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== '''Class Features''' ==
== '''Class Features''' ==
The following are class features of the Modern Hero. Each Modern Hero is unique and custom-made. This base class is the foundation and like transparency layers, Difficulties and Archetypes are added to fill the hero with depth and richness. The possible combinations are vast and the player is sure to find just the right build to fit nearly any character concept.


'''Role''': Any
;Ability
This entry tells which ability is typically associated with that class.


'''Alignment''': Any
;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. A 1st-level character gets the maximum hit points rather than rolling (although the Constitution modifier is still applied).


'''Class Skills''': Start with any 6
;Action Points
The number of action points gained per level.


Skill Ranks per Level, Hit Dice, Base Attack Bonus, and Saves: See the “Heroics” class ability.
;Class Skills
This section of a class description provides a list of class skills and also gives the number of skill points the character starts with at 1st level and the number of skill points gained each level thereafter. 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).
A 1st-level character starts with 4 times the number of skill points he or she receives upon attaining each level beyond 1st. The maximum ranks a character can have in a class skill is the character’s level +3.
A character can also buy skills from other classes’ skill lists. Each skill point buys a half rank in these cross-class skills, and a character can only buy up to half the maximum ranks of a class skill.


'''Starting Wealth''': A character's starting wealth is $100 plus 1d6 per each rank and bonus in any Profession skill x $100.
;Starting Feats
{| class="wikitable"
The feats gained at 1st level in the class.
! style="text-algin:left;"|Level
!Special
|-
|1|| Archetype, Difficulties, Heroics, Talent, Traits
|-
|2|| Archetype Training
|-
|3|| Talent
|-
|4|| Bonus Feat
|-
|5|| AC Bonus +1, Fame Bonus +1, Hero Point Bonus +1, Wealth Bonus +1
|-
|6|| Archetype Training
|-
|7|| Talent
|-
|8|| Bonus Feat
|-
|9|| AC Bonus +2, Fame Bonus +2, Hero Point Bonus +2, Wealth Bonus +2
|-
|10|| Archetype Training
|-
|11|| Talent
|-
|12|| Bonus Feat
|-
|13|| AC Bonus +3, Fame Bonus +3, Hero Point Bonus +3, Wealth Bonus +3
|-
|14|| Archetype Training
|-
|15|| Talent
|-
|16|| Bonus Feat
|-
|17|| AC Bonus +4, Fame Bonus +4, Hero Point Bonus +4, Wealth Bonus +4
|-
|18|| Archetype Training
|-
|19|| Talent
|-
|20|| Bonus Feat
|}


<u>'''Archetypes'''</u>
;Class Table
 
This table details how a character improves as he or she attains higher levels in the class. It includes the following information.
This is the hero’s primary career. An Archetype must be chosen at 1st level (unless the "No Class" Difficulty is taken) and cannot be changed as higher levels are achieved.
* Level: The character’s level in the class.
 
* Base Attack Bonus: The character’s base attack bonus and number of attacks.
'''Training'''
* Fort Save: The base save bonus for Fortitude saving throws. The character’s Constitution modifier also applies.
 
* Ref Save: The base save bonus for Reflex saving throws. The character’s Dexterity modifier also applies.
Archetypes also have unique Training abilities, offering further specialization and customization.
* Will Save: The base save bonus for Will saving throws. The character’s Wisdom modifier also applies.
 
* Class Features: This entry details special characteristics of the class, including bonus feats and unique talents, that are gained as a character attains higher levels in the class. Each is explained below:
'''Advanced Training'''
**Talents:Every basic class offers a selection of talents to choose from. A character gains a talent upon attaining each odd-numbered level in a class (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them.
 
**Bonus Feats: Every basic class offers a selection of bonus feats to choose from. A character gains a bonus feat upon attaining each even-numbered level in a class. These bonus feats are in addition to the feats that all characters receive as they attain new levels. Some feats have prerequisites that must be met before a character can select them.
Archetypes have access to unique levels of training called “Advanced Training”. These are the similar to normal training but are unavailable for use with the “Cross Training” talent.
 
<u>'''Armor Class Bonus'''</u>
 
The hero gains a bonus to their base armor class.
 
<u>'''Difficulties'''</u>
 
All heroes have their issues. These are similar to flaws but are designed for the Modern Hero and will grant them a bonus feat or talent for each Difficulty that is taken on. These are optional and you may choose up to two Difficulties at first level. The Game Master may allow you to take more if warranted.
 
<u>'''Fame Bonus'''</u>
 
Fame is the total number of Prestige Points earned in a faction. The character can put this Fame bonus in any faction they wish. This bonus will raise your Fame score and Prestige Points in an equal amount.
 
For every 10 points of Fame, a character gains a cumulative +1 bonus on Diplomacy checks within that faction.
 
<u>'''Heroics'''</u>
 
The Modern Hero picks an advancement path based on the six attributes. His chosen attribute has various effects on class advancement and his Hero Point score.
 
'''Path of Heroes'''
 
The chosen attribute will provide his Hit Dice, Skill Ranks per Level, Base Attack Bonus, and Saving Throws to the Modern Hero class.
 
Note: If you wish you wish to use the previous version of archetype advancement, the character cannot take Path of Heroes advancement also.


== Path of Strength ==
== Path of Strength ==

Revision as of 08:58, 9 August 2014

The Future Hero class system is based off d20 Modern Path

Here is the is the list of The Future Path Base Classes. This is the foundation of a Future Path hero. The Future Hero Base Class is the framework upon which a Future character is built. The Future Hero comes from many different walks of life. You can future customize your hero as they progress by adding Archetypes and multiple classes.


Class Features

Ability

This entry tells which ability is typically associated with that class.

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. A 1st-level character gets the maximum hit points rather than rolling (although the Constitution modifier is still applied).

Action Points

The number of action points gained per level.

Class Skills

This section of a class description provides a list of class skills and also gives the number of skill points the character starts with at 1st level and the number of skill points gained each level thereafter. 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). A 1st-level character starts with 4 times the number of skill points he or she receives upon attaining each level beyond 1st. The maximum ranks a character can have in a class skill is the character’s level +3. A character can also buy skills from other classes’ skill lists. Each skill point buys a half rank in these cross-class skills, and a character can only buy up to half the maximum ranks of a class skill.

Starting Feats

The feats gained at 1st level in the class.

Class Table

This table details how a character improves as he or she attains higher levels in the class. It includes the following information.

  • Level: The character’s level in the class.
  • Base Attack Bonus: The character’s base attack bonus and number of attacks.
  • Fort Save: The base save bonus for Fortitude saving throws. The character’s Constitution modifier also applies.
  • Ref Save: The base save bonus for Reflex saving throws. The character’s Dexterity modifier also applies.
  • Will Save: The base save bonus for Will saving throws. The character’s Wisdom modifier also applies.
  • Class Features: This entry details special characteristics of the class, including bonus feats and unique talents, that are gained as a character attains higher levels in the class. Each is explained below:
    • Talents:Every basic class offers a selection of talents to choose from. A character gains a talent upon attaining each odd-numbered level in a class (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them.
    • Bonus Feats: Every basic class offers a selection of bonus feats to choose from. A character gains a bonus feat upon attaining each even-numbered level in a class. These bonus feats are in addition to the feats that all characters receive as they attain new levels. Some feats have prerequisites that must be met before a character can select them.

Path of Strength

Hit Dice per Level: d10


Table: The Strong Hero
Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
1st 1 1 0 0 Talent, Bf
2nd 1 1 0 0 -
3rd 2 2 0 0 Bonus feat
4th 2 2 0 0 -
5th 3 2 1 1 Talent
6th 3 2 1 1 -
7th 4 2 1 1 Bonus feat
8th 4 2 1 1 -
9th 5 3 1 1 Talent
10th 5 3 1 1 -
11th +6/+1 3 2 2 Bonus feat
12th +6/+1 3 2 2 -
13th +7/+2 4 2 2 Talent
14th +7/+2 4 2 2 -
15th +8/+3 4 2 2 Bonus feat
16th +8/+3 4 2 2 -
17th +9/+4 4 3 3 Talent
18th +9/+4 4 3 3 -
19th +10/+5 5 3 3 Bonus feat
20th +10/+5 5 3 3 -

Path of Dexterity

Hit Dice per Level: d8

Table: The Fast Hero
Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
1st 0 0 1 0 Talent, Bf
2nd 0 0 1 0 -
3rd 1 0 2 0 Bonus feat
4th 1 0 2 0 -
5th 2 1 2 1 Talent
6th 2 1 2 1 -
7th 3 1 2 1 Bonus feat
8th 3 1 2 1 -
9th 3 1 3 1 Talent
10th 3 1 3 1 -
11th 4 2 3 2 Bonus feat
12th 4 2 3 2 -
13th 5 2 4 2 Talent
14th 5 2 4 2 -
15th +6/+1 2 4 2 Bonus feat
16th +6/+1 2 4 2 -
17th +6/+1 3 4 3 Talent
18th +6/+1 3 4 3 -
19th +7/+2 3 5 3 Bonus feat
20th +7/+2 3 5 3 -

Path of Constitution

Hit Dice per Level: d12

Table: The Tough Hero
Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
1st 0 1 0 0 Talent, Bf
2nd 0 1 0 0 -
3rd 1 2 0 0 Bonus feat
4th 1 2 0 0 -
5th 2 2 1 1 Talent
6th 2 2 1 1 -
7th 3 2 1 1 Bonus feat
8th 3 2 1 1 -
9th 3 3 1 1 Talent
10th 3 3 1 1 -
11th 4 3 2 2 Bonus feat
12th 4 3 2 2 -
13th 5 4 2 2 Talent
14th 5 4 2 2 -
15th +6/+1 4 2 2 Bonus feat
16th +6/+1 4 2 2 -
17th +6/+1 4 3 3 Talent
18th +6/+1 4 3 3 -
19th +7/+2 5 3 3 Bonus feat
20th +7/+2 5 3 3 -

Path of Intelligence

Hit Dice per Level: d8

Table: The Smart Hero
Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
1st 0 0 0 1 Talent, Bf
2nd 0 0 0 1 -
3rd 1 0 0 2 Bonus feat
4th 1 0 0 2 -
5th 1 1 1 2 Talent
6th 1 1 1 2 -
7th 2 1 1 2 Bonus feat
8th 2 1 1 2 -
9th 2 1 1 3 Talent
10th 2 1 1 3 -
11th 3 2 2 3 Bonus feat
12th 3 2 2 3 -
13th 3 2 2 4 Talent
14th 3 2 2 4 -
15th 4 2 2 4 Bonus feat
16th 4 2 2 4 -
17th 4 3 3 4 Talent
18th 4 3 3 4 -
19th 5 3 3 5 Bonus feat
20th 5 3 3 5 -

Path of Wisdom

Hit Dice per Level: d8

Table: The Dedicated Hero
Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
1st 0 1 0 1 Talent, Bf
2nd 0 1 0 1
3rd 1 2 0 2 Bonus feat
4th 1 2 0 2
5th 2 2 1 2 Talent
6th 2 2 1 2
7th 3 2 1 2 Bonus feat
8th 3 2 1 2
9th 3 3 1 3 Talent
10th 3 3 1 3 -
11th 4 3 2 3 Bonus feat
12th 4 3 2 3 -
13th 5 4 2 4 Talent
14th 5 4 2 4 -
15th +6/+1 4 2 4 Bonus feat
16th +6/+1 4 2 4 -
17th +6/+1 4 3 4 Talent
18th +6/+1 4 3 4 -
19th +7/+2 5 3 5 Bonus feat
20th +7/+2 5 3 5 -

Path of Charisma

Hit Dice per Level: d8

Table: The Charismatic Hero
Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
1st 0 1 1 0 Talent, Bf
2nd 0 1 1 0 -
3rd 1 2 2 0 Bonus feat
4th 1 2 2 0 -
5th 1 2 2 1 Talent
6th 1 2 2 1 -
7th 2 2 2 1 Bonus feat
8th 2 2 2 1 -
9th 2 3 3 1 Talent
10th 2 3 3 1 -
11th 3 3 3 2 Bonus feat
12th 3 3 3 2 -
13th 3 4 4 2 Talent
14th 3 4 4 2 -
15th 4 4 4 2 Bonus feat
16th 4 4 4 2 -
17th 4 4 4 3 Talent
18th 4 4 4 3 -
19th 5 5 5 3 Bonus feat
20th 5 5 5 3 -

Hero Points

The Modern Hero class uses a customized version of the Hero Point optional rules. Hero Points replace the old MSRD Action Points.

The Modern Hero class begins with 1 Hero Point and gains 1 Hero Point every level. There is no maximum number the Modern Hero can have. The Modern Hero then chooses any attribute to be associated with his Hero Points and the chosen attribute modifier is added to the total number of Hero Points. Once chosen, the attribute cannot be later changed.

Hero Points = 1 + (chosen attribute modifier) + level.

The Modern Hero can spend a number of Hero Points each round equal to 1+1/2 level.

Hero Points can be used in a variety ways. For example if a Talent says “Once per day (or for 1 Hero Point)”, this represents that the Talent can be used once a day and if a Hero Point is spent, the Talent can be activated again.

Hero Points that are spent in the normal fashion (Bonuses, Extra Actions, Cheat Death...etc.) will be permanently lost as per standard rules.

Your campaign type will also determine the rate your Hero Points are replenished. Campaign Type Example Low Power Hero Points are permanently spent. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have. Standard Power Hero Points are not permanently spent and are replenished after a level is gained. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have. High Power Hero Points are not permanently spent and are replenished after each adventure. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have. Epic Power Hero Points are not permanently spent, but are replenished after 8 hours of complete rest. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.

Talents

Talents are available to the Modern Hero class, even those without an Archetype. Unless otherwise noted, all Talents are extraordinary abilities.

Training

These are special abilities associated with the hero's Archetype. It is possible to gain Training abilities from another archetype by taking the “Cross Training” Talent. This will open up the Training tree of that Archetype to the hero. If a hero took the “No Class” Difficulty, Training slots can be used to gain Talents or Feats instead.

Wealth Bonus

The Wealth bonus is a skill bonus to any Profession skill. The Profession skill is used to determine the character's starting money and at the end of each adventure a “Day Job” roll for increased funds.

Weapon Proficiency

The Modern Hero is proficient in all Simple Weapons.