Hit Die: 1d12.

Class Skills: Acrobatics (Dex), Climb (Str), Drive (Dex), Intimidate (Cha), Knowledge (current events, history, popular culture, tactics) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Telekinesis (Wis).

Skill Points at Level: 6 + Int modifier.

Table: The Hailer

Class Level BAB Fort Ref Will Dodge Class Features
1st +1 +2 +0 +0 +0 Hailer link, rank: guard, telekinetic autofire, weapon focus (hailer)
2nd +2 +3 +0 +0 +1 Hailer training: enhanced range (100 ft.), telekinetic strafe
3rd +3 +3 +1 +1 +1 Bonus feat
4th +4 +4 +1 +1 +1 Weapon Specialization (hailer)
5th +5 +4 +1 +1 +2 Armor training (+1/1)
6th +6/ +1 +5 +2 +2 +2 Hailer training: armor piercing, telekinetic burst fire
7th +7/ +2 +5 +2 +2 +2 Bonus feat
8th +8/ +3 +6 +2 +2 +3 Improved Critical (hailer)
9th +9/ +4 +6 +3 +3 +3 Armor training (armored speed)
10th +10/ +5 +7 +3 +3 +3 Hailer training: enhanced range (125 ft.)
11th +11/ +6/ +1 +7 +3 +3 +4 Bonus feat
12th +12/ +7/ +2 +8 +4 +4 +4 Greater weapon focus (hailer)
13th +13/ +8/ +3 +8 +4 +4 +4 Armor training (+2/ +2)
14th +14/ +9/ +4 +9 +4 +4 +5 Hailer training: improved armor piercing
15th +15/ +10/ +5 +9 +5 +5 +5 onus feat
16th +16/ +11/ +6/ +1 +10 +5 +5 +5 Greater weapon specialization (hailer)
17th +17/ +12/ +7/ +2 +10 +5 +5 +6 Armor training (encumbered speed)
18th +18/ +13/ +8/ +3 +11 +6 +6 +6 Guide hailer shots
19th +19/ +14/ +9/ +4 +11 +6 +6 +6 Bonus feat
20th +20/ +15/ +10/ +5 +12 +6 +6 +7 Critical strike (hailer)

Class Features

All of the following are class features of the hailer class.

Weapon and Armor Proficiencies

Hailers have martial proficiency in all weapons, including telekinetic weapons. Hailers are also proficienct with light armor, medium armor, and heavy armor.

Telekinetic Autofire

Hailers gain Telekinetic Autofire as a bonus feat at 1st level.

Hailer Link (Su)

When a hailer candidate is first accepted into a hailer regiment, she gains a hailer link. This is a protocol enhancement permanently cast into the hailer’s brain, and allows the hailer to control the various firing options available to the hailer weapon. The hailer may reconfigure her namesake weapon at-will, as a full-round action (even with the speed of a mindlink, some physical reconfiguration is also necessary). All hailer weapons are supplied with at least three options, depending on the Drum used by that particular weapon (see Chapter Two: Personal Weapons and Equipment).

Rank: Guard (Ex)

All hailers hold the rank of Guard, at minimum. Hailers are an elite group, and so when a full regiment of hailers is fielded it has the honor of the name “Guards,” such as “23rd Hailer Guards.” The rank of Guard is equivalent to that of Junior Sergeant, and when a hailer attaches to a standard infantry unit, she functions as a Junior Sergeant for all purposes. Promotion beyond this rank is always possible.

Weapon Focus

At 1st level, a hailer gains the Weapon Focus feat. This Weapon Focus is always with the hailer. The benefit of this feat applies whether the hailer is employed as machine gun or flamethrower, though it does not apply to the heavy hailer.

Telekinetic Strafe (Ex)

At 2nd level, the hailer learns how to use his or her namesake weapon to strafe. When using any telekinetic firearm in automatic mode, the hailer may affect a 20 ft. long line within the first range increment of the firearm instead of a line starting from the corner of his or her space.

Hailer Training (Su)

At 2nd level, hailers gain advanced training in the use of their weapon. Hailers with 2 or more ranks in Telekinesis can increase the power and speed of their hailer rounds, boosting the range increment of the hailer in machine gun mode to 40m. These benefits apply to both hailers and heavy hailers. A 6th level hailer with 5 or more ranks in Telekinesis and using a hailer in machine gun mode treats all hailer rounds as armor piercing. At 10th level, a hailer with 10 or more ranks in Telekinesis further increases the range increment of her hailer in machinegun mode to 50m. At 14th level, a hailer with 14 or more ranks in Telekinesis treats all hailer rounds as improved armor piercing rounds.

Weapon Specialization (Ex)

At 4th level, a hailer gains weapon specialization with the hailer. The hailer gets a +2 bonus on damage rolls when using a hailer. This applies whether the hailer is employed as machine gun or flamethrower. It does not apply to use with the heavy hailer.

Armor Training (Ex)

At 5th level, a hailer can operate with efficiently when in full armor. When the hailer wears armor, increase the Maximum Dexterity Bonus by +1, and reduce the Armor Check Penalty by 1.

At 9th level, a hailer ignores the speed reduction from armor.

At 13th level, a hailer increases the Maximum Dexterity Bonus of armor by +2, and reduces the Armor Check Penalty by 2.

At 17th level, encumbrance dos not reduce the hailer’s base speed.

Telekinetic Burst Fire (Ex)

A 6th level hailer using a telekinetic firearm capable of autofire and having at least five bullets loaded may fire a short burst as a single attack against a single target. The hailer takes a –4 penalty on the attack roll, but deals an extra +2 dice of damage. Firing a burst expends all five bullets.

Improved Critical (Ex)

At 8th level, the hailer’s threat range doubles when using a hailer in machine gun mode. This does not apply to the heavy hailer.

Greater Weapon Specialization (Ex)

At 16th level, a hailer gains greater weapon specialization with the hailer. This ability increases the bonus on damage rolls to +4 when using a hailer. This applies whether the hailer is employed as machine gun or flamethrower, though not with the heavy hailer.

Guide Hailer Shots (Su)

At 18th level, a hailer with 20 or more ranks in Telekinesis can use his or her telekinetic powers to guide and control hailer attacks.

In either mode, the hailer may fire round corners or past cover. This allows an attack against any target within range, so long as there is a route to the target. In effect, the target is treated as having two levels of cover less than she actually has; so a target behind total cover instead has three-quarters cover, and a target who usually had only one-quarter or onehalf cover instead has no cover at all.

Furthermore, in flamethrower mode, the hailer may ‘sculpt’ the flames, creating any shape of flamethrower area of effect desired, so long as the volume of the area of effect remains identical. A flamethrower area of effect is normally a 120ft. line. The hailer could reshape this any shape composed of 5ft. squares, so long as each square is connected to at least one other square and the total number of squares does not exceed 120ft. (24 squares). The shape does not have to be a cube: L-shapes, curves, or even hollow boxes are all possibilities.

Likewise, in machine gun mode the hailer can affect any 4 adjacent 5ft.-squares, in any shape, with an autofire attack. She is no longer constrained by the requirement to attack a 10ft. radius, or to use strafing to attack a 20ft. line.

These benefits also apply to the heavy hailer. A heavy hailer’s flamethrower area of effect is is 180ft. (36 squares).

Critical Strike (Hailer) (Ex)

At 20th level, a hailer automatically confirms a critical threat as a critical hit when attacking with the hailer. This applies whether the hailer is employed as machine gun or flamethrower. It does not apply to the heavy hailer.

Bonus Feats

At 3rd, 7th, 11th, 15th and 19th, the hailer gets a bonus feat. The bonus feat must be selected from those listed as combat feats, and the hailer must meet all the prerequisites of the feat in order to select it.


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