Character Path: Difference between revisions

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Here is the is the list of The Future Path Core Classes. This is the foundation of a Future Path hero. The Core Class is the framework upon which a Future character is built. The Future Hero comes from many different walks of life. You can further customize your hero as they progress by adding an [[Advance_Classes|Advance Class]] and for more advance players [[Core_Class#Multi_Core_Class|Multiple Core Classes]], [[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 Core Class. The main things that make each core class 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.


<div class="toccolours mw-collapsible mw-collapsed">
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;Ability Affinity  
;Ability Affinity  
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<div class="mw-collapsible-content">
: This entry tells which ability the core class is associated with and has an "Affinity" for. This means that when ever doing a Saving Throw for that Ability you add the Core Classes "Advantage Die" as an extra modifier to the roll.
: 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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<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
;Class Skills
;Class Skills provided by Path
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<div class="mw-collapsible-content">
: 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 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.
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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;Recommended Advance Classes
;Recommended Advance Classes
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<div class="mw-collapsible-content">
: This is a recommendation of advance classes that you can choose from. This is not a restriction nor a requirement. A player is free too 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.  
: 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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<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
;Class Table (Located to the right of the Core Class Section)
;Path Table (Located to the right of the Character Path Section)
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
: This table details how a character improves as he or she attains higher levels in the class. It includes the following information.
: This table details how a character improves as he or she attains higher levels in the Path. It includes the following information.
* Class Level: The character’s level in the class.
* 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.
* 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.
* Class Features: This entry details special characteristics of the class, including feats and unique talents, that are gained as a character attains higher levels in the class. Each is explained below:
* 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 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.
**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 basic class offers a selection of feats to choose from. A character gains a feat upon attaining each even-numbered level in a class. These 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.
**Feats: Every Path offers Starting [[Feats]] to choose from. A Character gains a Feat at 3rd, 9th, 15th levels.
* Extra Attack: This grants the character the ability to preform an extra attack once per turn as a full round action.  
* 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 +1 to the Ability of there choice, +1 to there Tech Rank which can improve there item use/repair/modify/crafting, or lastly a Bonus Feat from the Misc. category.
* 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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{| class="wikitable" style="float:right; margin-left: 10px;"
{| 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 />Die
! Advantage <br />Die
! Class <br />Features
! Path  <br />Features
! Extra Attack
! Extra Damage
! Pick One<br />Custom Character Bonus
! Choose Between<br />Custom Character Bonus
|-
|-
|1st|| - || Talent || - || -
|1st|| 1d2 || Talent || - || -
|-
|-
|2nd||1d2|| - || - || -
|2nd||1d2|| - || - || -
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|3rd||1d2|| Feat  || - || -
|3rd||1d2|| Feat  || - || -
|-
|-
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc)
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)
|-
|-
|5th||1d4|| -  || Extra Attack || -
|5th||1d4|| -  || Extra Damage || -
|-
|-
|6th||1d6|| Talent  || - || -
|6th||1d6|| Talent  || - || -
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|7th||1d6|| - || - || -
|7th||1d6|| - || - || -
|-
|-
|8th||1d8|| -  || - || Ability/Tech/Bonus Feat(Misc)
|8th||1d8|| -  || - || Ability/Bonus Feat(Misc)
|-
|-
|9th||1d8|| Feat || - || -  
|9th||1d8|| Feat || - || -  
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|10th||1d10 || - || - || -
|10th||1d10 || - || - || -
|-   
|-   
|11th||1d10|| - || Extra Attack || -
|11th||1d10|| - || Extra Damage || -
|-
|-
|12th||1d12|| Talent || - || Ability/Tech/Bonus Feat(Misc)
|12th||1d12|| Talent || - || Ability/Bonus Feat(Misc)
|-
|-
|13th||1d12|| - || - || -  
|13th||1d12|| - || - || -  
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|15th||2d8|| Feat || - || -
|15th||2d8|| Feat || - || -
|-
|-
|16th||2d8|| - || - || Ability/Tech/Bonus Feat(Misc)
|16th||2d8|| - || - || Ability/Bonus Feat(Misc)
|-
|-
|17th||2d8|| - || Extra Attack || -  
|17th||2d8|| - || Extra Damage || -  
|-
|-
|18th||2d10|| Talent || -|| -
|18th||2d10|| Talent || -|| -
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|19th||2d10|| - || - || -
|19th||2d10|| - || - || -
|-
|-
|20th||2d10|| - || - || Ability/Tech/Bonus Feat(Misc)
|20th||2d10|| - || - || Ability/Bonus Feat(Misc)
|}
|}


The are Heroes that favor strength and action over sitting and thinking. Its not necessary that they do not appreciate or value intelligence its just they find using there strength an easier and more dependable way to solve problems. Most of these people are martial artists, some types of soldiers, athletes and people that relay on there physical power.  
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
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<u>Hit Die</u>: 1d8 (First Level: 8, Level Up Average: 5)
<u>Hit Die</u>: 1d8 (First Level: 8, Level Up Average: 5)


<u>Class Skills</u>: The Strong hero’s class [[Skills]] (and the key ability for each skill) are: Athletics(Str), Choose Two: [Demolitions(Int), Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]
<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)]


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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=== Strength Talents ===
=== Strength Talents ===
:At 1st, 6th, 12th and 18th 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 efforts.  
:A Strong hero can push him or herself to make an extreme effort. Take the following '''in order'''.
* Athleticism: The Hero can swim and climb at the same speed as they can walk or run.
# 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.
* Extreme Effort: The effort requires a full-round action and provides an [[Advantage|advantage]] bonus on the check. 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. This can only be done once per rest.
# Athleticism: The Hero can swim and climb at the same speed as they can walk or run.
* Improved Extreme Effort: The effort requires a full-round action and provides an [[Advantage|advantage]] bonus that stacks with the bonus provided by extreme effort (2 advantage dice).
# 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.
** <u>Prerequisite</u>: Extreme effort.
# 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.
* Advanced Extreme Effort: The effort requires a full-round action and provides an [[Advantage|advantage]] bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (3 advantage dice).
** <u>Prerequisites</u>: Extreme effort, improved extreme effort.


;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.
** <u>Prerequisites</u>: 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).
** <u>Prerequisites</u>: Melee smash, improved melee smash.


== Path of Dexterity (Fast Hero) ==
== Path of Dexterity (Fast Hero) ==
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{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
|+Table: The Fast Hero
|+Table: The Fast Hero
! style="text-algin:left;"|Class <br />Level
! style="text-algin:left;"|Character <br />Level
! Affinity  <br />Die
! Affinity  <br />Die
! Class <br />Features
! Path  <br />Features
! Extra Attack
! Extra Damage
! Custom Character <br /> Bonus
! Choose Between<br />Custom Character Bonus
|-
|-
|1st|| - || Talent || - || -
|1st|| 1d2 || Talent || - || -
|-
|-
|2nd||1d2|| - || - || -
|2nd||1d2|| - || - || -
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|3rd||1d2|| Feat  || - || -
|3rd||1d2|| Feat  || - || -
|-
|-
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc)
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)
|-
|-
|5th||1d4|| -  || Extra Attack || -
|5th||1d4|| -  || Extra Damage || -
|-
|-
|6th||1d6|| Talent  || - || -
|6th||1d6|| Talent  || - || -
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|7th||1d6|| - || - || -
|7th||1d6|| - || - || -
|-
|-
|8th||1d8|| -  || - || Ability/Tech/Bonus Feat(Misc)
|8th||1d8|| -  || - || Ability/Bonus Feat(Misc)
|-
|-
|9th||1d8|| Feat || - || -  
|9th||1d8|| Feat || - || -  
|-
|-
|10th||1d10 || - || - || - || -
|10th||1d10 || - || - || -  
|-   
|-   
|11th||1d10|| - || Extra Attack || -
|11th||1d10|| - || Extra Damage || -
|-
|-
|12th||1d12|| Talent || - || Ability/Tech/Bonus Feat(Misc)
|12th||1d12|| Talent || - || Ability/Bonus Feat(Misc)
|-
|-
|13th||1d12|| - || - || -  
|13th||1d12|| - || - || -  
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|15th||2d8|| Feat || - || -
|15th||2d8|| Feat || - || -
|-
|-
|16th||2d8|| - || - || Ability/Tech/Bonus Feat(Misc)
|16th||2d8|| - || - || Ability/Bonus Feat(Misc)
|-
|-
|17th||2d8|| - || Extra Attack || -  
|17th||2d8|| - || Extra Damage || -  
|-
|-
|18th||2d10|| Talent || -|| -
|18th||2d10|| Talent || -|| -
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|19th||2d10|| - || - || -
|19th||2d10|| - || - || -
|-
|-
|20th||2d10|| - || - || Ability/Tech/Bonus Feat(Misc)
|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.
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.
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<u>Hit Die</u>: 1d8  (First Level: 8, Level Up Average: 5)
<u>Hit Die</u>: 1d8  (First Level: 8, Level Up Average: 5)


<u>Class Skills</u>: The Fast hero’s class [[Skills]] (and the key ability for each skill) are: Acrobatics(Dex), Choose Two: [Escape Artist(Dex), Ride(Dex), Sleight of Hand(Dex), Stealth(Dex)]
<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)]


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


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


=== Dexterity Talents ===
=== Dexterity Talents ===
:At 1st, 6th, 12th and 18th 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.
: At 1st, 6th, 12th and 18th level, the Fast Hero gains a Talent. You must select a Talent tree to follow.


;Defensive Talent Tree
; Defensive 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 gains the ability to improve his or her innate defensive talents as the hero attains new levels. Take the following '''in order'''.
* Evasion: If the Fast hero now gets an [[Advantage|advantage]] bonus to Dexterity Saving throws. Evasion can only be used when wearing light armor or no armor.
# Evasion: The Fast hero gets a +1 to Dexterity Saving throws.
* Defensive Roll: The Fast hero can roll when hit by a potentially lethal attack to take less damage from it. When the Fast hero is down to 1 Hit die worth of health, the Fast hero can attempt to roll to avoid serious injury. The hero makes a Dexterity 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. The Evasion talent doesn't count in this instance. This talent can only be used once per combat.  
# 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.
** <u>Prerequisites</u>: Evasion
# Improved Evasion: The Fast Hero gets another +1 to Dexterity Saving throws.
* Uncanny Dodge: The Fast hero retains his or her Dexterity bonus to AC regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to AC if the hero is immobilized.)
# Improved Uncanny Dodge: Like Uncanny Dodge but now once per combat.  
** <u>Prerequisites</u>: Evasion, Defensive Roll
* Uncanny Dodge Improved: 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.
** <u>Prerequisites</u>: Evasion, Uncanny Dodge.




;Aggressive Talent Tree
; Aggressive Talent Tree
:The Fast hero can increase his or her natural base speed.
: The Fast hero can increase his or her natural base speed. Take the following '''in order'''.
* Increased Speed: The Fast hero’s base speed increases by 5 feet.
# 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). The Hero gains advantage when preforming Charge or Tackle Combat Techniques.
# Applied Acrobatics: This allows a Fast Hero to ignore disadvantage when fighting while swimming or climbing, on uneven terrain.
** <u>Prerequisites</u>: Increased speed.
# 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.
* 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 preforming Charge or Tackle Combat Techniques stacking from Improved Increase 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). The Hero gains another advantage when performing Charge or Tackle Combat Techniques stacking from Improved Increase Speed.
** <u>Prerequisites</u>: Increased speed, improved increased speed.
* Applied Acrobatics: This allows a Fast Hero to ignore disadvantage when fighting while swimming or climbing, on uneven terrain.
** <u>Prerequisites</u>: At least 3 ranks in Acrobatics.


== 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 />Die
! Advantage <br />Die
! Class <br />Features
! Path  <br />Features
! Extra Attack
! Extra Damage
! Custom Character <br /> Bonus
! Choose Between<br />Custom Character Bonus
|-
|-
|1st|| - || Talent || - || -
|1st|| 1d2 || Talent || - || -
|-
|-
|2nd||1d2|| - || - || -
|2nd||1d2|| - || - || -
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|3rd||1d2|| Feat || - || -
|3rd||1d2|| Feat || - || -
|-
|-
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc)  
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)  
|-
|-
|5th||1d4|| - || Extra Attack || -
|5th||1d4|| - || Extra Damage || -
|-
|-
|6th||1d6|| Talent || - || -
|6th||1d6|| Talent || - || -
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|7th||1d6|| - || - || -
|7th||1d6|| - || - || -
|-
|-
|8th||1d8|| - || - || Ability/Tech/Bonus Feat(Misc)  
|8th||1d8|| - || - || Ability/Bonus Feat(Misc)  
|-
|-
|9th||1d8|| Feat || - || -
|9th||1d8|| Feat || - || -
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|10th||1d8 || - || - || -
|10th||1d8 || - || - || -
|-  
|-  
|11th||1d10|| - || Extra Attack || -
|11th||1d10|| - || Extra Damage || -
|-
|-
|12th||1d10|| Talent || - || Ability/Tech/Bonus Feat(Misc)  
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc)  
|-  
|-  
|13th||1d10|| - || - || -
|13th||1d10|| - || - || -
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|15th||1d12|| Feat || - ||  
|15th||1d12|| Feat || - ||  
|-
|-
|16th||1d12|| - || - || Ability/Tech/Bonus Feat(Misc)  
|16th||1d12|| - || - || Ability/Bonus Feat(Misc)  
|-
|-
|17th||2d8|| - || Extra Attack || -
|17th||2d8|| - || Extra Damage || -
|-
|-
|18th||2d8|| Talent || - || -
|18th||2d8|| Talent || - || -
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|19th||2d8|| - || - || -  
|19th||2d8|| - || - || -  
|-
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|20th||2d10|| - || - || Ability/Tech/Bonus Feat(Misc)  
|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.  
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.  
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<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 Two: [Acrobatics(Dex), Intimidate(Cha), Survival(Wis), Perception(Wis)]
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]], [[Advance_Classes#Space_Monkey|Space Monkey]]
<u>Recommended Advance Classes</u>: [[Advance_Classes#Dreadnought|Dreadnought]], [[Advance_Classes#Shield_Splicer|Shield Splicer]]


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


=== Constitution Talents ===
=== Constitution Talents ===
: At 1st, 6th, 12th and 18th 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. 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.
* Chemical Resistance: The Tough hero 1 DR against Chemical damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.
* 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.
* 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.
* 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.
* 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
;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.
* 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.
* 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 –1, the hero can perform 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 be a better option. The move action cannot be a FULL action and thus cannot run or sprint.
* 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)
** Prerequisites: Stamina
* 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)
* Robust: The Tough hero becomes especially robust, gaining a number of hit points equal to halve his or her Tough level round up. This continues as he or she levels up.
** Prerequisites: Undying or Remain Conscious.
* 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 2 times per day.
* 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 />Die
! Advantage <br />Die
! Class <br />Features
! Path  <br />Features
! Extra Attack
! Extra Damage
! Custom Character <br /> Bonus
! Choose Between<br />Custom Character Bonus
|-
|-
|1st|| - || Talent || - || -
|1st|| 1d2 || Talent || - || -
|-
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|2nd||1d2|| - || - || -
|2nd||1d2|| - || - || -
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|3rd||1d2|| Feat || - || -
|3rd||1d2|| Feat || - || -
|-
|-
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc)  
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)  
|-
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|5th||1d4|| - || - || -
|5th||1d4|| - || - || -
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|6th||1d6|| Talent || - || -
|6th||1d6|| Talent || - || -
|-
|-
|7th||1d6|| - || Extra Attack || -
|7th||1d6|| - || Extra Damage || -
|-
|-
|8th||1d6|| - || - || Ability/Tech/Bonus Feat(Misc)  
|8th||1d6|| - || - || Ability/Bonus Feat(Misc)  
|-
|-
|9th||1d8|| Feat || - || -
|9th||1d8|| Feat || - || -
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|11th||1d8|| - || - || -
|11th||1d8|| - || - || -
|-
|-
|12th||1d10|| Talent || - || Ability/Tech/Bonus Feat(Misc)  
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc)  
|-
|-
|13th||1d10|| - || Extra Attack || -
|13th||1d10|| - || Extra Damage || -
|-
|-
|14th||1d10|| - || - || -
|14th||1d10|| - || - || -
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|15th||1d12|| Feat || - || -
|15th||1d12|| Feat || - || -
|-
|-
|16th||1d12|| - || - || Ability/Tech/Bonus Feat(Misc)  
|16th||1d12|| - || - || Ability/Bonus Feat(Misc)  
|-
|-
|17th||1d12|| - || - || -
|17th||1d12|| - || - || -
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|18th||2d8|| Talent || - || -
|18th||2d8|| Talent || - || -
|-  
|-  
|19th||2d8|| - || Extra Attack || -
|19th||2d8|| - || Extra Damage || -
|-  
|-  
|20th||2d8|| - || - || Ability/Tech/Bonus Feat(Misc)  
|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.  
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.  
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<u>Hit Die</u>: 1d6 (First Level: 6, Level Up Average: 4)
<u>Hit Die</u>: 1d6 (First Level: 6, Level Up Average: 4)


<u>Class Skills</u>: 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)]
<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]], [[Advance_Classes#Xenophile|Xenophile]]
<u>Recommended Advance Classes</u>: [[Advance_Classes#Engineer|Engineer]], [[Advance_Classes#Electro-Mancer|Electro-Mancer]], [[Advance_Classes#Technosavant|Technosavant]]
   
   
<u>Starting Feats</u>: [[Educated]] or [[Studious]]
<u>Starting Feats</u>: [[Educated]] or [[Studious]]


=== Intelligence Talents ===
=== Intelligence Talents ===
: At 1st, 6th, 12th and 18th 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 1/4th his or her Smart level round up 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), Demolitions, Disable Device, Study, Knowledge (any single skill), Pilot.  
# Research: Gain a +1 Misc bonus to any Intelligence based Skill.
* Linguist: This Character can learn new Languages by just being exposed. If exposed to an unknown language wither by the written word or through hearing it the Hero can make a Language Skill check with a DC of 25 + Misc Mods (The GM may add modifiers based on how obscure the language is). If they succeed then the Hero gets to put that language down with 1 rank in it. Any more ranks in the language still require the normal progression using skill points. They can do this even if that means they have learned more languages then there Language skill will allow.  
# Book Worm: Gain a +2 Misc bonus to the Study skill.
** <u>Prerequisites</u>: At least 2 ranks in the Language skill.
# Savant: Select any one Knowledge or one Crafting skill to be a class skill.
* Book Worm: When given the chance to use the 'Study' skill while taking twenty the Smart Hero can instead choose too take 30 minutes. This allows for an auto 20 + Auto max skill die + Advantage die roll. For example if the Advantage Dice is 1d6 and the Skill level is 2 and thus 1d4 then that means it would be 20(auto max) + 4(auto max) + 1d4(needs to roll).
# 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 makes an Intelligence check (DC 15 + CR rating above Character Level) with a bonus equal to half his or her Smart level round down. 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, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on accuracy checks as the hero finds ways to out think 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.
** <u>Prerequisites</u>: 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: If the party has the 'jump' on the target, in other words they have a surprise round, 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 12 + Number of opponents in surprise round) with a bonus equal to half his or her Smart level round down. The result of the check provides the Smart hero and participating allies with a circumstance advantage bonus for the first 1d4 rounds. A Smart hero can’t take 10 or 20 when making this check. This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies.  
# 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.
** <u>Prerequisites</u>: One talent from the Research Talent Tree.
# Advanced Strategy: This is Improved Strategy except now the Hero can use this ability twice per opponent and the bonus is +2
* Trick: The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. This is similar to the Feint Combat Technique except it uses Inelegance and can daze the target. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, 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 +  CR rating above Character Level), adding half his or her Smart level round down 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 Wisdom saving throw (DC 10 + half Smart hero’s class level round down + 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.
** <u>Prerequisites</u>: 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 />Die
! Advantage <br />Die
! Class <br />Features
! Path  <br />Features
! Extra Attack
! Extra Damage
! Custom Character <br /> Bonus
! Choose Between<br />Custom Character Bonus
|-
|-
|1st|| - || Talent || - || -
|1st|| 1d2 || Talent || - || -
|-
|-
|2nd||1d2|| - || - || -
|2nd||1d2|| - || - || -
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|3rd||1d2|| Feat || - || -
|3rd||1d2|| Feat || - || -
|-
|-
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc)  
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)  
|-
|-
|5th||1d4|| - || Extra Attack || -
|5th||1d4|| - || Extra Damage || -
|-
|-
|6th||1d6|| Talent || - || -
|6th||1d6|| Talent || - || -
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|7th||1d6|| - || - || -
|7th||1d6|| - || - || -
|-
|-
|8th||1d8|| - || - || Ability/Tech/Bonus Feat(Misc)  
|8th||1d8|| - || - || Ability/Bonus Feat(Misc)  
|-
|-
|9th||1d8|| Feat || - || -
|9th||1d8|| Feat || - || -
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|10th||1d8 || - || - || -
|10th||1d8 || - || - || -
|-  
|-  
|11th||1d10|| - || Extra Attack || -
|11th||1d10|| - || Extra Damage || -
|-
|-
|12th||1d10|| Talent || - || Ability/Tech/Bonus Feat(Misc)  
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc)  
|-  
|-  
|13th||1d10|| - || - || -
|13th||1d10|| - || - || -
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|15th||1d12|| Feat || - ||  
|15th||1d12|| Feat || - ||  
|-
|-
|16th||1d12|| - || - || Ability/Tech/Bonus Feat(Misc)  
|16th||1d12|| - || - || Ability/Bonus Feat(Misc)  
|-
|-
|17th||2d8|| - || Extra Attack || -
|17th||2d8|| - || Extra Damage || -
|-
|-
|18th||2d8|| Talent || - || -
|18th||2d8|| Talent || - || -
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|19th||2d8|| - || - || -  
|19th||2d8|| - || - || -  
|-
|-
|20th||2d10|| - || - || Ability/Tech/Bonus Feat(Misc)  
|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.  
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.  
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<u>Hit Die</u>: 1d6 (First Level: 6, Level Up Average: 4)
<u>Hit Die</u>: 1d6 (First Level: 6, Level Up Average: 4)


<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), Diplomacy(Cha), Survival(Wis), Study(Int)], Any One Knowledge(Int)
<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)


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


<u>Starting Feats</u>: [[Studious]] or [[Attentive]]
<u>Starting Feats</u>: [[Studious]] or [[Attentive]]


=== Wisdom Talents ===
=== Wisdom Talents ===
: At 1st, 6th, 12th and 18th 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.


;Empathetic 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 an [[Advantage|advantage]] 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.
# 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.
** <u>Prerequisites</u>: 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. This is like the Sense Motive Skill but instead it is more of a 'Sense Situation'. The Dedicated hero can make a Wisdom saving throw (DC 15 + Misc Mods). 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 Wisdom modifier.
# 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)
** <u>Prerequisites</u>: 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 an [[Advantage|advantage]] 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: The Dedicated hero’s ability to restore damage with a medical kit or first aid kit by an additional advantage bonus worth of hit points. This only works while not in combat.
# 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.
** <u>Prerequisites</u>: Healing knack.
# Improved Healing Touch: Gain an additional +1 to the [[Treat_Injury|Treat Injury]] skill. (The total should now be +2)
* Healing Touch Improved: The Dedicated hero’s ability to restore damage with a medical kit or first aid kit increases by an additional advantage bonus worth of hit points, which stacks with healing touch. This only works while not in combat.
# Advanced Healing Touch: Gain an additional +1 to the [[Treat_Injury|Treat Injury]] Skill. (The total should now be +3)
** <u>Prerequisites</u>: Healing knack, healing touch.


;Insightful Talent Tree
; Aware Talent Tree
: The Dedicated hero’s innate insight 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 +1 miscellaneous on all checks with that skill. This bonus does not allow the hero to make checks for an unnatural skill if the hero has not trained in the skill yet. At Lvl 10 this miscellaneous bonus is increased to 2.  
# Aware: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.
* Cool Under Pressure: The Dedicated hero selects a skill that uses Wisdom. When making a check with this skill, the Dedicated hero can take 10 even when distracted or under duress. This can be taken more then once and applied to other skills.
# 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.
** <u>Prerequisites</u>: Skill Emphasis.
# Improved Awareness: 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 Dedicated hero's Passive Perception score is now +1. At lvl 10 it goes to +2.
# Advanced 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 themselves, an an external 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 Inertia point to improve the result of an attack roll, skill check, saving throw, or ability check.
** <u>Prerequisites</u>: This requires the [[Inertia]] rules to be in game. Ask your GM.


== 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 />Die
! Advantage <br />Die
! Class <br />Features
! Path  <br />Features
! Extra Attack
! Extra Damage
! Custom Character <br /> Bonus
! Choose Between<br />Custom Character Bonus
|-
|-
|1st|| - || Talent || - || -
|1st|| 1d2 || Talent || - || -
|-
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|2nd||1d2|| - || - || -
|2nd||1d2|| - || - || -
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|3rd||1d2|| Feat || - || -
|3rd||1d2|| Feat || - || -
|-
|-
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc)  
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)  
|-
|-
|5th||1d4|| - || - || -
|5th||1d4|| - || - || -
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|6th||1d6|| Talent || - || -
|6th||1d6|| Talent || - || -
|-
|-
|7th||1d6|| - || Extra Attack || -
|7th||1d6|| - || Extra Damage || -
|-
|-
|8th||1d6|| - || - || Ability/Tech/Bonus Feat(Misc)  
|8th||1d6|| - || - || Ability/Bonus Feat(Misc)  
|-
|-
|9th||1d8|| Feat || - || -
|9th||1d8|| Feat || - || -
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|11th||1d8|| - || - || -
|11th||1d8|| - || - || -
|-
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|12th||1d10|| Talent || - || Ability/Tech/Bonus Feat(Misc)  
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc)  
|-
|-
|13th||1d10|| - || Extra Attack || -
|13th||1d10|| - || Extra Damage || -
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|-
|14th||1d10|| - || - || -
|14th||1d10|| - || - || -
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|15th||1d12|| Feat || - || -
|15th||1d12|| Feat || - || -
|-
|-
|16th||1d12|| - || - || Ability/Tech/Bonus Feat(Misc)  
|16th||1d12|| - || - || Ability/Bonus Feat(Misc)  
|-
|-
|17th||1d12|| - || - || -
|17th||1d12|| - || - || -
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|18th||2d8|| Talent || - || -
|18th||2d8|| Talent || - || -
|-  
|-  
|19th||2d8|| - || Extra Attack || -
|19th||2d8|| - || Extra Damage || -
|-  
|-  
|20th||2d8|| - || - || Ability/Tech/Bonus Feat(Misc)  
|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.
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.
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<u>Hit Die</u>: 1d6 (First Level: 6, Level Up Average: 4)
<u>Hit Die</u>: 1d6 (First Level: 6, Level Up Average: 4)


<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 One Knowledge(Int)
<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)


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#Ambassador|Ambassador]], [[Advance_Classes#Field_Officer|Field Officer]], [[Advance_Classes#Swindler|Swindler]]
<u>Recommended Advance Classes</u>: [[Advance_Classes#Envoy|Envoy]], [[Advance_Classes#Field_Officer|Field Officer]], [[Advance_Classes#Swindler|Swindler]]


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


=== Charisma Talents ===
=== Charisma Talents ===
: At 1st, 6th, 12th and 18th 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.
 
;Persuasive Talent Tree
:The Charismatic hero has an innate talent for being charming and captivating.
* 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. This ability can be taken more than once (for another gender).
* Captivate: The Charismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must be a sentient species, and must be able to see, hear, and understand the hero. To do this the hero takes one minute and make a Charisma check (DC 15 + Misc Mods). If successful the target is enthralled by the Hero and will then be far more likely too assist and even do requests or favors. They stay Captivated for 1d4 days. If the request goes beyond the days they are Captivated then there is an increasing chance they will not follow through. This cannot be done while in combat or against a already hostile target. This cannot be attempted once per target.
** <u>Prerequisites</u>: Charm
 
;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, the Charismatic hero gets an [[Advantage|advantage]] bonus on any Bluff, Diplomacy, intimidate checks the hero makes while attempting to lie, cheat, or otherwise bend the truth. This doesn't work while in combat.
* Dazzle: The Charismatic hero has the ability to dazzle The target must be a sentient species, and must be able to see, hear, and understand the hero. To do this the hero must use a full round action and make a Charisma check (DC 20 + Misc Mods),  If the Charisma check succeeds, the target can try to resist with a Wisdom saving throw (DC 10 + half Charismatic level round down + Cha Mod). 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 however each time the DC is reduced by 1.  This is a Mind-Affecting ability.
** <u>Prerequisites</u>: Fast-talk.
* Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must be a sentient species, and must be able to see, hear, and understand the hero. To do this the hero must use a full round action and make a Charisma check (DC 15 + Misc Mods). If the Charisma check succeeds, the target can try to resist with a Wisdom saving throw (DC 10 + half Charismatic level round down + Cha Mod). 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 is considered flat-footed. That target also looses all advantages and takes disadvantage when doing any action against the Charismatic hero for 1 round.
** <u>Prerequisites</u>: 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 + 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. 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 12 + number of people). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains an advantage bonus on saving throws. A Charismatic hero can’t inspire him or herself. And can only do this once per person per combat encounter.
** <u>Prerequisites</u>: 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 15). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains an additional advantage bonus on saving throws and now also an advantage on accuracy checks. A Charismatic hero can’t inspire him or herself. This replaces Inspiration and can only be done once per combat.
** <u>Prerequisites</u>: Coordinate, inspiration.
 
== Multi Core Class ==


Future Path takes a more simplistic approach and states that your Core class is more like a solid foundation that helps define what your character is. The Character Level is also the Core Class level. However at the same time Future Path tries not to restricted player creativity. To accomplish this the Player can also Multi Core Class. This section discusses Multi Core Classing. You can read up on Multi  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 Core Class levels up with them along with any advance classes that may be associated. For now we will focus only on Core Classes. To have more then one Core Class the next time a Character levels up take a level in a new Core Class. (A Character can only have two Core Classes) For example Roxanna is an level 3 Charismatic Character. When she gains enough experience to level up she can choose to take a level in the Path of Wisdom. Now she is a Level 4 Character with 3 levels in Path of Charisma and 1 level in the Path of Wisdom. At this point her Character level and Core Class level is different. When she gains level 5 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
# Advantage Die is calculated by the first Core Class chosen.
: 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 gained is calculated by whatever Core 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 Core 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.
# Whenever a new Talent, Feat, Ability Score bonus is gained is based solely on '''Character Level''' not on Core Class level. There location on each table is the same and is based on Character level meaning that Level 3 Smart Hero that levels up and decides to also be a Strong Hero doesn't get to pick a new talent until Character level 6th at which point he first must pick which Core Class too level sense that will determine which Talent's will be available to pick from.

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.