Classes
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One of the things I must confess I never understood completely about the old D6 shadowrun system is its inability to make their Catagories clear.  Templates were used instead of classes which has the advantages of being more customizable, but still do not have any real benefit to the player.  Deckers MUST have decks, Magicians NEED a library, etc.  there are many standards like this that by the time you get the basics, the only thing left over is skills that make you different.  Not really customizable at all....in reality all it does is slow down character generation.  A true "template' is a class!  One you can say...hey I'm a DECKER, and mean it.

Again I tried to stay with the flavor of the original game when converting the classes.  I found that the Fighter really covered Street Samurais and other primary combative characters really well.  The Rogue is of course still invaluable as a sneak.  However, I had to create classes to reflect the fantastic abilities of several templates.  Magicians, Adepts, Shamans, Deckers, and Riggers, are new classes that will make their debut on this site.  See below for mroe details.!
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Classes never existed in Shadowrun D6, templates like this one for rigger were used to model.
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Class Level

XP

Fighter or Adept Base Attack Bonus

Rigger, Decker, Rogue or Bard Base Attack Bonus

Magician or Shaman Base Attack Bonus

Base Save Bonuses

Class Skill Max Ranks

Cross-Class Skill Max Ranks

Feats

Ability Increases

1

0

+1

+0

+0

+0/+2

4

2

1st

-

2

1000

+2

+1

+1

+0/+3

5

2.5

-

-

3

3000

+3

+2

+1

+1/+3

6

3

2nd

-

4

6000

+4

+3

+2

+1/+4

7

3.5

-

1st

5

10000

+5

+3

+2

+1/+4

8

4

-

-

6

15000

+6/+1

+4

+3

+2/+5

9

4.5

3rd

-

7

21000

+7/+2

+5

+3

+2/+5

10

5

-

-

8

28000

+8/+3

+6/+1

+4

+2/+6

11

5.5

-

2nd

9

36000

+9/+4

+6/+1

+4

+3/+6

12

6

4th

-

10

45000

+10/+5

+7/+2

+5

+3/+7

13

6.5

-

-

11

55000

+11/+6/+1

+8/+3

+5

+3/+7

14

7

-

-

12

66000

+12/+7/+2

+9/+4

+6/+1

+4/+8

15

7.5

5th

3rd

13

78000

+13/+8/+3

+9/+4

+6/+1

+4/+8

16

8

-

-

14

91000

+14/+9/+4

+10/+5

+7/+2

+4/+9

17

8.5

-

-

15

105000

+15/+10/+5

+11/+6/+1

+7/+2

+5/+9

18

9

6th

-

16

120000

+16/+11/+6/+1

+12/+7/+2

+8/+3

+5/+10

19

9.5

-

4th

17

136000

+17/+12/+7/+2

+12/+7/+2

+8/+3

+5/+10

20

10

-

-

18

153000

+18/+13/+8/+3

+13/+8/+3

+9/+4

+6/+11

21

10.5

7th

-

19

171000

+19/+14/+9/+4

+14/+9/+4

+9/+4

+6/+11

22

11

-

-

20

190000

+20/+15/+10/+5

+15/+10/+5

+10/+5

+6/+12

23

11.5

-

5th

Classes
There are a total of 7 Character classes for Shadowrun D20.  They are Fighter, Rogue, Magician, Shaman, Decker, Rigger, and Adept.  Each has its own strengths, its own weaknesses.  Each has its own Bonuses and negatives.  You will have to choose how best to define yourself.  TO the right is the main chart for Experience progression.  A few notes on this. The Saving throw column indicates 2 bonuses.  Its listed as Poor/Good, meaning that for the 4 saving throws you will gain bonuses based on your class.  For instance, Fighters have a POOR rating for essence, so they would use the Poor side of that column.  Follow me? Ok, next, the chart aslo indicates class and cross class maximums , and feats, and ability increases.  Please refer to this chart for all classes.

FIGHTER

The Fighter is the quintessential Warrior.  Fighters are the strength, brawn, steel, whatever you want to call it.  Fighters vary in background, they could have been soldiers, retired Lone Star, gang members, or even a bouncer at a local seattle dive.  They all have some traiing or experience in weapons.  For old time shadowrunners, these may be your detectives, your Street Samurai, or your cybered warrior.

GAME RULE INFO

ABILITIES: Strength is especially important for fighters becasue it increases attack and damage rolls.  In Shadowrun Dexterity is exteremly important as well for firearms.  Constitution also gives them the ability to soak up more damage.
ALIGNMENT:Any
HIT DIE: d10
SAVES: FORT good, REF poor, WILL poor, DRA poor.
CLASS SKILLS: Climb, Craft/Build/Repair, Handle Animal, Jump, Ride, Swim, Car, Bike, Demolitions

Skill points at 1st level: (2+INT Mod) x 4
Skill points at each addtl level: 2+ INT Mod

CLASS FEATURES
*Fighters are proficient with all simple and martial weapons and all armors .
*Bonus Feats:Fighters pick one extra feat at 1st level and then one addiitonal bonus feat at second level and another one every 2 levels thereafter(5,7,9...).  It must be combat oriented, See feat list for details.
*Weapon Specialization.  Upon gaining 4th level, the fighter(and only the fighter), may take the feat WEapon Specialization.  Weapon specialization grants the character a +2 bonus to damage withthe chosen weapon. 

ROGUE

The rogue throughout history has been one of mystery.  In Shadowrun terms, he's the perfect runner.  He is suited for light combat, is fast, and can run just about any type of run you can imagine.  Rogues can be specially trained assasins, or pick pockets trying to make their way, or even a lone cat burgler.  Some Rogues are spies and corporate infiltrators. 

GAME RULE INFO

ABILITIES: Dexterity is the most important ability for a rogue.  Most rogue work requires them to be nimble, and light on their feet.  Smaller weapons are best to take advantage of this.  Intelligence and wisdom are also good skills to have to improve skill bonuses and the number of skill points per level.
ALIGNMENT:Any-leaning toward chaotic
HIT DIE: d6
SAVES: FORT poor, REF good, WILL poor, DRA poor.
CLASS SKILLS: Appraise, balance, Bluff, Climb, Craft/build/repair, Decipher Script, Diplomacy, Disable device, Disguise, Escape Artist, Forgery, Gather Info, Stealth, Innuendo, Intimidate, Intuit Direction, Jump, listen, Move Silently, open Lock, perform, Pick pocket, Profession, read Lips, Search, Sense Motive, Spot, Swim, Tumble, use magic Device, Use Rope, Drive

Skill points at 1st level: (8+INT Mod) x 4
Skill points at each addtl level: 8+ INT Mod

CLASS FEATURES
*Rogues are proficient with simple hand to hand weapons and all simple long range weapons or fireams.
*Rogues are proficient with light armor.
*Sneak Attack:If a rogue can catch an opponent off guard she can strike a vital spot for extra damage.  This effectively is whenever the creature is flanked or loses their dexterity bonus to AC.  The additional damage is 1d6 at first level, then an additional 1d6 every 2 levels thereafter.
*Traps-Rogues are the only class than can use the search skill to find a trap with a DC higher than 20, they can then use diable device to dismantle it.
*Evasion-At 2nd level, any time the rogue would be entitled a Reflex saving throw for 1/2 damage she takes no damage with a succesful saving throw instead.
*Uncanny Dodge-At third level the rogue no longer loses their dex bonus to ACregardless of ebing flatfooted or struck by an invisible attacker.  At 6th level the rogue can no longer be flanked.  At 11th level the rogue gains a +1 bonus to her AC and reflex save against danger from traps, and this bonus goes up every 3 levels thereafter.
*Upon reaching 10th level and every three levels thereafter the rogue gains one of the following abilities.
          1)Crippling Strike-Sneak attack damage includes 1 point of strength damage.
          2)Defensive Roll-1/day the rogue can make a reflex save to take 1/2 damage from a lethal blow
          3)Improved Evasion-Rogue now takes half damage for a failed save
          4)Opportunist-The rogue may make an attack of opportunity against anyone jsut struck in combat.
          5)Skill MAstery-Pick up to 3+INT mod in skills-rogue can take 10 even in stressful situations
          6)Slippery Mind-If affected by a mind affecting spell that allows a save, the rogue may have 1 second               chance to make the save if failed.
          7)Feat-The rogue may take a bonus feat instead of a special ability.

DECKER

A decker is a computer Whiz, your local net junkie.  They can also be simsense specialists, or hackers, or even the sound and lights system manager.  They are absolutely invaluable as shadowrunners because of all teh technology that is usually required to cut through.  Mag locks are a pain in the butt...trust me.

GAME RULE INFO

ABILITIES: Intelligence and Wisdom have more to with a decker's job than anything else. It improves their skills but more importantly it increases their speed and reflexes in the matrix--the faster you think...the better you are.
ALIGNMENT:Any
HIT DIE: d6
DECK HIT DIE: d6
SAVES: FORT good, REF Good, WILL Good, DRA poor.
CLASS SKILLS: Climb, Craft/Build/Repair, Car, Computer, Electronics, Gather Info , Forgery,Etiquette:Matrix, Knowledge:Matrix, Spot,

Skill points at 1st level: (5+INT Mod) x 4
Skill points at each addtl level: 5+ INT Mod

CLASS FEATURES
*Deckers are proficient with all simple weapons and is not proficient in armor..
*Deckers recieve an amount of Dp's (like HP but for the MAtrix) They Recieve D6 + their BOD each level.
*Net Knowledge-At 1st level the Decker can make an intelligence check to see if at any point in all their time roaming the matrix if they had heard anything regarding a given subject.
*  At 6th Level the Decker gains the benefits of Evasion when in the Matrix
*At 9th level the Decker gains the benefits of Uncanny Dodge when in the matrix
*At third level the Decker gains Quickjack, and can jack into any standard port without provoking an attack of opportunity..
*At 15th Level the Decker may complete a full projection, transmitting himself into a full digital being. 
*Bonus Feats: the decker may gain 1 bonus feat at 5th level and every 5 levels thereafter, as long as from the approved decker list.

RIGGER

The Rigger is the guy running all those drones chummer.  You know those buzzing little flies ad those huge flying tanks?  Yeah....there is a pilot....it may not look like it, but thats cause hes sitting in an office somewhere. 

GAME RULE INFO

ABILITIES: Intelligence is the most important ability for a rigger.  It helps with skill bonuses and controlling more than one drone at once.
ALIGNMENT:Any
HIT DIE: d8
SAVES: FORT good, REF poor, WILL Good, DRA poor.
CLASS SKILLS: All Vehicle Skils, Craft/Build/Repair, Car, Computer, Electronics, Gather Info , Spot, Listen, Balance,

Skill points at 1st level: (4+INT Mod) x 4
Skill points at each addtl level: 4+ INT Mod

CLASS FEATURES
*Riggers  are proficient with all simple weapons and light armor.  When Rigging they are also proficient in all armors and all Martial Weapons.  .
*Rigging--The rigger can control 1 vehicle +1 additional for each point of wisdom modifier they have.  In addiiton they gain 1 addiitonal drone or vehicle controlability at 4th level and every 3 levels thereafter.
*At 3rd Level the Rigger gains the beenfits of Evasion when Rigging.
*At 7th level the Rigger gains the benefits of Uncanny dodge while Rigging.

MAGICIAN

When Magic returned to the world the shamans brought it, and the magicians perfected it, they say.  The colleges of Magic were formed by them, including MITM.  Magicians study and research their magic and draw upon elements of the enviorment to cast their spells.

GAME RULE INFO

ABILITIES: Intelligence is the primary attribute for Magicians due to their detailed studies and dedicaiton to knowledge.
ALIGNMENT:Any
HIT DIE: d4
SAVES: FORT Poor, REF Poor, WILL Good, DRA Good.
CLASS SKILLS: Chemistry,concentration,Craft/Build/Repair,decipher script,Knowledge:all,Scry,Aura Reading,Sorcery,Conjuring,Drive,Profession,Spellcraft

Skill points at 1st level: (4+INT Mod) x 4
Skill points at each addtl level: 4+ INT Mod

CLASS FEATURES
*Magicians are proficient with all simple weapons and is not proficient in armor..
*Spell Use--The Magicians can weild mana through their study and understanding of its properties.  Magicians recieve (4+INT mod) x3 Mana points at first level and 4+ Int mod in mana points every level thereafter.  Magicians may cast spells by devoting mana points to them at time of casting.  A Magician may devote a number of points equal to 3+level without risking Physical damage from drain.  They may know as many speels as they can afford at character creation, and then must research/steal/create more as they progress in levels.
*Astral Perception--The Magician may at will see astrally at 2nd level.
*Astral Projection--Starting at 8th level the Magician may project themselves into astral space, leaving their bodies behind.
*Spell Magnifier--The Magician and only the Magician may take the Spell Magnifier Feat.  This allows the Magician to double the effects of a chosen spell.
*Bonus Feats: The magician may gain 1 bonus feat at 5th level and every 5 levels thereafter, as long as from the approved magician list.

SHAMAN

When Magic returned to the world the shamans of the Native American Nation brought it.  As much as the Magicians research the magic, the Shamans FEEL it through the power of the totem.  After selecting a totem and dedicating themselves to it the Shaman is brouhg into a world of balance between the Astral and Physical realm, there to spend their days.

GAME RULE INFO

ABILITIES: Wisdom is the primary attribute for Shamans due to their complete understanding(yeah right) of the universe and how it all works.
ALIGNMENT:Per Totem
HIT DIE: d6
SAVES: FORT Poor, REF Poor, WILL Good, DRA Good.
CLASS SKILLS: Concentration, Craft/build/Repair, Diplomacy, Biotech, Knowledge:arcana, Knowledge:totem, Profession,Scry,Spellcraft, Car, Aura reading, Sorcery, Conjuring, (also gains skills per totem)

Skill points at 1st level: (4+INT Mod) x 4
Skill points at each addtl level: 4+ INT Mod

CLASS FEATURES
*Shamans are proficient with all simple weapons and is  proficient in light armor..
*Spell Use--The Shamans can channel mana through their totem's Blessing. Shamans recieve (4+WIS mod) x3 Mana points at first level and 4+ WIS mod in mana points every level thereafter.  Shamans may cast spells by devoting mana points to them at time of casting.  A Shaman may devote a number of points equal to 3+level without risking Physical damage from drain.  They may know as many spells as their Totem will allow them.
*Astral Perception--The Shaman may at will see astrally at 1st level.
*Astral Projection--Starting at 5th level the Shaman may project themselves into astral space, leaving their bodies behind.
*Totem--The Shaman selects a Totem which then watches over them, gives them power, and encourages them to help support their ideals in the world.   See the Magic Section for a list of totems and their benefits.

ADEPT

Adepts are a special breed.  As magic became more prevalent ther ewere those who discovered they could force their own essence, the mana power of their bodies into amazing things. They are able to run harder, be stronger, smarter, and even become fightigg machines.

GAME RULE INFO

ABILITIES: Charisma is the primary attribute for Adepts.  It represents that their personality and control over oneself that gives them their power.
ALIGNMENT:Any
HIT DIE: d8
SAVES: FORT Good, REF Poor, WILL Good, DRA Good.
CLASS SKILLS: Balance, Climb, Concentration, Craft/build/Repair, Diplomacy, Escape Artist, Stealth, Jump, Knowledge(arcana), Listen, Move Silently, Perform, Profession, Swim, Tumble, Biotech, Aura Reading, Car

Skill points at 1st level: (4+INT Mod) x 4
Skill points at each addtl level: 4+ INT Mod

CLASS FEATURES
*Adepts are proficient with all Simple Martial weapons except heavy firearms. 
*Adepts are proficient with Light armor, but seldom wear it as they feel it inhibits their spirit.
*Adept Powers-Adepts recieve (ESS mod) x3 Mana Points at 1st level and 2+ESS additional points  per level thereafter.  These points are used to "purchase" adept powers.  These become permanent powers and are either always in effect or can be turned on based on certain criteria.(see magic section for a list of powers) NOTE: If the essence ever drops on an Adept, the points must be recalculated for all the previous levels(much like losing CON), if this means that more points have been allocated than are available, the Adept loses powers.
*Astral Perception--The Adept may at will see astrally at 8th level.
*Astral Projection--Starting at 13th level the Adept may project themselves into astral space, leaving their bodies behind.