Character Path: Difference between revisions

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Here is the is the list of The Future Path Base Classes. This is the foundation of a Future Path hero. The Future Hero Base Class is the framework upon which a Future character is built. The Future Hero comes from many different walks of life. You can futher customize your hero as they progress by adding an [[Advance_Classes|Advance Class]] and for more advance players [[Future_Hero_Base_Class#Multi_Base_Class|Multiple Base Classes]]. There are also [[ArchTypes|ArchTypes]] and [[Prestige_Classes|Prestige Classes]].
Here is 6 main Future Path Character Paths. This is the foundation of a Future Path hero. The Path chosen is the framework upon which a Future character is built. You can further customize your Hero as they progress by adding an [[Advance_Classes|Advance Class]] and for more advanced players [[ArchTypes|ArchTypes]], and [[Prestige_Classes|Prestige Classes]].  


'''NOTE:''' If you choose the [[Species#Ovex|Ovex]] species they have there own custom Path [[OvexPath|here]].


== '''Class Features''' ==


The following are features that help define a Base Class. Although each Class has different starting skills as you advance your Character you can learn new skills as well as improve upon your own. The difference is that its easier to improve upon your Base Class skills then it is to learn new skills. You may start out with different feats but you get opportunities as you level to learn new feats. That means that the main things that make each base classes stand out from each other are, Ability Affinity,Hit Die and the Talent Trees. All these things are explained below in more detail.
== '''Path Features''' ==


The following are features that help define the Character Path features. The main things that make each Path stand out from each other are '''Ability Affinity''', '''Hit Die''' and the '''Talent Trees'''. All these things are explained below in more detail.
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;Ability Affinity  
;Ability Affinity  
: This entry tells which ability the base class is associated with and has an "Affinity" for. This means that when ever doing a Saving Throw for that Ability you add the Base Classes "Efficiency Bonus" as an extra modifier to the roll.
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: This entry tells which ability the core class is associated with and has an "Affinity" for. This means that whenever doing a Saving Throw for that Ability you add the Core Classes "Advantage Die" as an extra modifier to the roll.


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Editing Character Sheet: This is located on the first page to the left just below Touch and Flat-Footed.
Editing Character Sheet: This is located on the first page to the left just below Touch and Flat-Footed.
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;Hit Die
;Hit Die
: The die type used by characters of the class to determine the number of hit points gained per level.
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A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. A 1st-level character gets the maximum hit points rather than rolling (although the Constitution modifier is still applied). There are more rules on the [Character_Creation_and_Advancement#Calculating_Health|Character Creation and Advancement]] page.
: The die type used by characters of the class to determine the number of hit points gained per level. A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point.  


;Hero Points
: <u>First Level</u>: A 1st-level character gets the maximum hit points rather than rolling (The Constitution modifier is still applied).  
: The number of Hero points gained per level. Hero Points stack. Learn more about Hero Points [[Hero_Points|here]].


;Class Skills
: <u>Level Up Average</u>: This is the number of hit points (not including Conn mod) that a Character can gain instead of rolling for it. It is usually half the total possible for the die +1. There are more rules on the [[Character_Creation_and_Advancement#Calculating_Health|Character Creation and Advancement]] page.
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;Class Skills provided by Path
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: This section of a class description provides a list of class skills and also gives the number of skill points the character gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).
: This section of a class description provides a list of class skills and also gives the number of skill points the character gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).


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Editing Character Sheet: This is located on the first page to the right. It is the large column that takes up most of the right side of the first page. The title is 'SKILLS'. This is where skills are recorded. Each skill has a box that can checked to record if the skill is a class skill or not.
Editing Character Sheet: This is located on the first page to the right. It is the large column that takes up most of the right side of the first page. The title is 'SKILLS'. This is where skills are recorded. Each skill has a box that can be checked to record if the skill is a class skill or not that is located to the very far left of the skill name. There are actually two boxes. One for 'Class' and one for 'Trained'. For all class skills, you can check the box under the 'Class' section.
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: Skill points are spent to buy ranks in a particular skill. Class Skills have the advantage that it only costs 1 skill point to buy one skill rank. A Character can buy ranks in skills outside of his/her class. However it costs twice as much. Two skill points per skill rank.  
: To learn more about skills you can go to the [[SkillsBasics|Skill Basics]] page.


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: To learn more about spending skill points you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.
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Editing Character Sheet: Just like Class skills there is a section in the skills column to record the skill level. These levels are gains by spending skill points. More on that in the 'Skills Basics' page.
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: Another advantage to Class skills is that they imply that the Character has already trained these skills. All Class skills are automatically trained so you can fill in the class and trainned box on the Character sheet. To learn more about skills you can go to the [[SkillsBasics|Skill Basics]] page.
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;Skill Points at Each Additional Level
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: This is how many Skill points a new character gets each time they level up including level 1. It is either 1 + Int Mod or 2 + Int Mod.  
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: To learn more about spending skill points you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.
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;Recommended Advance Classes
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: This is a recommendation of advanced classes that you can choose from. This is not a restriction nor a requirement. A player is free to choose whatever path they imagine there Character taking as long as it follows the rules. These are merrily suggestions to help a newer player make a choice.  
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;Starting Feats
;Starting Feats
: The feats gained at 1st level in the class. You can review all the Feats on the [[Feats|Feats]] page.
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: This is a section for all the default starting Feats. There are a few that are default for all Core Classes and may only be removed if an Advance Class restricts the Feat. To learn more about Feats review the Feats page [[Feats|here]].
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;Path Table (Located to the right of the Character Path Section)
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: This table details how a character improves as he or she attains higher levels in the Path. It includes the following information.
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* Character’s Level: The character’s total level.
Editing Character Sheet: Feats can be recorded on the second page. It is under the section titled 'Feats and Talents'
* Advantage Die: This is an extra Die that the Player gets to roll and add to any roll when doing an action or using a weapon that they have an 'Affinity'/'Proficiency' or otherwise has an advantage. It is also what the Character will add if the situation puts the Character at a disadvantage. To learn more review the [[Advantage]] page.
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* Path Features: This entry details special characteristics of the Path, including feats and unique talents, that are gained as a character level up. Each is explained below:
 
**Talents: Every Path offers a selection of talents to choose from. A character gains a talent at 1st level and 6th, 12th, 18th levels.  
;Credit Score
**Feats: Every Path offers Starting [[Feats]] to choose from. A Character gains a Feat at 3rd, 9th, 15th levels.
 
* Extra Damage: This grants the Character the ability to deal Extra damage once per turn as a full round action.  
: The Credit Score is a skill bonus to any Profession skill. The Profession skill is used to determine the character's starting money and there Budget during game play. More rules on the wealth system can be found [[Wealth_and_Money|here]]
* Custom Character Bonus: Here the character chooses between an Ability Score bonus of 2 additional Ability points to be added to any 2 or 1 Ability. of there choice or a Bonus Feat from the Misc Category. They gain this choice at 4th, 8th, 12th, 16th, 20th levels.
 
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Editing Character Sheet: This is located on the second page at the very bottom left corner.
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;Weapon Proficiency
 
: The Future Hero is proficient in all Simple Weapons.
 
;Class Table
: This table details how a character improves as he or she attains higher levels in the class. It includes the following information.
* Level: The character’s level in the class.
* Affinity Bonus: This is what a Character will add to any melee/ranged attack roll when doing an action or using a weapon that they are trained in. It is also what the Character will add to any Saving throw for an the Ability that the class providing the Efficiency Bonus has an affinity for.
* Class Features: This entry details special characteristics of the class, including bonus feats and unique talents, that are gained as a character attains higher levels in the class. Each is explained below:
**Talents:Every basic class offers a selection of talents to choose from. A character gains a talent upon attaining each odd-numbered level in a class (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them.
**Bonus Feats: Every basic class offers a selection of bonus feats to choose from. A character gains a bonus feat upon attaining each even-numbered level in a class. These bonus feats are in addition to the feats that all characters receive as they attain new levels. Some feats have prerequisites that must be met before a character can select them.


== Path of Strength (Strong Hero) ==
== Path of Strength (Strong Hero) ==
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{| class="wikitable" style="float:right; margin-left: 10px;"
|+Table: The Strong Hero
|+Table: The Strong Hero
! style="text-algin:left;"|Class <br />Level
! style="text-algin:left;"|Character <br />Level
! Affinity <br />Bonus
! Advantage <br />Die
! Class <br />Features
! Path  <br />Features
! Extra Damage
! Choose Between<br />Custom Character Bonus
|-
|-
|1st||1||Talent
|1st|| 1d2 || Talent || - || -
|-
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|2nd||1|| -
|2nd||1d2|| - || - || -
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|3rd||1||Bonus feat
|3rd||1d2|| Feat  || - || -
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|4th||1|| -
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)
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|5th||2||Talent
|5th||1d4|| -  || Extra Damage || -
|-
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|6th||2|| -
|6th||1d6|| Talent  || - || -
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|7th||2||Bonus feat
|7th||1d6|| - || - || -
|-
|-
|8th||2|| -
|8th||1d8|| - || - || Ability/Bonus Feat(Misc)
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|9th||2||Talent
|9th||1d8|| Feat || - || -
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|10th||3|| -
|10th||1d10 || - || - || -
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|11th||1d10|| - || Extra Damage || -
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|11th||3||Bonus feat
|12th||1d12|| Talent || - || Ability/Bonus Feat(Misc)
|-
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|12th||3|| -
|13th||1d12|| - || - || -  
|-
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|13th||3||Talent
|14th||1d12|| - || - || -
|-
|-
|14th||4|| -
|15th||2d8|| Feat || - || -
|-
|-
|15th||4||Bonus feat
|16th||2d8|| - || - || Ability/Bonus Feat(Misc)
|-
|-
|16th||4|| -
|17th||2d8|| - || Extra Damage || -  
|-
|-
|17th||4||Talent
|18th||2d10|| Talent || -|| -
|-
|19th||2d10|| - || - || -
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|18th||4|| -
|20th||2d10|| - || - || Ability/Bonus Feat(Misc)
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|19th||5||Bonus feat
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|20th||5|| -
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They are Heroes that favor strength and action over sitting and thinking. It's not necessary that they do not appreciate or value intelligence its just they find using their strength a more natural and dependable way to solve problems. Most of these people are martial artists, some types of soldiers, athletes and people that rely on their physical power.


<u>Ability Affinity</u>: Strength
<u>Ability Affinity</u>: Strength


<u>Hit Die</u>: 1d8
<u>Hit Die</u>: 1d8 (First Level: 8, Level Up Average: 5)


<u>Action Points</u>: Strong heroes gain a number of action points equal to 3 + one-half their character level, rounded down. At 1st level: 3 + 1/2 (rounded down) = 3 This is added every time they attain a new level in this class.
<u>Class Skills provided by Path</u>: The Strong hero’s class [[Skills]] (and the key ability for each skill) are: [[Athletics]](Str), Choose Two: [ [[Intimidate]](Cha), [[Sense_Motive|Sense Motive]](Wis), [[Survival]](Wis)]
 
<u>Class Skills</u>: The Strong hero’s class skills (and the key ability for each skill) are: Athletics(Str), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]


Also, the starting occupation selected can provide additional class skills to choose from.
Also, the starting occupation selected can provide additional class skills to choose from.
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<u>Skill Points at Each Additional Level</u>: 1 + Int modifier.
<u>Skill Points at Each Additional Level</u>: 1 + Int modifier.


<u>Recommended Advance Classes</u>:
<u>Recommended Advance Classes</u>: [[Advance_Classes#Dimension_Knight|Dimension Knight]], [[Advance_Classes#Helix_Warrior|Helix Warrior]]
 
;Starting Feats
:In addition to the two feats all characters get at 1st level, a Strong hero begins play with the Simple Weapons Proficiency feat.


<u>Starting Feats</u>: [[Athletic]] or [[Confident]]


=== Strength Talents ===
=== Strength Talents ===
:At 1st, 5th, 9th, 13th and 17th level, the Strong hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
: At 1st, 6th, 12th and 18th level the Strong Hero gain a Talent. You must select a Talent tree to follow.


;Extreme Effort Talent Tree
;Extreme Effort Talent Tree
:A Strong hero can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.
:A Strong hero can push him or herself to make an extreme effort. Take the following '''in order'''.
* Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.
# Extreme Effort: The effort requires a full-round action and provides an [[Advantage|advantage]] bonus on the check. The check can be for anything. You must decide to use this ability before making the check. This can only be done once per day before rest.
* Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total).
# Athleticism: The Hero can swim and climb at the same speed as they can walk or run.
* Prerequisite: Extreme effort.
# Improved Extreme Effort: As Extreme Effort but now it provides x2 Advantage or be done twice a day. So you can do it once and gain x2 Advantage or do Extreme Effort and only get one advantage and save another chance to do give another Extreme Effort another time.
* Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total).
# Advanced Extreme Effort: Just as Improved Extreme Effort but now x3 Advantage and can also be divided up. The Hero can choose to do three attempts in a day each providing 1 Advantage die or do 2 Extreme Efforts one providing x2 while the other providing only x1. Or finally, the Hero can do 1 Extreme Effort and gain a Triple Advantage.
** Prerequisites: Extreme effort, improved extreme effort.
 
;Ignore Hardness Talent Tree
:The Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an object’s hardness when making a melee attack to break it.
* Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.
* Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).
* Prerequisite: Ignore hardness.
* Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).
** Prerequisites: Ignore hardness, improved ignore hardness.


;Melee Smash Talent Tree
;Melee Smash Talent Tree
:The Strong hero has an innate talent that increases melee damage.
: The Strong hero has an innate talent that increases melee damage. Take the following '''in order'''.
*Melee Smash: The Strong hero receives a +1 bonus on melee damage.
# Melee Smash: The Strong hero receives a +1 bonus on melee damage.
* Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).
# Combat Expert: The Strong hero gains an [[Techniques#Combat.2C_Advance_Techniques|Advanced Combat Technique]] for free.
** Prerequisite: Melee smash.
# Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).
* Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).
# Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).
** Prerequisites: Melee smash, improved melee smash.


== Path of Dexterity (Fast Hero) ==
== Path of Dexterity (Fast Hero) ==
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! style="text-algin:left;"|Class <br />Level
! style="text-algin:left;"|Character <br />Level
! Affinity  <br />Bonus
! Affinity  <br />Die
! Class <br />Features
! Path  <br />Features
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! Extra Damage
|1st||0||Talent
! Choose Between<br />Custom Character Bonus
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|2nd||1|| -
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|3rd||1||Bonus feat
|1st|| 1d2 || Talent || - || -
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|4th||1|| -
|2nd||1d2|| - || - || -
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|5th||2||Talent
|3rd||1d2|| Feat  || - || -
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|6th||2|| -
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)
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|7th||2||Bonus feat
|5th||1d4|| -  || Extra Damage || -
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|8th||2|| -
|6th||1d6|| Talent  || - || -
|-
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|9th||2||Talent
|7th||1d6|| - || - || -
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|10th||3|| -
|8th||1d8|| - || - || Ability/Bonus Feat(Misc)
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|11th||3||Bonus feat
|9th||1d8|| Feat || - || -
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|12th||3|| -
|10th||1d10 || - || - || -
|- 
|11th||1d10|| - || Extra Damage || -
|-
|-
|13th||3||Talent
|12th||1d12|| Talent || - || Ability/Bonus Feat(Misc)
|-
|-
|14th||3|| -
|13th||1d12|| - || - || -  
|-
|-
|15th||4||Bonus feat
|14th||1d12|| - || - || -
|-
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|16th||4|| -
|15th||2d8|| Feat || - || -
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|17th||4||Talent
|16th||2d8|| - || - || Ability/Bonus Feat(Misc)
|-
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|18th||4|| -
|17th||2d8|| - || Extra Damage || -  
|-
|-
|19th||4||Bonus feat
|18th||2d10|| Talent || -|| -
|-
|19th||2d10|| - || - || -
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|20th||5|| -
|20th||2d10|| - || - || Ability/Bonus Feat(Misc)
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These Heroes have good reflexes, hand-eye coordination and agility. They are people who value speed and flexibility when dealing with physical tasks. They are pilots, some types of soldiers that concentrate on ranged weapons, or people who may wish to get in and out of a situation quickly.


<u>Ability Affinity</u>: Dexterity
<u>Ability Affinity</u>: Dexterity


<u>Hit Die</u>: 1d8  
<u>Hit Die</u>: 1d8 (First Level: 8, Level Up Average: 5)


<u>Action Points</u>: Fast heroes gain a number of action points equal to 2 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
<u>Class Skills provided by Path</u>: The Fast hero’s class [[Skills]] (and the key ability for each skill) are: [[Acrobatics]](Dex), Choose Two: [ [[Pilot]](Dex) [[Sleight_of_Hand|Sleight of Hand]](Dex), [[Stealth]](Dex)]
 
<u>Class Skills</u>: The Fast hero’s class skills (and the key ability for each skill) are: Acrobatics(Dex), Choose One: [Sleight of Hand(Dex), Ride(Dex)]


Also, the starting occupation the character selects can provide additional class skills to choose from.
Also, the starting occupation the character selects can provide additional class skills to choose from.
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<u>Skill Points at Each Additional Level</u>: 1 + Int modifier.
<u>Skill Points at Each Additional Level</u>: 1 + Int modifier.


<u>Recommended Advance Classes</u>:
<u>Recommended Advance Classes</u>: [[Advance_Classes#Starfighter|Starfighter]], [[Advance_Classes#Space_Marine|Space Marine]]


<u>Starting Feats</u>: [[Athletic]] or [[Acrobatic]]


;Starting Feats
=== Dexterity Talents ===
:In addition to the two feats all characters get at 1st level, a Fast hero begins play with the Simple Weapons Proficiency feat.
: At 1st, 6th, 12th and 18th level, the Fast Hero gains a Talent. You must select a Talent tree to follow.


; Defensive Talent Tree
: The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels. Take the following '''in order'''.
# Evasion: The Fast hero gets a +1 to Dexterity Saving throws.
# Uncanny Dodge: Once per day, if not Fatigued or Exhausted, the Fast hero can contest a successful hit with a Dexterity Saving throw with the DC being the opponent's accuracy check. If successful the Fast hero successful doges the attack.
# Improved Evasion: The Fast Hero gets another +1 to Dexterity Saving throws.
# Improved Uncanny Dodge:  Like Uncanny Dodge but now once per combat.


=== Dexterity Talents ===
:At 1st, 5th, 9th, 13th and 17th level, the Fast hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.


;Defensive Talent Tree
; Aggressive Talent Tree
:The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.
: The Fast hero can increase his or her natural base speed. Take the following '''in order'''.
* Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
# Increased Speed: The Fast hero’s base speed increases by 5 feet.
* Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)
# Applied Acrobatics: This allows a Fast Hero to ignore disadvantage when fighting while swimming or climbing, on uneven terrain.
** Prerequisite: Evasion.
# Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total). The Hero gains advantage when performing Charge or Tackle Combat Techniques.
* Uncanny Dodge 2: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.
# Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total). The Hero gains another advantage when performing Charge or Tackle Combat Techniques stacking from Improved Increase Speed.
** Prerequisites: Evasion, uncanny dodge 1.
* Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage. A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent. Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll.
** Prerequisites: Evasion, uncanny dodge 1.
*Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.
** Prerequisite: Evasion.
 
;Increased Speed Talent Tree
:The Fast hero can increase his or her natural base speed.
* Increased Speed: The Fast hero’s base speed increases by 5 feet.
* Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).
** Prerequisite: Increased speed.
* Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).
** Prerequisites: Increased speed, improved increased speed.


== Path of Constitution (Tough  Hero) ==
== Path of Constitution (Tough  Hero) ==
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{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
|+Table: The Tough Hero
|+Table: The Tough Hero
! style="text-algin:left;"|Class <br />Level
! style="text-algin:left;"|Character <br />Level
! Affinity <br />Bonus
! Advantage <br />Die
! Class <br />Features
! Path  <br />Features
|-
! Extra Damage
|1st||0||Talent
! Choose Between<br />Custom Character Bonus
|-
|2nd||1|| -
|-
|3rd||1||Bonus feat
|-
|-
|4th||1|| -
|1st|| 1d2 || Talent || - || -
|-
|-
|5th||1||Talent
|2nd||1d2|| - || - || -
|-
|-
|6th||2|| -
|3rd||1d2|| Feat || - || -
|-
|-
|7th||2||Bonus feat
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)
|-
|-
|8th||2|| -
|5th||1d4|| - || Extra Damage || -
|-
|-
|9th||2||Talent
|6th||1d6|| Talent || - || -
|-
|-
|10th||2|| -
|7th||1d6|| - || - || -
|-
|-
|11th||3||Bonus feat
|8th||1d8|| - || - || Ability/Bonus Feat(Misc)
|-
|-
|12th||3|| -
|9th||1d8|| Feat || - || -
|-
|-
|13th||3||Talent
|10th||1d8 || - || - || -
|-
|11th||1d10|| - || Extra Damage || -
|-
|-
|14th||3|| -
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc)
|-
|13th||1d10|| - || - || -
|-
|-
|15th||4||Bonus feat
|14th||1d12|| - || - || -
|-
|-
|16th||4|| -
|15th||1d12|| Feat || - ||
|-
|-
|17th||4||Talent
|16th||1d12|| - || - || Ability/Bonus Feat(Misc)
|-
|-
|18th||4|| -
|17th||2d8|| - || Extra Damage || -
|-
|-
|19th||4||Bonus feat
|18th||2d8|| Talent || - || -
|-
|19th||2d8|| - || - || -
|-
|-
|20th||5|| -
|20th||2d10|| - || - || Ability/Bonus Feat(Misc)
|}
|}  
A Tough Hero is less worried about being hit or pushed to the front lines. They can shrug off things and keep moving that would down others. They are built like a tank and have great stamina. These are people who are more willing to do dangerous things. They are more likely to survive the harshness of Space exploration and are usually the defenders of support military units.


<u>Ability Affinity</u>: Constitution
<u>Ability Affinity</u>: Constitution


<u>Hit Die</u>: 1d10
<u>Hit Die</u>: 1d10 (First Level: 10, Level Up Average: 6)
 
<u>Action Points</u>: Tough heroes gain a number of action points equal to 2 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.


<u>Class Skills</u>
<u>Class Skills</u>
The Constitution hero’s class skills (and the key ability for each skill) are: Athletics(Str), Choose One: [Survival(Wis), Intimidate[Cha]]
The Constitution hero’s class [[Skills]] (and the key ability for each skill) are: [[Athletics]](Str), Choose Two: [ [[Acrobatics]](Dex), [[Intimidate]](Cha), [[Survival]](Wis), [[Perception]](Wis)]


Also, the starting occupation the character selects can provide additional class skills to choose from.
Also, the starting occupation the character selects can provide additional class skills to choose from.
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<u>Skill Points at Each Additional Level</u>: 1 + Int modifier.
<u>Skill Points at Each Additional Level</u>: 1 + Int modifier.


<u>Recommended Advance Classes</u>: [[Advance_Classes#Dreadnought|Dreadnought]], [[Advance_Classes#Shield_Splicer|Shield Splicer]]


;Starting Feats
<u>Starting Feats</u>: [[Endurance]] or [[Confident]]
: In addition to the two feats all characters get at 1st level, a Tough hero begins play with the Armor Proficiency (light) feat.
 


=== Constitution Talents ===
=== Constitution Talents ===
: At 1st, 5th, 9th, 13th and 17th level, the Tough hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
: At 1st, 6th, 12th and 18th level, the Tough Hero gains a Talent. You must select a Talent tree to follow.


;Damage Reduction Talent Tree
; Healthy Talent Tree
:The Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree.
: The Tough hero has more than normal Stamina and seams to be able to take more of a beating before going down. Take the following '''in order'''.
* Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.
# Healthy Body: The Tough Hero gets 1 extra hit point per level.
** Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
# Stamina: The Tough hero recovers twice as fast as normal. The Character only needs 4 hours of rest to count for 'Full Rest' and healing over time acts twice as fast. For more rules on healing over time go to [[Health_and_Injury#Natural_Healing|Health and Injury]] page.
* Damage Reduction 2/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).
# Improved Healthy Body: The Tough Hero now gets 2 extra hit points per level.
** Prerequisites: Damage reduction 1/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
# Advanced Healthy Body: The Touch Hero now gets 3 extra hit points per level.
* Damage Reduction 3/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).
** Prerequisites: Damage reduction 1/—, damage reduction 2/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.


;Energy Resistance Talent Tree
; Damage Resistance Talent Tree
:The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.
: The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order. Except for the 'Damage Reduction' which has Prerequisites.
* Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.
* Chemical Resistance: The Tough hero 1 DR against Chemical damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.
* Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.
* Kinetic Resistance: The Tough hero 1 DR against Kinetic damage. At 10 level this becomes 2 DR.
* Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.
* Electricity Resistance: The Tough hero 1 DR against Electricity damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.
* Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.
* Thermal Resistance: The Tough hero 1 DR against Thermal damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.
* Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.
* Damage Reduction 1: The Tough hero ignores 1 point of damage from melee and ranged weapons.
** Prerequisite: One other talent from either the Healthy Talent Tree or the Unbreakable Talent Tree.
* Damage Reduction 2: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2 total).
** Prerequisites: Damage reduction 1
* Damage Reduction 3: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3 total).
** Prerequisites: Damage reduction 2


;Unbreakable Talent Tree
;Unbreakable Talent Tree
:The Tough hero is particularly resilient thanks to the following talents.
:The Tough hero is particularly resilient thanks to the following talents. You do not need to take the following in order.
* Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.
* Undying: The Tough hero gains +10 Constitution when considered Unstable or Dying. This goes away once stabilized. If the damage left is less then zero then there Con Score is brought too 1.
* Robust: The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains.
* Remain Conscious: The Tough hero gains the ability to continue to perform move actions when he or she would otherwise be considered unconscious or dying. When the Tough hero’s hit points reach 0 and they are considered Unstable or Dying, the hero can perform a move action every round until death or stabilized. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might be a better option. The move action cannot be a FULL action and thus cannot run or sprint or do anything else except the talk Free action. (However the Hero's speech sounds extremely weak)
* Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.
* Second Wind: The Tough hero can spend a full round action once per day and only if not [[Conditions#Fatigued|fatigued]] or [[Conditions#Exhausted|exhausted]]. When the hero does this, the player can roll the hit die (1d10) and recover that amount of health. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total. At 10th level this increases to two hit die. (2d10)
* Stamina: The Tough hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.
** Prerequisites: Undying or Remain Conscious.
** Prerequisite: Robust.
* Iron Stomach:  The Tough hero can once per day shrug off a [[Conditions#Nauseated|Nauseated]] or [[Conditions#-_Sickened|Sickened]] condition.


== Path of Intelligence (Smart Hero) ==
== Path of Intelligence (Smart Hero) ==
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{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
|+Table: The Smart Hero
|+Table: The Smart Hero
! style="text-algin:left;"|Class <br />Level
! style="text-algin:left;"|Character <br />Level
! Affinity <br />Bonus
! Advantage <br />Die
! Class <br />Features
! Path  <br />Features
|-
! Extra Damage
|1st||0||Talent
! Choose Between<br />Custom Character Bonus
|-
|2nd||1|| -
|-
|3rd||1||Bonus feat
|-
|4th||1|| -
|-
|-
|5th||1||Talent
|1st|| 1d2 || Talent || - || -
|-
|-
|6th||1|| -
|2nd||1d2|| - || - || -
|-
|-
|7th||2||Bonus feat
|3rd||1d2|| Feat || - || -
|-
|-
|8th||2|| -
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)
|-
|-
|9th||2||Talent
|5th||1d4|| - || - || -
|-
|-
|10th||2|| -
|6th||1d6|| Talent || - || -
|-
|-
|11th||2||Bonus feat
|7th||1d6|| - || Extra Damage || -
|-
|-
|12th||2|| -
|8th||1d6|| - || - || Ability/Bonus Feat(Misc)
|-
|-
|13th||3||Talent
|9th||1d8|| Feat || - || -
|-
|10th||1d8 || - || - || -
|-
|11th||1d8|| - || - || -
|-
|-
|14th||3|| -
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc)
|-
|-
|15th||3||Bonus feat
|13th||1d10|| - || Extra Damage || -
|-
|-
|16th||3|| -
|14th||1d10|| - || - || -
|-
|-
|17th||3||Talent
|15th||1d12|| Feat || - || -
|-
|-
|18th||4|| -
|16th||1d12|| - || - || Ability/Bonus Feat(Misc)
|-
|-
|19th||4||Bonus feat
|17th||1d12|| - || - || -
|-
|-
|20th||4|| -
|18th||2d8|| Talent || - || -
|-
|19th||2d8|| - || Extra Damage || -
|-
|20th||2d8|| - || - || Ability/Bonus Feat(Misc)
|}
|}
The Smart Hero is all about brains over brawn. They relay on there academic knowledge to deal with what life throws at them. Most are brainy or bookworms and sometimes sure of themselves and there expertise. These are your scientists and engineers, they will be working with robots or studying alien life forms. In the military they are used to help make a unit more flexible.


<u>Ability Affinity</u>: Intelligence
<u>Ability Affinity</u>: Intelligence


<u>Hit Die</u>: 1d6
<u>Hit Die</u>: 1d6 (First Level: 6, Level Up Average: 4)
 
<u>Action Points</u>: Smart heroes gain a number of action points equal to 1 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.


<u>Class Skills</u>: The Smart hero’s class skills (and the key ability for each skill) are: Computer Use(Int), Study(Int), Tech(RD), Choose Two: [(Any Knowledge Skill)(Int), (Any Two Craft Skills)(Int)]  
<u>Class Skills provided by Path</u>: The Smart hero’s class [[Skills]] (and the key ability for each skill) are: [[Computer_Use|Computer Use]](Int), [[Study]](Int), Choose Two: [(Any [[Knowledge]] Skill)(Int), (Any One [[Craft]] Skill)(Int)]


Also, the starting occupation the hero selects can provide additional class skills to choose from.
Also, the starting occupation the hero selects can provide additional class skills to choose from.
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<u>Skill Points at Each Additional Level</u>: 2 + Int modifier.
<u>Skill Points at Each Additional Level</u>: 2 + Int modifier.


 
<u>Recommended Advance Classes</u>: [[Advance_Classes#Engineer|Engineer]], [[Advance_Classes#Electro-Mancer|Electro-Mancer]], [[Advance_Classes#Technosavant|Technosavant]]
;Starting Feats
: In addition to the two feats all characters get at 1st level, a Smart hero begins play with the Simple Weapons Proficiency feat.
<u>Starting Feats</u>: [[Educated]] or [[Studious]]
 


=== Intelligence Talents ===
=== Intelligence Talents ===
: At 1st, 5th, 9th, 13th and 17th level, the Smart hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
: At 1st, 6th, 12th and 18th level, the Smart Hero gains a Talent. You must select a Talent tree to follow.


;Research Talent Tree
; Research Talent Tree
:The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.
: The Smart hero has a natural aptitude for study and fact-finding. Take the following '''in order'''.
* Savant: Select one of the skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only.  The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill. Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search.  
# Research: Gain a +1 Misc bonus to any Intelligence based Skill.
* Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique.  With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language.
# Book Worm: Gain a +2 Misc bonus to the Study skill.
** Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.
# Savant: Select any one Knowledge or one Crafting skill to be a class skill.
# Improved Research: Gain another +1 Misc bonus to any Intelligence base Skill.


;Strategy Talent Tree
; Strategy Talent Tree
:The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the Research Talent Tree.
: The Smart hero has the brainpower to see solutions in most situations. Take the following '''in order'''.
* Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.  
# Strategy:  Once per combat the Smart hero can use her Intelligence mod instead of Strength or Dexterity for an accuracy check against an opponent.
** Prerequisite: One talent from the Research Talent Tree.
# Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero makes an Intelligence check (DC 15 + CR rating above Character Level) with a bonus equal to half his or her Smart level round down as a Simple action. If the target has a CR rating of 7 and the Hero is level 5 then the DC would be 17. If the check succeeds, 1d6 rounds the Smart hero adds his or her Intelligence Mod as bonus damage since the hero has found weaknesses in his opponent’s fighting style.  
* Plan: Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute. After creating the plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check.
# Improved Strategy: This is Strategy except now it is once per opponent instead of combat, and you gain a +1 to accuracy when doing this.
{| class="wikitable"
# Advanced Strategy: This is Improved Strategy except now the Hero can use this ability twice per opponent and the bonus is +2
! style="text-algin:left;"| Check Result
! Bonus
|-
|9 or lower||+0 (check failed)
|-
|10–14||+1
|-
|15–24||+2
|-
|25 or higher||+3
|-
|}
This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.
** Prerequisite: One talent from the Research Talent Tree.
* Trick: The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero. To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Will saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys.  This is a mind-affecting ability.
** Prerequisite: One talent from the Research Talent Tree.


== Path of Wisdom (Dedicated Hero) ==
== Path of Wisdom (Dedicated Hero) ==
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{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
|+Table: The Dedicated Hero
|+Table: The Dedicated Hero
! style="text-algin:left;"|Class <br />Level
! style="text-algin:left;"|Character <br />Level
! Affinity <br />Bonus
! Advantage <br />Die
! Class <br />Features
! Path  <br />Features
! Extra Damage
! Choose Between<br />Custom Character Bonus
|-
|-
|1st||0||Talent
|1st|| 1d2 || Talent || - || -
|-
|-
|2nd||1|| -
|2nd||1d2|| - || - || -
|-
|-
|3rd||1||Bonus feat
|3rd||1d2|| Feat || - || -
|-
|-
|4th||1|| -
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)
|-
|-
|5th||1||Talent
|5th||1d4|| - || Extra Damage || -
|-
|-
|6th||2|| -
|6th||1d6|| Talent || - || -
|-
|-
|7th||2||Bonus feat
|7th||1d6|| - || - || -
|-
|-
|8th||2|| -
|8th||1d8|| - || - || Ability/Bonus Feat(Misc)
|-
|-
|9th||2||Talent
|9th||1d8|| Feat || - || -
|-
|-
|10th||2|| -
|10th||1d8 || - || - || -
|-
|11th||1d10|| - || Extra Damage || -
|-
|-
|11th||3||Bonus feat
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc)
|-
|13th||1d10|| - || - || -
|-
|-
|12th||3|| -
|14th||1d12|| - || - || -
|-
|-
|13th||3||Talent
|15th||1d12|| Feat || - ||  
|-
|-
|14th||3|| -
|16th||1d12|| - || - || Ability/Bonus Feat(Misc)
|-
|-
|15th||3||Bonus feat
|17th||2d8|| - || Extra Damage || -
|-
|-
|16th||4|| -
|18th||2d8|| Talent || - || -
|-
|19th||2d8|| - || - || -  
|-
|-
|17th||4||Talent
|20th||2d10|| - || - || Ability/Bonus Feat(Misc)
|-
|}
|18th||4|| -
A Dedicated Hero is one that is focused and driven. They usually are the ones in a group with the most common sense and intuition. They can stay focused when others cannot and might be able to read an situation better then others. militaries have found that they make the best medics. Explorers and bounty hunters also require a massive amount of determination to find there targets or explore the great unknown expanses of the universe.
|-
|19th||4||Bonus feat
|-
|20th||4|| -
|}


<u>Ability Affinity</u>: Wisdom
<u>Ability Affinity</u>: Wisdom


<u>Hit Die</u>: 1d6
<u>Hit Die</u>: 1d6 (First Level: 6, Level Up Average: 4)


<u>Action Points</u>: Dedicated heroes gain a number of action points equal to 1 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
<u>Class Skills provided by Path</u>: The Dedicated hero’s class [[Skills]] (and the key ability for each skill) are: [[Perception]](Wis), [[Sense_Motive|Sense Motive]](Wis), Choose Two: [ [[Profession]](Wis), [[Diplomacy]](Cha), [[Survival]](Wis), [[Study]](Int)], Any One [[Knowledge]](Int)
 
<u>Class Skills</u>: The Dedicated hero’s class skills (and the key ability for each skill) are: Perception(Wis), Sense Motive(Wis), Choose Two: [Profession(Wis), (Any Knowledge Skill)(Int), Diplomacy(Cha), Survival(Wis), Study(Int)]


Also, the starting occupation the hero selects can provide additional class skills to choose from.
Also, the starting occupation the hero selects can provide additional class skills to choose from.
Line 525: Line 500:
<u>Skill Points at Each Additional Level</u>: 2 + Int modifier.
<u>Skill Points at Each Additional Level</u>: 2 + Int modifier.


<u>Recommended Advance Classes</u>: [[Advance_Classes#Xenophile|Xenophile]], [[Advance_Classes#Tracer|Tracer]], [[Advance_Classes#Combat Medic|Combat Medic]]


;Starting Feats
<u>Starting Feats</u>: [[Studious]] or [[Attentive]]
: In addition to the two feats all characters get at 1st level, a Dedicated hero begins play with the Simple Weapons Proficiency feat.
 


=== Wisdom Talents ===
=== Wisdom Talents ===
: At 1st, 5th, 9th, 13th and 17th level, the Dedicated hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
: At 1st, 6th, 12th and 18th level, the Dedicated Hero gains a Talent. You must select a Talent tree to follow.


;Empathic Talent Tree
; Empathetic Talent Tree
:The Dedicated hero’s innate talents give him or her a great capacity for empathy.
: The Dedicated hero’s innate talents give him or her a great capacity for empathy. Take the following '''in order'''.
* Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.
# Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in an objectively explicit manner. +1 Misc bonus to the [[Sense_Motive|Sense Motive]] Skill.
* Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1.
# Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increase by +1 on a successful aid another check. This changes to +2 at level 12 and changes again to +3 at level 18.
** Prerequisite: Empathy.
# Improved Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +2) As well as +1 to [[Diplomacy|Diplomacy]].
* Intuition: The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Dedicated level.
# Advanced Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +3) As well as an additional +1 to [[Diplomacy|Diplomacy]]. (now the total bonus should be +2)
** Prerequisite: Empathy.


;Healing Talent Tree
; Healing Talent Tree
:The Dedicated hero has a talent for healing.
: The Dedicated hero has a talent for healing. Take the following '''in order'''.
* Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.
# Healing Touch: The Wise hero gains a +1 Misc to the [[Treat_Injury|Treat Injury]] skill.
* Healing Touch 1: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points.
# Healing Expert: When not in combat and the Wise hero is healing someone using a Professional Kit they provide an Advantage Bonus worth of HP to the target.
** Prerequisite: Healing knack.
# Improved Healing Touch: Gain an additional +1 to the [[Treat_Injury|Treat Injury]] skill. (The total should now be +2)
* Healing Touch 2: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.
# Advanced Healing Touch: Gain an additional +1 to the [[Treat_Injury|Treat Injury]] Skill. (The total should now be +3)
** Prerequisites: Healing knack, healing touch 1.


;Insightful Talent Tree
; Aware Talent Tree
: The Dedicated hero’s innate insightfulness serves her well.
: The Dedicated hero’s innate senses serves her well. Take the following '''in order'''.
* Skill Emphasis: The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.
# Aware: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.
* Aware: The Dedicated hero is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise.
# Attentive: The Dedicated hero is intuitively aware of his or her surroundings. The Dedicated hero's Passive [[Perception]] score is now +1. At lvl 12 it goes to +2, and at lvl 18 it goes to +3.
** Prerequisite: Skill emphasis.
# Improved Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.
* Faith: The Dedicated hero has a great deal of faith. It might be faith in self, in a higher power, or in both. This unswerving belief allows the Dedicated hero to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.
# Advanced Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.
** Prerequisite: Skill emphasis.
* Cool Under Pressure: The Dedicated hero selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress.
** Prerequisite: Skill emphasis plus either faith or aware.


== Path of Charisma (Charismatic Hero) ==
== Path of Charisma (Charismatic Hero) ==
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{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
|+Table: The Charismatic Hero
|+Table: The Charismatic Hero
! style="text-algin:left;"|Class <br />Level
! style="text-algin:left;"|Character <br />Level
! Affinity <br />Bonus
! Advantage <br />Die
! Class <br />Features
! Path  <br />Features
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! Extra Damage
|1st||0||Talent
! Choose Between<br />Custom Character Bonus
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|8th||1d6|| - || - || Ability/Bonus Feat(Misc)
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|16th||1d12|| - || - || Ability/Bonus Feat(Misc)
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|18th||2d8|| Talent || - || -
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|18th||4|| -
|19th||2d8|| - || Extra Damage || -
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|19th||4||Bonus feat
|20th||2d8|| - || - || Ability/Bonus Feat(Misc)
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|20th||4|| -
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The Charismatic Hero is never shy and always willing to take advantage of either there looks or words to influence others or get there own way. They can be seductive and interesting people and poses a personal magnetism that can make them natural leaders. Many companies and governments use such people as envoys or ambassadors. Military officers as well as crooks that while try to swindle your money away.


<u>Ability Affinity</u>: Charisma
<u>Ability Affinity</u>: Charisma
<u>Hit Die</u>: 1d6 (First Level: 6, Level Up Average: 4)


<u>Hit Die</u>: 1d6
<u>Class Skills provided by Path</u>: The Charismatic hero’s class [[Skills]] (and the key ability for each skill) are: [[Diplomacy]](Cha), Perform(Cha), Choose Two: [ [[Profession]](Wis), [[Bluff]](Cha), [[Disguise]](Cha), [[Sense_Motive|Sense Motive]](Wis)], Any One [[Knowledge]](Int)
 
<u>Action Points</u>: Charismatic heroes gain a number of action points equal to 1 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
 
<u>Class Skills</u>: The Charismatic hero’s class skills (and the key ability for each skill) are: Diplomacy(Cha), Perform(Cha), Choose Two: [Profession(Wis), Bluff(Cha), Disguise(Cha), Sense Motive(Wis), (Any Knowledge Skill)(Int)]


Also, the starting occupation the hero selects can provide additional class skills to choose from.
Also, the starting occupation the hero selects can provide additional class skills to choose from.
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<u>Skill Points at Each Additional Level</u>: 2 + Int modifier.
<u>Skill Points at Each Additional Level</u>: 2 + Int modifier.


;Starting Feats
<u>Recommended Advance Classes</u>: [[Advance_Classes#Envoy|Envoy]], [[Advance_Classes#Field_Officer|Field Officer]], [[Advance_Classes#Swindler|Swindler]]
:In addition to the two feats all characters get at 1st level, a Charismatic hero begins play with the Simple Weapons Proficiency feat.


<u>Starting Feats</u>: [[Deceptive]] or [[Trustworthy]]


=== Charisma Talents ===
=== Charisma Talents ===
:At 1st, 5th, 9th, 13th and 17th level, the Charismatic hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
: At 1st, 6th, 12th and 18th level, the Charismatic Hero gains a Talent. You must select a Talent tree to follow.
 
;Charm Talent Tree
:The Charismatic hero has an innate talent for being charming and captivating.
* Charm: The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level. A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile. This ability can be taken more than once (for another gender).
* Favor: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. A Charismatic hero spends 1 action point to activate this talent. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor.  Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check. The GM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.
** Prerequisite: Charm.
* Captivate: The Charismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, must be flat-footed or not in combat, and must be able to see, hear, and understand the hero. To captivate a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened. A Charismatic hero can concentrate to keep a target captivated for additional rounds. The Charismatic hero concentrates all his or her effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.
** Prerequisites: Charm, Favor.
 
;Fast-Talk Talent Tree
:The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.
* Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.
* Dazzle: The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero. To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level. This talent can be selected multiple times, each time worsening the dazzled penalty by –1.  This is a Mind-Affecting ability.
** Prerequisite: Fast-talk.
* Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero. To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A taunt can be played on an opponent any number of times.  This is a Mind-Affecting ability.
** Prerequisites: Fast-talk, dazzle.
 
;Leadership Talent Tree
:The Charismatic hero has a talent for leadership and inspiration.
* Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier. The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
* Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
** Prerequisite: Coordinate.
* Greater Inspiration: The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
** Prerequisites: Coordinate, inspiration.
 
== Hero Points ==
 
The Future Hero class uses a customized version of the Hero Point optional rules. Hero Points replace the old MSRD Action Points.
 
The Future Hero class begins with 1 Hero Point and gains 1 Hero Point every level. There is no maximum number the Future Hero can have. The Future Hero then chooses any attribute to be associated with his Hero Points and the chosen attribute modifier is added to the total number of Hero Points. Once chosen, the attribute cannot be later changed.
 
Hero Points = 1 + (chosen attribute modifier) + level.
 
The Future Hero can spend a number of Hero Points each round equal to 1+1/2 level.
 
Hero Points can be used in a variety ways. For example if a Talent says “Once per day (or for 1 Hero Point)”, this represents that the Talent can be used once a day and if a Hero Point is spent, the Talent can be activated again.
 
Hero Points that are spent in the normal fashion (Bonuses, Extra Actions, Cheat Death...etc.) will be permanently lost as per standard rules.
 
Your campaign type will also determine the rate your Hero Points are replenished.
Campaign Type Example
Low Power Hero Points are permanently spent. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.
Standard Power Hero Points are not permanently spent and are replenished after a level is gained. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.
High Power Hero Points are not permanently spent and are replenished after each adventure. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.
Epic Power Hero Points are not permanently spent, but are replenished after 8 hours of complete rest. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.
 
== Multi Base Class ==


Future Path takes a more simplistic approach and states that your Base class is more like a solid foundation that helps define what your character is. The Character Level is also the Base Class level. However at this same Future Path tries not to restricted player creativity. To accomplish this the Player can also Multi Class both Base Class and [[Advance_Classes|Advance classes]]. This section discusses Multi-Classes Base Classes. You can read up on Multi-Class Advance Class rules [[Advance_Classes#Multiclass|here]].
; Persuasive Talent Tree
: The Charismatic hero has an innate talent for being charming and captivating. Take the following '''in order'''.
# Persuasive: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.
# Inspirational: The Charismatic Hero can try to be inspirational while aiding another. They gain an advantage to add another, and the help provides an additional +2 bonus.
# Improved Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.
# Advanced Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.


When the Character levels up its Base Class levels up with them along with any advance classes that may be associated. For now we will focus only on Base Classes. To have more then one Base Class the next time a Character levels up take a level in a new Base Class. (A Character can only have two Base Classes) For example Roxannne is an level 3 Charismatic Character. When she gains enough experience to gain level 4 she can choose to take a level in the Path of Wisdom. Now she is a Level 5 Character with 4 levels in Path of Charisma and 1 level in the Path of Wisdom. When she gains level 6 she can choose to put a level in either Charisma or Wisdom.  
; Beguile Talent Tree
: The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm. Take the following '''in order'''.
# Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.
# Charm: The Charismatic hero gets a competence advantage bonus on all Charisma-based skill checks made to influence members of a chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) A Charismatic hero can only charm GM characters with attitudes of indifferent or better and of a sentient species. The charm bonus can’t be used against characters who are unfriendly or hostile.
# Improved Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.
# Advanced Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.


Some extra rules:
; Leadership Talent Tree
# Affinity modifier is calculated by adding the two Bass class Affinity Bonus together.
: The Charismatic hero has a talent for leadership and inspiration. Take the following '''in order'''.
# Players may only pick talents out of whatever classes gained a new level.
# Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10 + number of people), the hero provides any of his or her allies within 30 feet a +1 bonus on their accuracy checks and skill checks. This lasts for 1d4 rounds. The hero can only coordinate up to 3 party members, and this does not include themselves.
# Skill points added only pertain to whatever Base class gained a new level.
# Confidence: Once per day the Charismatic Hero can gather his or her's confidence to gain an advantage on any Charisma-based check.
# HP gained is calculated by the rules for whatever Base class gained a new level.
# Improved Coordinate: Like Coordinate except it provides a +2 bonus and lasts for 1d6 rounds.
# The character gains no bonus for having classes with the same class skill.
# Advanced Coordinate: Like Coordinate except it provides a +3 bonus and lasts for 1d8 rounds.

Latest revision as of 04:13, 18 May 2019

Here is 6 main Future Path Character Paths. This is the foundation of a Future Path hero. The Path chosen is the framework upon which a Future character is built. You can further customize your Hero as they progress by adding an Advance Class and for more advanced players ArchTypes, and Prestige Classes.

NOTE: If you choose the Ovex species they have there own custom Path here.


Path Features

The following are features that help define the Character Path features. The main things that make each Path stand out from each other are Ability Affinity, Hit Die and the Talent Trees. All these things are explained below in more detail.

Ability Affinity
This entry tells which ability the core class is associated with and has an "Affinity" for. This means that whenever doing a Saving Throw for that Ability you add the Core Classes "Advantage Die" as an extra modifier to the roll.
Editing Character Sheet: This is located on the first page to the left just below Touch and Flat-Footed.
Hit Die
The die type used by characters of the class to determine the number of hit points gained per level. A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point.
First Level: A 1st-level character gets the maximum hit points rather than rolling (The Constitution modifier is still applied).
Level Up Average: This is the number of hit points (not including Conn mod) that a Character can gain instead of rolling for it. It is usually half the total possible for the die +1. There are more rules on the Character Creation and Advancement page.
Class Skills provided by Path
This section of a class description provides a list of class skills and also gives the number of skill points the character gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).
Editing Character Sheet: This is located on the first page to the right. It is the large column that takes up most of the right side of the first page. The title is 'SKILLS'. This is where skills are recorded. Each skill has a box that can be checked to record if the skill is a class skill or not that is located to the very far left of the skill name. There are actually two boxes. One for 'Class' and one for 'Trained'. For all class skills, you can check the box under the 'Class' section.
To learn more about skills you can go to the Skill Basics page.
To learn more about spending skill points you can go to Allocate Skill Points on the Character Creation and Advancement page.
Skill Points at Each Additional Level
This is how many Skill points a new character gets each time they level up including level 1. It is either 1 + Int Mod or 2 + Int Mod.
Recommended Advance Classes
This is a recommendation of advanced classes that you can choose from. This is not a restriction nor a requirement. A player is free to choose whatever path they imagine there Character taking as long as it follows the rules. These are merrily suggestions to help a newer player make a choice.
Starting Feats
This is a section for all the default starting Feats. There are a few that are default for all Core Classes and may only be removed if an Advance Class restricts the Feat. To learn more about Feats review the Feats page here.
Path Table (Located to the right of the Character Path Section)
This table details how a character improves as he or she attains higher levels in the Path. It includes the following information.
  • Character’s Level: The character’s total level.
  • Advantage Die: This is an extra Die that the Player gets to roll and add to any roll when doing an action or using a weapon that they have an 'Affinity'/'Proficiency' or otherwise has an advantage. It is also what the Character will add if the situation puts the Character at a disadvantage. To learn more review the Advantage page.
  • Path Features: This entry details special characteristics of the Path, including feats and unique talents, that are gained as a character level up. Each is explained below:
    • Talents: Every Path offers a selection of talents to choose from. A character gains a talent at 1st level and 6th, 12th, 18th levels.
    • Feats: Every Path offers Starting Feats to choose from. A Character gains a Feat at 3rd, 9th, 15th levels.
  • Extra Damage: This grants the Character the ability to deal Extra damage once per turn as a full round action.
  • Custom Character Bonus: Here the character chooses between an Ability Score bonus of 2 additional Ability points to be added to any 2 or 1 Ability. of there choice or a Bonus Feat from the Misc Category. They gain this choice at 4th, 8th, 12th, 16th, 20th levels.

Path of Strength (Strong Hero)

Table: The Strong Hero
Character
Level
Advantage
Die
Path
Features
Extra Damage Choose Between
Custom Character Bonus
1st 1d2 Talent - -
2nd 1d2 - - -
3rd 1d2 Feat - -
4th 1d4 - - Ability/Bonus Feat(Misc)
5th 1d4 - Extra Damage -
6th 1d6 Talent - -
7th 1d6 - - -
8th 1d8 - - Ability/Bonus Feat(Misc)
9th 1d8 Feat - -
10th 1d10 - - -
11th 1d10 - Extra Damage -
12th 1d12 Talent - Ability/Bonus Feat(Misc)
13th 1d12 - - -
14th 1d12 - - -
15th 2d8 Feat - -
16th 2d8 - - Ability/Bonus Feat(Misc)
17th 2d8 - Extra Damage -
18th 2d10 Talent - -
19th 2d10 - - -
20th 2d10 - - Ability/Bonus Feat(Misc)

They are Heroes that favor strength and action over sitting and thinking. It's not necessary that they do not appreciate or value intelligence its just they find using their strength a more natural and dependable way to solve problems. Most of these people are martial artists, some types of soldiers, athletes and people that rely on their physical power.

Ability Affinity: Strength

Hit Die: 1d8 (First Level: 8, Level Up Average: 5)

Class Skills provided by Path: The Strong hero’s class Skills (and the key ability for each skill) are: Athletics(Str), Choose Two: [ Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]

Also, the starting occupation selected can provide additional class skills to choose from.

Skill Points at Each Additional Level: 1 + Int modifier.

Recommended Advance Classes: Dimension Knight, Helix Warrior

Starting Feats: Athletic or Confident

Strength Talents

At 1st, 6th, 12th and 18th level the Strong Hero gain a Talent. You must select a Talent tree to follow.
Extreme Effort Talent Tree
A Strong hero can push him or herself to make an extreme effort. Take the following in order.
  1. Extreme Effort: The effort requires a full-round action and provides an advantage bonus on the check. The check can be for anything. You must decide to use this ability before making the check. This can only be done once per day before rest.
  2. Athleticism: The Hero can swim and climb at the same speed as they can walk or run.
  3. Improved Extreme Effort: As Extreme Effort but now it provides x2 Advantage or be done twice a day. So you can do it once and gain x2 Advantage or do Extreme Effort and only get one advantage and save another chance to do give another Extreme Effort another time.
  4. Advanced Extreme Effort: Just as Improved Extreme Effort but now x3 Advantage and can also be divided up. The Hero can choose to do three attempts in a day each providing 1 Advantage die or do 2 Extreme Efforts one providing x2 while the other providing only x1. Or finally, the Hero can do 1 Extreme Effort and gain a Triple Advantage.
Melee Smash Talent Tree
The Strong hero has an innate talent that increases melee damage. Take the following in order.
  1. Melee Smash: The Strong hero receives a +1 bonus on melee damage.
  2. Combat Expert: The Strong hero gains an Advanced Combat Technique for free.
  3. Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).
  4. Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).

Path of Dexterity (Fast Hero)

Table: The Fast Hero
Character
Level
Affinity
Die
Path
Features
Extra Damage Choose Between
Custom Character Bonus
1st 1d2 Talent - -
2nd 1d2 - - -
3rd 1d2 Feat - -
4th 1d4 - - Ability/Bonus Feat(Misc)
5th 1d4 - Extra Damage -
6th 1d6 Talent - -
7th 1d6 - - -
8th 1d8 - - Ability/Bonus Feat(Misc)
9th 1d8 Feat - -
10th 1d10 - - -
11th 1d10 - Extra Damage -
12th 1d12 Talent - Ability/Bonus Feat(Misc)
13th 1d12 - - -
14th 1d12 - - -
15th 2d8 Feat - -
16th 2d8 - - Ability/Bonus Feat(Misc)
17th 2d8 - Extra Damage -
18th 2d10 Talent - -
19th 2d10 - - -
20th 2d10 - - Ability/Bonus Feat(Misc)

These Heroes have good reflexes, hand-eye coordination and agility. They are people who value speed and flexibility when dealing with physical tasks. They are pilots, some types of soldiers that concentrate on ranged weapons, or people who may wish to get in and out of a situation quickly.

Ability Affinity: Dexterity

Hit Die: 1d8 (First Level: 8, Level Up Average: 5)

Class Skills provided by Path: The Fast hero’s class Skills (and the key ability for each skill) are: Acrobatics(Dex), Choose Two: [ Pilot(Dex) Sleight of Hand(Dex), Stealth(Dex)]

Also, the starting occupation the character selects can provide additional class skills to choose from.

Skill Points at Each Additional Level: 1 + Int modifier.

Recommended Advance Classes: Starfighter, Space Marine

Starting Feats: Athletic or Acrobatic

Dexterity Talents

At 1st, 6th, 12th and 18th level, the Fast Hero gains a Talent. You must select a Talent tree to follow.
Defensive Talent Tree
The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels. Take the following in order.
  1. Evasion: The Fast hero gets a +1 to Dexterity Saving throws.
  2. Uncanny Dodge: Once per day, if not Fatigued or Exhausted, the Fast hero can contest a successful hit with a Dexterity Saving throw with the DC being the opponent's accuracy check. If successful the Fast hero successful doges the attack.
  3. Improved Evasion: The Fast Hero gets another +1 to Dexterity Saving throws.
  4. Improved Uncanny Dodge: Like Uncanny Dodge but now once per combat.


Aggressive Talent Tree
The Fast hero can increase his or her natural base speed. Take the following in order.
  1. Increased Speed: The Fast hero’s base speed increases by 5 feet.
  2. Applied Acrobatics: This allows a Fast Hero to ignore disadvantage when fighting while swimming or climbing, on uneven terrain.
  3. Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total). The Hero gains advantage when performing Charge or Tackle Combat Techniques.
  4. Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total). The Hero gains another advantage when performing Charge or Tackle Combat Techniques stacking from Improved Increase Speed.

Path of Constitution (Tough Hero)

Table: The Tough Hero
Character
Level
Advantage
Die
Path
Features
Extra Damage Choose Between
Custom Character Bonus
1st 1d2 Talent - -
2nd 1d2 - - -
3rd 1d2 Feat - -
4th 1d4 - - Ability/Bonus Feat(Misc)
5th 1d4 - Extra Damage -
6th 1d6 Talent - -
7th 1d6 - - -
8th 1d8 - - Ability/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)

A Tough Hero is less worried about being hit or pushed to the front lines. They can shrug off things and keep moving that would down others. They are built like a tank and have great stamina. These are people who are more willing to do dangerous things. They are more likely to survive the harshness of Space exploration and are usually the defenders of support military units.

Ability Affinity: Constitution

Hit Die: 1d10 (First Level: 10, Level Up Average: 6)

Class Skills The Constitution hero’s class Skills (and the key ability for each skill) are: Athletics(Str), Choose Two: [ Acrobatics(Dex), Intimidate(Cha), Survival(Wis), Perception(Wis)]

Also, the starting occupation the character selects can provide additional class skills to choose from.

Skill Points at Each Additional Level: 1 + Int modifier.

Recommended Advance Classes: Dreadnought, Shield Splicer

Starting Feats: Endurance or Confident

Constitution Talents

At 1st, 6th, 12th and 18th level, the Tough Hero gains a Talent. You must select a Talent tree to follow.
Healthy Talent Tree
The Tough hero has more than normal Stamina and seams to be able to take more of a beating before going down. Take the following in order.
  1. Healthy Body: The Tough Hero gets 1 extra hit point per level.
  2. Stamina: The Tough hero recovers twice as fast as normal. The Character only needs 4 hours of rest to count for 'Full Rest' and healing over time acts twice as fast. For more rules on healing over time go to Health and Injury page.
  3. Improved Healthy Body: The Tough Hero now gets 2 extra hit points per level.
  4. Advanced Healthy Body: The Touch Hero now gets 3 extra hit points per level.
Damage Resistance Talent Tree
The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order. Except for the 'Damage Reduction' which has Prerequisites.
  • Chemical Resistance: The Tough hero 1 DR against Chemical damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.
  • Kinetic Resistance: The Tough hero 1 DR against Kinetic damage. At 10 level this becomes 2 DR.
  • Electricity Resistance: The Tough hero 1 DR against Electricity damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.
  • Thermal Resistance: The Tough hero 1 DR against Thermal damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.
  • Damage Reduction 1: The Tough hero ignores 1 point of damage from melee and ranged weapons.
    • Prerequisite: One other talent from either the Healthy Talent Tree or the Unbreakable Talent Tree.
  • Damage Reduction 2: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2 total).
    • Prerequisites: Damage reduction 1
  • Damage Reduction 3: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3 total).
    • Prerequisites: Damage reduction 2
Unbreakable Talent Tree
The Tough hero is particularly resilient thanks to the following talents. You do not need to take the following in order.
  • Undying: The Tough hero gains +10 Constitution when considered Unstable or Dying. This goes away once stabilized. If the damage left is less then zero then there Con Score is brought too 1.
  • Remain Conscious: The Tough hero gains the ability to continue to perform move actions when he or she would otherwise be considered unconscious or dying. When the Tough hero’s hit points reach 0 and they are considered Unstable or Dying, the hero can perform a move action every round until death or stabilized. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might be a better option. The move action cannot be a FULL action and thus cannot run or sprint or do anything else except the talk Free action. (However the Hero's speech sounds extremely weak)
  • Second Wind: The Tough hero can spend a full round action once per day and only if not fatigued or exhausted. When the hero does this, the player can roll the hit die (1d10) and recover that amount of health. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total. At 10th level this increases to two hit die. (2d10)
    • Prerequisites: Undying or Remain Conscious.
  • Iron Stomach: The Tough hero can once per day shrug off a Nauseated or Sickened condition.

Path of Intelligence (Smart Hero)

Table: The Smart Hero
Character
Level
Advantage
Die
Path
Features
Extra Damage Choose Between
Custom Character Bonus
1st 1d2 Talent - -
2nd 1d2 - - -
3rd 1d2 Feat - -
4th 1d4 - - Ability/Bonus Feat(Misc)
5th 1d4 - - -
6th 1d6 Talent - -
7th 1d6 - Extra Damage -
8th 1d6 - - Ability/Bonus Feat(Misc)
9th 1d8 Feat - -
10th 1d8 - - -
11th 1d8 - - -
12th 1d10 Talent - Ability/Bonus Feat(Misc)
13th 1d10 - Extra Damage -
14th 1d10 - - -
15th 1d12 Feat - -
16th 1d12 - - Ability/Bonus Feat(Misc)
17th 1d12 - - -
18th 2d8 Talent - -
19th 2d8 - Extra Damage -
20th 2d8 - - Ability/Bonus Feat(Misc)

The Smart Hero is all about brains over brawn. They relay on there academic knowledge to deal with what life throws at them. Most are brainy or bookworms and sometimes sure of themselves and there expertise. These are your scientists and engineers, they will be working with robots or studying alien life forms. In the military they are used to help make a unit more flexible.

Ability Affinity: Intelligence

Hit Die: 1d6 (First Level: 6, Level Up Average: 4)

Class Skills provided by Path: The Smart hero’s class Skills (and the key ability for each skill) are: Computer Use(Int), Study(Int), Choose Two: [(Any Knowledge Skill)(Int), (Any One Craft Skill)(Int)]

Also, the starting occupation the hero selects can provide additional class skills to choose from.

Skill Points at Each Additional Level: 2 + Int modifier.

Recommended Advance Classes: Engineer, Electro-Mancer, Technosavant

Starting Feats: Educated or Studious

Intelligence Talents

At 1st, 6th, 12th and 18th level, the Smart Hero gains a Talent. You must select a Talent tree to follow.
Research Talent Tree
The Smart hero has a natural aptitude for study and fact-finding. Take the following in order.
  1. Research: Gain a +1 Misc bonus to any Intelligence based Skill.
  2. Book Worm: Gain a +2 Misc bonus to the Study skill.
  3. Savant: Select any one Knowledge or one Crafting skill to be a class skill.
  4. Improved Research: Gain another +1 Misc bonus to any Intelligence base Skill.
Strategy Talent Tree
The Smart hero has the brainpower to see solutions in most situations. Take the following in order.
  1. Strategy: Once per combat the Smart hero can use her Intelligence mod instead of Strength or Dexterity for an accuracy check against an opponent.
  2. Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero makes an Intelligence check (DC 15 + CR rating above Character Level) with a bonus equal to half his or her Smart level round down as a Simple action. If the target has a CR rating of 7 and the Hero is level 5 then the DC would be 17. If the check succeeds, 1d6 rounds the Smart hero adds his or her Intelligence Mod as bonus damage since the hero has found weaknesses in his opponent’s fighting style.
  3. Improved Strategy: This is Strategy except now it is once per opponent instead of combat, and you gain a +1 to accuracy when doing this.
  4. Advanced Strategy: This is Improved Strategy except now the Hero can use this ability twice per opponent and the bonus is +2

Path of Wisdom (Dedicated Hero)

Table: The Dedicated Hero
Character
Level
Advantage
Die
Path
Features
Extra Damage Choose Between
Custom Character Bonus
1st 1d2 Talent - -
2nd 1d2 - - -
3rd 1d2 Feat - -
4th 1d4 - - Ability/Bonus Feat(Misc)
5th 1d4 - Extra Damage -
6th 1d6 Talent - -
7th 1d6 - - -
8th 1d8 - - Ability/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)

A Dedicated Hero is one that is focused and driven. They usually are the ones in a group with the most common sense and intuition. They can stay focused when others cannot and might be able to read an situation better then others. militaries have found that they make the best medics. Explorers and bounty hunters also require a massive amount of determination to find there targets or explore the great unknown expanses of the universe.

Ability Affinity: Wisdom

Hit Die: 1d6 (First Level: 6, Level Up Average: 4)

Class Skills provided by Path: The Dedicated hero’s class Skills (and the key ability for each skill) are: Perception(Wis), Sense Motive(Wis), Choose Two: [ Profession(Wis), Diplomacy(Cha), Survival(Wis), Study(Int)], Any One Knowledge(Int)

Also, the starting occupation the hero selects can provide additional class skills to choose from.

Skill Points at Each Additional Level: 2 + Int modifier.

Recommended Advance Classes: Xenophile, Tracer, Combat Medic

Starting Feats: Studious or Attentive

Wisdom Talents

At 1st, 6th, 12th and 18th level, the Dedicated Hero gains a Talent. You must select a Talent tree to follow.
Empathetic Talent Tree
The Dedicated hero’s innate talents give him or her a great capacity for empathy. Take the following in order.
  1. Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in an objectively explicit manner. +1 Misc bonus to the Sense Motive Skill.
  2. Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increase by +1 on a successful aid another check. This changes to +2 at level 12 and changes again to +3 at level 18.
  3. Improved Empathy: Gain an additional +1 to the Sense Motive Skill. (The total should now be +2) As well as +1 to Diplomacy.
  4. Advanced Empathy: Gain an additional +1 to the Sense Motive Skill. (The total should now be +3) As well as an additional +1 to Diplomacy. (now the total bonus should be +2)
Healing Talent Tree
The Dedicated hero has a talent for healing. Take the following in order.
  1. Healing Touch: The Wise hero gains a +1 Misc to the Treat Injury skill.
  2. Healing Expert: When not in combat and the Wise hero is healing someone using a Professional Kit they provide an Advantage Bonus worth of HP to the target.
  3. Improved Healing Touch: Gain an additional +1 to the Treat Injury skill. (The total should now be +2)
  4. Advanced Healing Touch: Gain an additional +1 to the Treat Injury Skill. (The total should now be +3)
Aware Talent Tree
The Dedicated hero’s innate senses serves her well. Take the following in order.
  1. Aware: The Dedicated hero chooses either Survival or Perception to gain a +1 Misc Bonus.
  2. Attentive: The Dedicated hero is intuitively aware of his or her surroundings. The Dedicated hero's Passive Perception score is now +1. At lvl 12 it goes to +2, and at lvl 18 it goes to +3.
  3. Improved Awareness: The Dedicated hero chooses either Survival or Perception to gain a +1 Misc Bonus.
  4. Advanced Awareness: The Dedicated hero chooses either Survival or Perception to gain a +1 Misc Bonus.

Path of Charisma (Charismatic Hero)

Table: The Charismatic Hero
Character
Level
Advantage
Die
Path
Features
Extra Damage Choose Between
Custom Character Bonus
1st 1d2 Talent - -
2nd 1d2 - - -
3rd 1d2 Feat - -
4th 1d4 - - Ability/Bonus Feat(Misc)
5th 1d4 - - -
6th 1d6 Talent - -
7th 1d6 - Extra Damage -
8th 1d6 - - Ability/Bonus Feat(Misc)
9th 1d8 Feat - -
10th 1d8 - - -
11th 1d8 - - -
12th 1d10 Talent - Ability/Bonus Feat(Misc)
13th 1d10 - Extra Damage -
14th 1d10 - - -
15th 1d12 Feat - -
16th 1d12 - - Ability/Bonus Feat(Misc)
17th 1d12 - - -
18th 2d8 Talent - -
19th 2d8 - Extra Damage -
20th 2d8 - - Ability/Bonus Feat(Misc)

The Charismatic Hero is never shy and always willing to take advantage of either there looks or words to influence others or get there own way. They can be seductive and interesting people and poses a personal magnetism that can make them natural leaders. Many companies and governments use such people as envoys or ambassadors. Military officers as well as crooks that while try to swindle your money away.

Ability Affinity: Charisma

Hit Die: 1d6 (First Level: 6, Level Up Average: 4)

Class Skills provided by Path: The Charismatic hero’s class Skills (and the key ability for each skill) are: Diplomacy(Cha), Perform(Cha), Choose Two: [ Profession(Wis), Bluff(Cha), Disguise(Cha), Sense Motive(Wis)], Any One Knowledge(Int)

Also, the starting occupation the hero selects can provide additional class skills to choose from.

Skill Points at Each Additional Level: 2 + Int modifier.

Recommended Advance Classes: Envoy, Field Officer, Swindler

Starting Feats: Deceptive or Trustworthy

Charisma Talents

At 1st, 6th, 12th and 18th level, the Charismatic Hero gains a Talent. You must select a Talent tree to follow.
Persuasive Talent Tree
The Charismatic hero has an innate talent for being charming and captivating. Take the following in order.
  1. Persuasive: The Charismatic Hero chooses between Diplomacy or Intimidate skills to gain a +1 Misc bonus.
  2. Inspirational: The Charismatic Hero can try to be inspirational while aiding another. They gain an advantage to add another, and the help provides an additional +2 bonus.
  3. Improved Persuasion: The Charismatic Hero chooses between Diplomacy or Intimidate skills to gain a +1 Misc bonus.
  4. Advanced Persuasion: The Charismatic Hero chooses between Diplomacy or Intimidate skills to gain a +1 Misc bonus.
Beguile Talent Tree
The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm. Take the following in order.
  1. Deceiver: The Charismatic Hero choosing between Bluff or Disguise skills to gain a +1 Misc bonus.
  2. Charm: The Charismatic hero gets a competence advantage bonus on all Charisma-based skill checks made to influence members of a chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) A Charismatic hero can only charm GM characters with attitudes of indifferent or better and of a sentient species. The charm bonus can’t be used against characters who are unfriendly or hostile.
  3. Improved Deceiver: The Charismatic Hero choosing between Bluff or Disguise skills to gain a +1 Misc bonus.
  4. Advanced Deceiver: The Charismatic Hero choosing between Bluff or Disguise skills to gain a +1 Misc bonus.
Leadership Talent Tree
The Charismatic hero has a talent for leadership and inspiration. Take the following in order.
  1. Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10 + number of people), the hero provides any of his or her allies within 30 feet a +1 bonus on their accuracy checks and skill checks. This lasts for 1d4 rounds. The hero can only coordinate up to 3 party members, and this does not include themselves.
  2. Confidence: Once per day the Charismatic Hero can gather his or her's confidence to gain an advantage on any Charisma-based check.
  3. Improved Coordinate: Like Coordinate except it provides a +2 bonus and lasts for 1d6 rounds.
  4. Advanced Coordinate: Like Coordinate except it provides a +3 bonus and lasts for 1d8 rounds.