artist (Dex), Disable Device (Dex), Craft (explosive) (Int), Craft (electronics)(Int), Drive (Dex), Pilot (Dex), Knowledge (local, engineering, technology) (Int), Profession (driver, pilot, sailor) (Wis).

Skill Points at Each Level: 8 + Int modifier.

Table: Turk
Lvl BAB Fort Ref Will Special
1st +1 +0 +1 +1 Gumption, Limit Break, Professional Standing
2nd +2 +1 +1 +1 Turk Knack, Suit +1
3rd +3 +1 +2 +2 Professional Standing +1, Studied Combat, Studied Strike +2d6
4th +4 +1 +2 +2 Turk Knack, Suit +2, Studied Strike +3d6
5th +5 +2 +3 +3 Professional Standing +2, Studied Strike +4d6
6th +6 +2 +3 +3 Turk Knack, Suit + 3, Studied Stike +5d6
7th +7 +2 +4 +4 Professional Standing +3, Studied Strike +6d6
8th +8 +3 +4 +4 Turk Knack, Suit + 4, Studied Strike +7d6
9th +9 +3 +5 +5 Professional Standing +4, Studied Strike +8d6
10th +10 +3 +5 +5 Turk Knack, Suit + 5, Studied Strike +9d6

Class Features
All of the following are features of the Turk Prestige Class

Limit Break (Su): At 1st level, the Turk receives the Limit Break (Pyramid).

Pyramid (Su): This limit break allows the Turk to cast a trap upon 1 enemy + 1 per two Turk levels. Each creature targeted must make a Reflex save (DC 10 + the Turk’s class level + his Dexterity modifier) to avoid being trapped in a pyramid of yellow force for the duration of 1 round + 1 round per two class levels. Enemies trapped in this manner are Entangled and Immobilized but cannot be attacked until released. Sunder attempts can be made against a pyramid on both the outside and the inside. Reducing the pyramid’s hp to zero will break it and free the enemy trapped inside. (The hardness of each cage is 10+1 per level of Turk while the hp is 10+1 per two Turk levels). This limit break can only imprison creatures of the medium size category or smaller.

Gumption (Ex): Above all, a Turk is shrewd and resourceful in his work. Starting from 1st level, the Turk gains a number of gumption points a day equal to his Intelligence Modifier (minimum 1) which he can use to augment his ability and skill check. As a free action, he can expend one use of gumption to add 1d6 to the result of that skill check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. He can use gumption on any Diplomacy, Bluff, and Intimidate skill checks provided he is trained in that skill.

Gumption can also be used on his attack rolls and saving throws at the cost of two points from his pool for each check. In the case of saving throws, using gumption is an immediate action rather than a free action.

At level 5, if the Turk possesses grit, panache, or ki pool class features, he can spend gumption on abilities of each feature’s related pool so long as he meets the requirements for it. This only applies expending points and cannot compliment or supplement for abilities that require a minimum number of points in their respective pool. For example: A Turk with levels in fencer can spend gumption in place of panache for the Opportune Parry and Riposte deed, but cannot take an immediate action to attack on a successful parry if he has no panache left regardless of how much gumption he still has.

Professional Standing: A Turk is always dressed to business and ready to answer the call of his superior. Above all else is the resolution of the task at hand even if he finds it distasteful. It’s the sort of work that involves getting your hands dirty. As he progresses in this prestige class, so too does his standing in the eyes of both senior and fellow agents. Maintaining a decent relationship with coworkers is also pretty important. Never know when you’ll need a hand or two.

At 1st level, the Turk receives a tailor made suit consisting of a dark single breasted jacket with notched lapels, a matching necktie and pair of trousers, a white collared shirt, and a pair of well made shoes.

A Turk must be dressed in his suit to gain the benefits of his class features. Armor cannot be worn over these cloths. The outfit itself is made of a special material that makes it as durable as durable as light armor. From 2nd level and every two levels after, the suit may be taken in to the Research Department QMC at Shinra HQ to be upgraded, gaining an additional +1. The Turk is proficient in this outfit regardless of Feats.

Turk Suit: Type (Light), Armor Bonus +5, Max Dex: 10. The suit also adds a +4 circumstance bonus to Dexterity and a +1 circumstance bonus to Reflex Saves.

Though the suit must be worn without any other armor piece it can be worn as suits the Turk’s personal style (opened shirt, unbuttoned jacket, no neck tie). The Turk can also equip most accessories except for boots and shoulder slot items.

In addition to the wardrobe, the Turk is issued a special ID granting him access to Shinra facilities and a PHS with the numbers of his superior and other Turks. The Turk is required to report to his superior on a weekly basis either over the PHS or in person. Failure to do so may lead to the Turk being listed as MIA.

On a regular basis, his superior will issue him assignments to fulfill. Assignments can range from mere skill checks to side story quests to mission involving the main campaign. He may also While on an assignment, the Turk has a +1 morale bonus on all Knowledge, Sense Motive, Perception, and Appraise skill checks related to his task. Refusing or failing an assignment results in the loss of a gumption point for 1d4 days.

Based on his standing with the agency, the Turk will have access to the following resources:

Once a day, he may contact another Turk over his PHS to add +10 to a Knowledge skill check, even one he’s untrained in.

At 3rd level he may use his PHS once a week to request the delivery of supplies such as ammo, potions, tools, and a land vehicle of medium size or smaller from the HQ. He may also request a fellow agent to accompany him on assignments.

5th level, he may use his PHS once a week to call a squad of 1d4+1 Shinra SOLDIERs to aid in his assignments.

At 7th level, the Turk gains access to an aerial transport vehicle of medium size or smaller.

At 9th level, his standing in the agency grants him near-equal status to his superior; the Turk may pass on certain assignments without taking penalties to his gumption. He can enlist another agent in addition to the one he can request at 3rd level for an assignment. He may also request an additional squad of SOLDIERs once a week. Being listed as MIA in addition to other circumstances at the GM’s discretion may render these options unavailable to him.

For role playing purposes, Professional Standing can drastically affect the Turk and his party over the course of the campaign. With the right skill checks and exercise of authority, he can defy orders that conflict his or the party’s goals. However, if his loyalty to the Shinra corporation and the Turks agency is ever deemed compromised, he may find himself on hunted by his former associates (see Going Rogue).

Turk Knacks: At 2nd level every two levels after, the Turk can select a knack to add from the following:

Combat Gumption (Ex): When using gumption on an attack roll or saving throw, the Turk expends one use of gumption instead of two.

Greater Combat Gumption (Ex): When using gumption on an attack or saving throw, the Turk expends no points from his pool. Prerequisite: combat gumption knack and 10th level Turk.

Thief Talent (Ex): The Turk may add thief talents. This knack can be selected multiple times adding a different talent each time.

Ki Power (Su): The Turk may add ki powers from the monk list. The Turk must have a ki pool to select this knack. This knack can be selected multiple times adding a different ki power each time.

Notching Gumption (Ex): The Turk adds a hunter trick from the archer class. He may use this trick a number of times equal to half his Turk class level each day. This stacks with any level of archer he possesses. This knack can be selected multiple times, adding a different hunter trick each time.

Flourishing Gumption(Ex): The Turk’s class levels counts as levels of fencer for purpose of qualifying for fencer deeds. This stacks with any levels of fencer the he already possesses. The Turk may only select this Knack at 4th level or higher and has a panache pool.

Ballistic Gumption (Ex): The Turk’s class levels count as levels of gunner for the purpose of qualifying for gunner deeds. This stacks with any levels of gunner the he already possesses. The Turk may only select this Knack at 4th level or higher and has a grit pool.

Perceptive Tracking (Ex): The Turk can use Perception in place of Survival to both find and follow tracks, using the same DCs listed under the Survival skill.

Shrewd Infiltrator (Ex): The Turk can use gumption on Stealth, Disable Device, Sleight of Hand, and Escape Artist skill checks without expending points from his pool. He may only use this knack with skills he’s trained in.

Shrewd Investigator (Ex): The Turk can use gumption on Appraise, Perception, Sense Motive, and Knowledge (local) skill checks without expending points from his pool. He may only use this knack with skills he’s trained in.

Shrewd Technician (Ex): The Turk can use gumption on Craft (electronics), Craft (mechanic), Knowledge (engineering), and Knowledge (technology) skill checks without expending points from his pool. He may only use this knack with skills he’s been trained in.

Shrewd Pursuer (Ex): The Turk can use gumption on Acrobatic, Climb, Drive, and Pilot skill checks without expending points from his pool. He may only use this knack with skills he’s been trained in.

Demolition Expertise (Ex): The Turk can use gumption on Craft (explosives) skill checks without expending points from his pool. He also gains the bomb class feature of the chemist dealing 1d6 per class level and Reflex save DC against splash damage equal to 10 + the Turk’s class levels + his Intelligence modifier. He may also learn bombs discoveries from the chemist list in place of knacks using his full Turk class level to meet prerequisite requirements and determining save DCs.

Materia Knack (Su): The Turk gains Use Magic Device as a class skill. If he’s trained in it, he may use gumption use on Use Magic Device without expending points in his pool.

That’s Our Way (Ex): The morale bonus a Turk receives on assignments increases with his standing, for a maximum of +5. This knack may only be selected at 4th level or higher.

Mission Driven (Ex): The moral bonus a Turk receives on assignments is extended to all class skill checks related to his assignment.

Determinator (Ex): The morale bonus a Turk receives on assignments is applied to all attack rolls, Reflex saves, Fortitude saves, and Will saves related to his assignments.
Quick Study (Ex): The Turk may use studied combat as a swift action instead of a move action. He must have the studied combat class feature to select this knack.

Situational Awareness (Ex): When the Turk uses studied combat, he may sacrifice rounds of duration to study multiple enemies. The number of enemies he may study is equal to the number rounds he sacrificed. He gains an insight bonus on all attack rolls, damage rolls, and combat maneuver checks against for the number of rounds he didn’t sacrifice (minimum of 1). He can only make a studied strike against one of the enemies he’s studied. Just as with normal studied combat, he cannot study any of those enemies again for 24 hours unless he spends gumption points. He may only re-study up to one enemy per a gumption point spent.

Domino Effect (Ex): After using studied strike on an enemy, the Turks can study an enemy in squares adjacent to one he struck as an immediate action.

Studied Combat (Ex): A Turk is trained to analyze hostiles in his combat situation in ordered to gain an edge. Starting 3rd level, the Turk can spend a move action to study one enemy, gaining an insight bonus equal to his class level + Intelligence modifier on all attack rolls, damage rolls, and combat maneuver checks made against that enemy. The additional damage is precision and does not multiply with critical hits, it also cannot be applied against enemies that are immune to critical hits.
This insight bonus lasts for a number of rounds equal to the Turk’s intelligence modifier (minimum of 1) or until he uses studied strike on that enemy. Once it ends, the Turk cannot study that same enemy again for 24 hours unless he spends a point of gumption. He may only study one enemy at a time.

Studied Strike (Ex): At 3rd level as a free action, the Turk can choose to make an attack against a studied enemy within his threat range at his highest base attack bonus. On a successful hit, he adds 2d6 to his damage rolls in addition to his insight bonus. Every level past 3rd, the bonus damage dice for studied strike increases by 1d6 up to a maximum of 9d6 at 10th level. This bonus damage is precision base and does not multiply on critical hit and cannot be applied to enemies that are immune to critical hits. Performing this action ends his studied combat against that enemy.

*Going Rogue
Should the Turk decide to leave the agency, he will be considered going rogue and marked for death. Under certain conditions, should he fail to report long enough, fail too many Assignments, or act in ways against Shinra’s interests, a termination notice will be placed on him, forcing him to go rogue to survive.

Upon going rogue, his Professional Standing will be changed to Renegade Standing. His ID will no longer grant him access to Shinra facilities. He will be unable to further upgrade his suit, he can no longer contact fellow Turks via PHS for knowledge checks, and unable to contact SOLDIER for aid and resources. The Turk can still utilize his other class features as rogue agent and can still progress in this prestige class; however, he will be hunted down by Shinra for the rest of his life. The higher his renegade standing, the more extreme Shinra’s measures will be pursuing him.

Instead of receiving and insight bonus from Assignments, the Turk will receive a +1 morale bonus on all Perception, Stealth, Sense Motive, Knowledge skill checks related to surviving against Shinra.

Depending on his relationship with the other Turks before going rogue, they may either attempt to help him covertly (i.e. tipping him off over the PHS to potential attacks, falsifying data, or helping him fake his death), or they will assist in taking him out.
How the Turk can resolve this conflict is up to the Player and the GM.
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#2
THIS IS SO FUCKING AWESOME!

Sorry, had to do that. I've always wanted to make a turk just never knew how to go about it and i think you did it perfectly. I'll have to take a better look over the stuff later as i tokk a big glancing look over stuff but from what i saw this is awesome, im excited and yeah...
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#3
DEAR GOD IT HAS FINALLY COME, GODS WEEP FOR US!
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#4
I like it. Minor issue with duration of limit break and a couple of grammar errors, but overall. I like it. Smile Good job! Usually, it's hard to balance a new class.
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#5
Thank you for the feed back. Viladin, I initially made the duration1d4 rounds + 1 round per Turk level, would that work better?

Also I'll try to proof read it again for grammar errors. I don't want to ask too much, but if you could elaborate on specific examples, I would be very grateful.

Also I've just recently drafted this on the nature of assignments which are not just specifically for the Turk PRC be can also be used for other Shinra aligned PCs.

Assignments: For certain campaigns set on the world of Gaia, player characters could choose to join Shinra or even begin their campaign in its service. For roleplaying purposes, fighters with the SOLDIER archetype and characters who choose the Turk prestige class can begin as initiates in Shinra corps military, research, and or investigative branches, the advancing of their character levels representing their rising in the ranks of their respective careers.

A GM can implement assignments to initiate the main and side storylines for the campaign. Assignments are basically quests given to the party to accomplish in service of Shinra. Fulfilling these missions, rewards the player characters with both experience and gil as well character development, world building, and story progression. In short, assignments are encounters and story threads tailored to the Shinra campaign setting.

The GM may determine these assignments through any number of methods. For example, the GM could have Shinra present a list of assignments that the party is free to choose from or the npc superiors could issue assignments as mandatory orders for the player characters to follow. In either, the GM should take follow similar guidelines for appropriate and inappropriate encounters when determining what assignments for the party.

The nature of assignments should share a common thread of being intended to serve Shinra’s interests as a corporation and a political entity. They can range from guarding the assets of the company to taking action enemies such as AVALANCHE, Wu Tai, or Fort Condor. While primarily self interested, they may not be completely evil or militant in flavor. Despite profiting from killing the Planet and maintaining their power base through oppressive means, Shinra provides security and an elevated quality of life in the eyes of the public. So assignments can also be tasks that help and protect communities for the purposes of good PR. Conversely, anti-Shinra factions are not entirely benevolent in their methods despite their best intentions. Thus the GM can present assignments that are as much about preventing collateral damage to the populace they are protecting corporate property. Overall, the GM is encouraged to show both sides of Shinra and their enemies in their assignments, in order to challenge player character alignment and motivations.


Assignments come in three categories: basic, standard, and major.

Basic assignments are mundane tasks with simple objectives. In JRPG terms, these would be fetch quests. Normally, basic assignments involve little more than skill and knowledge checks that the player can take 10 or even 20 on with little to no help from other characters.

Standard assignments function more like encounters. In JRPG terms, these would be random battles, hunting quests, or mini games. Standard assignments can be missions that require a series of skill checks, engaging a group of enemies, interacting with NPCs, or a combination thereof. One example of a standard assignment in Final Fantasy VII would be Reno’s attempt to bring Aerith Gainsborough into custody at her chapel.

Major assignments are equivalent to dungeon crawls and large encounters. These have the most potential to be a turning point that changes the face of the campaign setting. They are often military and black operations that involve a coordinated effort between members of the party and even NPCs. An example of major assignments in Final Fantasy VII would be the attack on Sector 7’s support beam.

The category of an assignment need not determine its importance in progressing the main storyline. Major assignments can simply be side stories such as routing an enemy base. Standard assignments may involve critical NPCs or items that catalyze a greater plot. Even basic assignments may give players information that becomes relevant in later story threads.

Examples of Basic Assignments:

• Shinra is conducting an inspection of one of it shindroid factories. 3rd Class SOLDIERs have been deployed to accompany the inspector. Skill Checks for Perception and or Knowledge (engineering).

• The head of the military department is holding an exhibition for maneuvers. Skill Checks for Profession (soldier) and/or Knowledge (military).

• You have been assigned to transport a package or person between secure locations via automobile. Skill checks for Drive, Profession (driver), and or Knowledge (urban planning).

Examples of Standard Assignments:

• You are tasked with taking a flower girl of the Slums into custody and delivering her to HQ.

• A rogue shindroid is thought to be hiding in Kalm. Find and eliminate the target.

• A Shinra employee in North Corel is suspected of having ties to AVALANCHE. Investigate the target and deal with him appropriately.

• There are reports of abnormalities at the Nibelheim Mako Reactor. You are to accompany two 1st Class SOLDIERs assigned to investigate the matter…

• Creatures from the Slums have emerged in the city, evacuate civilians and neutralize the threat.

Examples of Major Assignments:

• An assault against an AVALANCHE hideout in the Sector 7 Slums.

• Terrorists are attacking the Reactor at Port Junon, you are tasked with protecting it.

• Shinra’s army is about to assault Fort Condor, your party must infiltrate and sabotage their defenses from within.
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#6
Made the change, I thought something felt off.
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#7
(08-30-2015, 04:41 PM)RedDingo777 Wrote: Thank you for the feed back. Viladin, I initially made the duration1d4 rounds + 1 round per Turk level, would that work better?

Also I'll try to proof read it again for grammar errors. I don't want to ask too much, but if you could elaborate on specific examples, I would be very grateful.

Luc nailed it on the head for the duration and i can't seem to find the grammar errors anymore, so either you fixed it, or I'm imagining things. Smile
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#8
I love this, love everything about this. This being said, I wonder if it could work as a Thief Archetype much like how SOLDIER was turned into a Fighter Archetype...

But as it is? I wanna use this til the end of days. Great look, very professional feel, seriously how have we not seen more stuff from you before? >.> You sir have a talent for content creation.

I just love it, a Prc Investigator (one of my favorite Hybrid classes) + Judge Plate style armor-suit, friggin awesome, and the Turks are just in general one of my favorite side pieces of lore in the FFVII world.
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#9
(08-31-2015, 04:15 AM)dairius_chi Wrote: I love this, love everything about this. This being said, I wonder if it could work as a Thief Archetype much like how SOLDIER was turned into a Fighter Archetype...

But as it is? I wanna use this til the end of days. Great look, very professional feel, seriously how have we not seen more stuff from you before? >.> You sir have a talent for content creation.

I just love it, a Prc Investigator (one of my favorite Hybrid classes) + Judge Plate style armor-suit, friggin awesome, and the Turks are just in general one of my favorite side pieces of lore in the FFVII world.

Thank you for the feedback. The main reason you haven't seen more stuff from me is because I haven't made it yet.

I've also had this idea for a Holy Dragoon styled after Kain in After Years. At first I thought it would be a Prestige Class, but now I'm thinking an Archetype would be more suitable.
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#10
And here is a PDF draft of the Turk Class


Attached Files
.pdf   TurkPrestigeClass.draft2.pdf (Size: 146.63 KB / Downloads: 5)
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