OvexPath: Difference between revisions
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Below is the [[Species#Ovex|Ovex]] special Path. To learn more about Ovex and other species you can visit the [[Species]] page. | |||
== Ovex (Sentient Artificial Life Form) Base Class == | == Ovex (Sentient Artificial Life Form) Base Class == | ||
{| class="wikitable" style="float:right; margin-left: 10px;" | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
|+Table: The Robot Hero | |+Table: The Robot Hero | ||
! style="text-algin:left;"| | ! style="text-algin:left;"|Character <br />Level | ||
! | ! Advantage <br />Die | ||
! | ! Path <br />Features | ||
! | ! Extra <br />Damage | ||
! Choose Between<br />Custom Character Bonus | |||
|- | |- | ||
|1st|| | |1st|| - || Talent || - || - | ||
|- | |- | ||
|2nd|| | |2nd||1d2|| - || - || - | ||
|- | |- | ||
|3rd|| | |3rd||1d2|| Feat || - || - | ||
|- | |- | ||
|4th||1d4|| - || | |4th||1d4|| - || - || Ability/Bonus Feat(Misc) | ||
|- | |- | ||
|5th||1d4|| - || - | |5th||1d4|| - || Extra Damage || - | ||
|- | |- | ||
|6th||1d6|| Talent || - | |6th||1d6|| Talent || - || - | ||
|- | |- | ||
|7th||1d6|| - || - | |7th||1d6|| - || - || - | ||
|- | |- | ||
|8th|| | |8th||1d8|| - || - || Abilit/Bonus Feat(Misc) | ||
|- | |- | ||
|9th|| | |9th||1d8|| Feat || - || - | ||
|- | |- | ||
|10th|| | |10th||1d8 || - || - || - | ||
|- | |- | ||
|11th|| | |11th||1d10|| - || Extra Damage || - | ||
|- | |- | ||
|12th|| | |12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) | ||
|- | |- | ||
|13th|| | |13th||1d10|| - || - || - | ||
|- | |- | ||
|14th|| | |14th||1d12|| - || - || - | ||
|- | |- | ||
|15th|| | |15th||1d12|| Feat || - || | ||
|- | |- | ||
|16th|| | |16th||1d12|| - || - || Ability/Bonus Feat(Misc) | ||
|- | |- | ||
|17th|| | |17th||2d8|| - || Extra Damage || - | ||
|- | |- | ||
|18th|| | |18th||2d8|| Talent || - || - | ||
|- | |- | ||
|19th|| | |19th||2d8|| - || - || - | ||
|- | |- | ||
|20th|| | |20th||2d10|| - || - || Ability/Bonus Feat(Misc) | ||
|} | |} | ||
<u>Ability Affinity</u>: Module Dependent | <u>Ability Affinity</u>: Module Dependent | ||
<u>Hit Die</u>: | <u>Hit Die</u>: Module Dependent | ||
<u>Class Skills</u>: The Robot hero’s class skills (and the key ability for each skill) are dependent on which Module is picking. However they all get Computer Use(Int) | <u>Class Skills</u>: The Robot hero’s class skills (and the key ability for each skill) are dependent on which Module is picking. However they all get Computer Use(Int) | ||
<u>Skill Points at Each Additional Level</u>: | <u>Skill Points at Each Additional Level</u>: Module Dependent | ||
<u>Recommended Advance Classes</u>: | <u>Recommended Advance Classes</u>: Based on Ovex Module | ||
<u> Class Features</u>: Besides special ability provides by each module the Ovex are immune to Psionic Mind effecting abilities, immune to starvation, they can get 'tired' a.k.a Fatigued and Exhausted, however, they simply need to recharge which takes 4 hours instead of 8. They are also do not need air and although they can survive in a vacuum they could not survive the extremes of space for very long as the high radiation and temperature swings would wear the Ovex's machine internals down over time. However, under the right conditions, they could probably spend months in space before malfunctioning. | |||
=== Ovex Modules === | === Ovex Modules === | ||
: At 1st, 6th, 12th and 18th level, the | : At 1st, 6th, 12th, and 18th level, the OVex Hero selects a Module which is similar to a normal Character selecting a Character Path. Each module have a set order that must be followed and the Player cannot pick Talents outside of there module. | ||
; - Fighter Module | ; - Fighter Module (Counts as either the Path of Strength or Path of Dexterity when considering requirements for [[Advance Classes]]) | ||
<u>Ability Affinity</u>: Strength or Dexterity | <u>Ability Affinity</u>: Strength or Dexterity | ||
<u>Hit Die</u>: 1d8 (First Level: 8, Level Up Average: 5) | |||
<u>Class Skills</u>: Athletics(Str), Acrobatics(Dex), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)] | <u>Class Skills</u>: Athletics(Str), Acrobatics(Dex), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)] | ||
<u>Skill Points at Each Additional Level</u>: 1 + Int modifier. | |||
; - Leadership Module | * Push Through: Once per combat the Ovex gets advantage on Overrun Combat Technique. | ||
* Active Resistance: The Character takes a full round action to activate this. The Ovex chooses a Damage Type and gains DR 1 + (1/4th Character Level) for 1d6 + 1 turns for that type. | |||
* Auto Aim Assistance: The Character gains advantage bonus to the accuracy check of a bonus attack. However, this action takes the full round and can only be done once per combat. | |||
* Combat Technique Sub-routine: The Character gains one Advance Combat Technique as if they had taken the Feat [[Advanced_Combat_Techniques|Advanced Combat Techniques]]. | |||
; - Leadership Module (Counts as either the Path of Charisma or Path of Wisdom when considering requirements for [[Advance Classes]]) | |||
<u>Ability Affinity</u>: Charisma or Wisdom | <u>Ability Affinity</u>: Charisma or Wisdom | ||
<u>Hit Die</u>: 1d8 (First Level: 8, Level Up Average: 5) | |||
<u>Class Skills</u>: Diplomacy(Cha), Bluff(Cha), Sense Motive(Wis), Knowledge [any one]. | <u>Class Skills</u>: Diplomacy(Cha), Bluff(Cha), Sense Motive(Wis), Knowledge [any one]. | ||
* Assistance Sub-routine: | <u>Skill Points at Each Additional Level</u>: 1 + Int modifier. | ||
* Rally Function: Any ally characters within | |||
* Assistance Sub-routine: Once per combat or per 20-minute time frame the Ovex can assist another player with bonuses. In combat, the assist is a Free action while in normal play they gain Advantage. | |||
* Rally Function: With Charisma or Wisdom save (Which one you have an affinity with or which is higher) DC15 + Number of affected allies. Any ally characters within earshot of the Character have any negative mind effecting conditions removed. A character can only do this 1/4 character level times per day. | |||
* Task Scheduler Upgrade: This counts as the Leadership feat. If you already have that feat then pick another Feat that requires Leadership. | * Task Scheduler Upgrade: This counts as the Leadership feat. If you already have that feat then pick another Feat that requires Leadership. | ||
* Intimidation Upgrade: The Character gains | * Intimidation Upgrade: The Character gains a +1 Misc to Intimidate skill checks. | ||
; - Specialist Module | ; - Specialist Module (Counts as either the Path of Intelligence when considering requirements for [[Advance Classes]]) | ||
<u>Ability Affinity</u>: Intelligence | <u>Ability Affinity</u>: Intelligence | ||
<u>Hit Die</u>: 1d6 (First Level: 6, Level Up Average: 4) | |||
<u>Class Skills</u>: Craft: [Electronic, Mechanical, Structural], Study(Int), Knowledge [any two], Disable Device(Int) | <u>Class Skills</u>: Craft: [Electronic, Mechanical, Structural], Study(Int), Knowledge [any two], Disable Device(Int) | ||
<u>Skill Points at Each Additional Level</u>: 2 + Int modifier. | |||
* Passive Learning: Character gains a +1 Misc Mod to the Study Skill. | * Passive Learning: Character gains a +1 Misc Mod to the Study Skill. | ||
* Auto Repair Sub-routine: When activated the character gains an advantage bonus to repair checks. This can be used 1/4th of the character level times per day. | * Auto Repair Sub-routine: When activated the character gains an advantage bonus to repair checks. This can be used 1/4th of the character level times per day. | ||
* Skill Enhancement Upgrade: Pick one skill from the 'Class Skills' under Specialist Module to add a +1 Misc Mod to. | * Skill Enhancement Upgrade: Pick one skill from the 'Class Skills' under Specialist Module to add a +1 Misc Mod to. | ||
* Search Engine Upgrade: When activated this talent allows a Character to use any Knowledge skill even if it is locked and has zero points in it. Or it gains an advantage bonus to a Knowledge skill that they do have ranks in. This can be used | * Search Engine Upgrade: When activated this talent allows a Character to use any Knowledge skill even if it is locked and has zero points in it. Or it gains an advantage bonus to a Knowledge skill that they do have ranks in. This can be used only once per day. | ||
; - Assistance Module | ; - Assistance Module (Counts as either the Path of Wisdom when considering requirements for [[Advance Classes]]) | ||
<u>Ability Affinity</u>: Wisdom | <u>Ability Affinity</u>: Wisdom | ||
<u>Hit Die</u>: 1d8 (First Level: 8, Level Up Average: 5) | |||
<u>Class Skills</u>: Treat Injury(Wis), Perception(Wis), Craft: [Chemical, Pharmaceutical], Survival(Wis), Knowledge [any one]. | <u>Class Skills</u>: Treat Injury(Wis), Perception(Wis), Craft: [Chemical, Pharmaceutical], Survival(Wis), Knowledge [any one]. | ||
<u>Skill Points at Each Additional Level</u>: 2 + Int modifier. | |||
* Biology Database Program: This Character can preform Treat Injury skill or associated actions on any biological species without any penalties and gains a +1 Misc Mod to the Treat Injury Skill. | * Biology Database Program: This Character can preform Treat Injury skill or associated actions on any biological species without any penalties and gains a +1 Misc Mod to the Treat Injury Skill. | ||
* Auto Assist Program: When activated the Automatically heal an individual when they receive damage. | * Auto Assist Program: When activated the Automatically heal an individual when they receive damage. The target must be within walking distance and the Character has the choice to ignore this ability. While this is activated the Ovex can perform a Treat Injury check while in combat as a Simple action and taking no penalties unless overruled by the GM. | ||
* Autonomous Recovery Sub-routine: Whenever active the | * Autonomous Recovery Sub-routine: Whenever active the Ovex can regenerate 1d6 + 1Ad (Advantage Die) per turn for Wisdom Mod number of turns. This sub-routine can only be activated once per day. | ||
* Chemical Analysis and Production Program: The Character gains a Rank in both Craft Chemical and Craft Pharmaceutical. | * Chemical Analysis and Production Program: The Character gains a Rank in both Craft Chemical and Craft Pharmaceutical. And gains the '''Quick Chemistry''' Talent as noted by the [[Advance_Classes#Combat_Medic.27s_Class_Features|Combat Medic]]. |
Latest revision as of 16:51, 14 May 2019
Below is the Ovex special Path. To learn more about Ovex and other species you can visit the Species page.
Ovex (Sentient Artificial Life Form) Base Class
Character Level |
Advantage Die |
Path Features |
Extra Damage |
Choose Between Custom Character Bonus |
---|---|---|---|---|
1st | - | Talent | - | - |
2nd | 1d2 | - | - | - |
3rd | 1d2 | Feat | - | - |
4th | 1d4 | - | - | Ability/Bonus Feat(Misc) |
5th | 1d4 | - | Extra Damage | - |
6th | 1d6 | Talent | - | - |
7th | 1d6 | - | - | - |
8th | 1d8 | - | - | Abilit/Bonus Feat(Misc) |
9th | 1d8 | Feat | - | - |
10th | 1d8 | - | - | - |
11th | 1d10 | - | Extra Damage | - |
12th | 1d10 | Talent | - | Ability/Bonus Feat(Misc) |
13th | 1d10 | - | - | - |
14th | 1d12 | - | - | - |
15th | 1d12 | Feat | - | |
16th | 1d12 | - | - | Ability/Bonus Feat(Misc) |
17th | 2d8 | - | Extra Damage | - |
18th | 2d8 | Talent | - | - |
19th | 2d8 | - | - | - |
20th | 2d10 | - | - | Ability/Bonus Feat(Misc) |
Ability Affinity: Module Dependent
Hit Die: Module Dependent
Class Skills: The Robot hero’s class skills (and the key ability for each skill) are dependent on which Module is picking. However they all get Computer Use(Int)
Skill Points at Each Additional Level: Module Dependent
Recommended Advance Classes: Based on Ovex Module
Class Features: Besides special ability provides by each module the Ovex are immune to Psionic Mind effecting abilities, immune to starvation, they can get 'tired' a.k.a Fatigued and Exhausted, however, they simply need to recharge which takes 4 hours instead of 8. They are also do not need air and although they can survive in a vacuum they could not survive the extremes of space for very long as the high radiation and temperature swings would wear the Ovex's machine internals down over time. However, under the right conditions, they could probably spend months in space before malfunctioning.
Ovex Modules
- At 1st, 6th, 12th, and 18th level, the OVex Hero selects a Module which is similar to a normal Character selecting a Character Path. Each module have a set order that must be followed and the Player cannot pick Talents outside of there module.
- - Fighter Module (Counts as either the Path of Strength or Path of Dexterity when considering requirements for Advance Classes)
Ability Affinity: Strength or Dexterity
Hit Die: 1d8 (First Level: 8, Level Up Average: 5)
Class Skills: Athletics(Str), Acrobatics(Dex), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]
Skill Points at Each Additional Level: 1 + Int modifier.
- Push Through: Once per combat the Ovex gets advantage on Overrun Combat Technique.
- Active Resistance: The Character takes a full round action to activate this. The Ovex chooses a Damage Type and gains DR 1 + (1/4th Character Level) for 1d6 + 1 turns for that type.
- Auto Aim Assistance: The Character gains advantage bonus to the accuracy check of a bonus attack. However, this action takes the full round and can only be done once per combat.
- Combat Technique Sub-routine: The Character gains one Advance Combat Technique as if they had taken the Feat Advanced Combat Techniques.
- - Leadership Module (Counts as either the Path of Charisma or Path of Wisdom when considering requirements for Advance Classes)
Ability Affinity: Charisma or Wisdom
Hit Die: 1d8 (First Level: 8, Level Up Average: 5)
Class Skills: Diplomacy(Cha), Bluff(Cha), Sense Motive(Wis), Knowledge [any one].
Skill Points at Each Additional Level: 1 + Int modifier.
- Assistance Sub-routine: Once per combat or per 20-minute time frame the Ovex can assist another player with bonuses. In combat, the assist is a Free action while in normal play they gain Advantage.
- Rally Function: With Charisma or Wisdom save (Which one you have an affinity with or which is higher) DC15 + Number of affected allies. Any ally characters within earshot of the Character have any negative mind effecting conditions removed. A character can only do this 1/4 character level times per day.
- Task Scheduler Upgrade: This counts as the Leadership feat. If you already have that feat then pick another Feat that requires Leadership.
- Intimidation Upgrade: The Character gains a +1 Misc to Intimidate skill checks.
- - Specialist Module (Counts as either the Path of Intelligence when considering requirements for Advance Classes)
Ability Affinity: Intelligence
Hit Die: 1d6 (First Level: 6, Level Up Average: 4)
Class Skills: Craft: [Electronic, Mechanical, Structural], Study(Int), Knowledge [any two], Disable Device(Int)
Skill Points at Each Additional Level: 2 + Int modifier.
- Passive Learning: Character gains a +1 Misc Mod to the Study Skill.
- Auto Repair Sub-routine: When activated the character gains an advantage bonus to repair checks. This can be used 1/4th of the character level times per day.
- Skill Enhancement Upgrade: Pick one skill from the 'Class Skills' under Specialist Module to add a +1 Misc Mod to.
- Search Engine Upgrade: When activated this talent allows a Character to use any Knowledge skill even if it is locked and has zero points in it. Or it gains an advantage bonus to a Knowledge skill that they do have ranks in. This can be used only once per day.
- - Assistance Module (Counts as either the Path of Wisdom when considering requirements for Advance Classes)
Ability Affinity: Wisdom
Hit Die: 1d8 (First Level: 8, Level Up Average: 5)
Class Skills: Treat Injury(Wis), Perception(Wis), Craft: [Chemical, Pharmaceutical], Survival(Wis), Knowledge [any one].
Skill Points at Each Additional Level: 2 + Int modifier.
- Biology Database Program: This Character can preform Treat Injury skill or associated actions on any biological species without any penalties and gains a +1 Misc Mod to the Treat Injury Skill.
- Auto Assist Program: When activated the Automatically heal an individual when they receive damage. The target must be within walking distance and the Character has the choice to ignore this ability. While this is activated the Ovex can perform a Treat Injury check while in combat as a Simple action and taking no penalties unless overruled by the GM.
- Autonomous Recovery Sub-routine: Whenever active the Ovex can regenerate 1d6 + 1Ad (Advantage Die) per turn for Wisdom Mod number of turns. This sub-routine can only be activated once per day.
- Chemical Analysis and Production Program: The Character gains a Rank in both Craft Chemical and Craft Pharmaceutical. And gains the Quick Chemistry Talent as noted by the Combat Medic.