Character Path: Difference between revisions

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== Path of Intelligence ==
== Path of Intelligence ==


Hit Dice per Level: d8
<u>Ability</u>: Intelligence
 
<u>Hit Die</u>: 1d6
 
<u>Action Points</u>: Smart heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
 
<u>Class Skills</u>: The Smart hero’s class skills (and the key ability for each skill) are: Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), and Speak Language (none).
Also, the starting occupation the hero selects can provide additional class skills to choose from.
 
<u>Skill Points at 1st Level</u>: (9 + Int modifier) x4.
 
<u>Skill Points at Each Additional Level</u>: 9 + Int modifier.


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;Starting Feats
: In addition to the two feats all characters get at 1st level, a Smart hero begins play with the Simple Weapons Proficiency feat.
;Class Features
: All of the following are class features of the Smart hero.
;Talents
: At 1st, 3rd, 5th, 7th, and 9th 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.
;Research Talent Tree
:The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.
* Savant: Select one of the skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only.  The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill.
Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search.
* Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead.
The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique.  With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language.
A single check covers roughly one minute of a spoken language or one page of a written language.
** Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.
;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.
* Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.
** Prerequisite: One talent from the Research Talent Tree.
* Plan: Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute.
After creating the plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check.
Check Result
Bonus
9 or lower
+0 (check failed)
10–14
+1
15–24
+2
25 or higher
+3
This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.
** Prerequisite: One talent from the Research Talent Tree.
* Trick: The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero.
To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick.
The target resists the trick by making a Will saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.
A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys.  This is a mind-affecting ability.
** Prerequisite: One talent from the Research Talent Tree.
;Bonus Feats
:At 2nd, 4th, 6th, 8th, and 10th level, the Smart hero gains a bonus feat. This feat must be selected from the following list, and the Smart hero must meet any prerequisites.
Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Meticulous, Studious, Vehicle Expert, Weapon Focus.


== Path of Wisdom ==
== Path of Wisdom ==

Revision as of 04:38, 10 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

Ability: Strength

Hit Die: 1d8

Action Points: Strong heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

Class Skills: The Strong hero’s class skills (and the key ability for each skill) are: Climb (Str), Craft (structural) (Int), Handle Animal (Cha), Jump (Str), Knowledge (current events, popular culture, streetwise, tactics) (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Speak Language (none), and Swim (Str). Also, the starting occupation selected can provide additional class skills to choose from.

Skill Points at 1st Level: (3 + Int modifier)x4.

Skill Points at Each Additional Level: 3 + Int modifier.

Starting Feats In addition to the two feats all characters get at 1st level, a Strong hero begins play with the Simple Weapons Proficiency feat.


Table: The Strong Hero
Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
1st 1 1 0 0 Talent
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 -


Class Features
The following are class features of the Strong hero.
Talents
At 1st, 3rd, 5th, 7th, and 9th 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.
Extreme Effort Talent Tree
A Strong hero can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.
  • Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.
  • Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total).
  • Prerequisite: Extreme effort.
  • Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total).
    • Prerequisites: Extreme effort, improved extreme effort.
Ignore Hardness Talent Tree
The Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an object’s hardness when making a melee attack to break it.
  • Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.
  • Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).
  • Prerequisite: Ignore hardness.
  • Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).
    • Prerequisites: Ignore hardness, improved ignore hardness.
Melee Smash Talent Tree
The Strong hero has an innate talent that increases 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).
    • Prerequisite: Melee smash.
  • Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).
    • Prerequisites: Melee smash, improved melee smash.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Strong hero gains a bonus feat. This feat must be selected from the following list, and the Strong hero must meet any prerequisites.

Animal Affinity, Archaic Weapons Proficiency, Athletic, Blind-Fight, Brawl, Cleave, Combat Martial Arts, Combat Reflexes, Great Cleave, Improved Brawl, Improved Combat Martial Arts, Power Attack, Weapon Focus.

Path of Dexterity

Ability: Dexterity

Hit Die: 1d8

Action Points: Fast heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

Class Skills: The Fast hero’s class skills (and the key ability for each skill) are: Balance (Dex), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Hide (Dex), Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex), Pilot (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak Language (none), and Tumble (Dex). Also, the starting occupation the character selects can provide additional class skills to choose from.

Skill Points at 1st Level: (5 + Int modifier) x4.

Skill Points at Each Additional Level: 5 + Int modifier.

Table: The Fast Hero
Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
1st 0 0 1 0 Talent
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 -


Starting Feats
In addition to the two feats all characters get at 1st level, a Fast hero begins play with the Simple Weapons Proficiency feat.
Class Features
All of the following are class features of the Fast hero.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Fast hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Defensive Talent Tree
The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.
  • Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
  • Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)
    • Prerequisite: Evasion.
  • Uncanny Dodge 2: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.
    • Prerequisites: Evasion, uncanny dodge 1.
  • Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage.

A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent. Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll. Prerequisites: Evasion, uncanny dodge 1. Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.

    • Prerequisite: Evasion.
Increased Speed Talent Tree
The Fast hero can increase his or her natural base speed.
  • Increased Speed: The Fast hero’s base speed increases by 5 feet.
  • Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).
    • Prerequisite: Increased speed.
  • Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).
    • Prerequisites: Increased speed, improved increased speed.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Fast hero gains a bonus feat. This feat must be selected from the following list, and the Fast hero must meet any prerequisites.

Acrobatic, Combat Expertise, Combat Throw, Defensive Martial Arts, Double Tap, Elusive Target, Focused, Improved Disarm, Mobility, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Weapon Finesse.

Path of Constitution

Ability: Constitution

Hit Die: 1d10

Action Points: Tough heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

Class Skills The Tough hero’s class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (mechanical, structural) (Int), Drive (Dex), Intimidate (Cha), Knowledge (current events, popular culture, streetwise) (Int), Profession (Wis), Read/Write Language (none), Ride (Dex), Speak Language (none), Spot (Wis), and Survival (Wis). Also, the starting occupation the character selects can provide additional class skills to choose from.

Skill Points at 1st Level: (3 + Int modifier) x4.

Skill Points at Each Additional Level: 3 + Int modifier.


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 -


Starting Feats
In addition to the two feats all characters get at 1st level, a Tough hero begins play with the Simple Weapons Proficiency feat.
Class Features
All of the following are class features of the Tough hero.
Talents
At 1st, 3rd, 5th, 7th, and 9th 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.
Damage Reduction Talent Tree
The Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree.
  • Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.
    • Prerequisite: One other talent from either the Energy Resistance 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/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
  • 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
The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.
  • Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.
  • Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.
  • Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.
  • Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.
  • Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.
Unbreakable Talent Tree
The Tough hero is particularly resilient thanks to the following talents.
  • Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.
  • Robust: The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains.
  • Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.
  • Stamina: The Tough hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.
    • Prerequisite: Robust.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Tough hero gains a bonus feat. This feat must be selected from the following list, and the Tough hero must meet any prerequisites.

Alertness, Athletic, Brawl, Confident, Endurance, Great Fortitude, Improved Brawl, Improved Bull Rush, Improved Feint, Knockout Punch, Power Attack, Streetfighting, Toughness, Vehicle Expert.

Path of Intelligence

Ability: Intelligence

Hit Die: 1d6

Action Points: Smart heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

Class Skills: The Smart hero’s class skills (and the key ability for each skill) are: Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), and Speak Language (none). Also, the starting occupation the hero selects can provide additional class skills to choose from.

Skill Points at 1st Level: (9 + Int modifier) x4.

Skill Points at Each Additional Level: 9 + Int modifier.

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 -


Starting Feats
In addition to the two feats all characters get at 1st level, a Smart hero begins play with the Simple Weapons Proficiency feat.
Class Features
All of the following are class features of the Smart hero.
Talents
At 1st, 3rd, 5th, 7th, and 9th 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.
Research Talent Tree
The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.
  • Savant: Select one of the skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only. The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill.

Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search.

  • Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead.

The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique. With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language.

    • Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.
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.
  • Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.
    • Prerequisite: One talent from the Research Talent Tree.
  • Plan: Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute.

After creating the plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check. Check Result Bonus 9 or lower +0 (check failed) 10–14 +1 15–24 +2 25 or higher +3 This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.

    • Prerequisite: One talent from the Research Talent Tree.
  • Trick: The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero.

To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Will saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability.

    • Prerequisite: One talent from the Research Talent Tree.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Smart hero gains a bonus feat. This feat must be selected from the following list, and the Smart hero must meet any prerequisites.

Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Meticulous, Studious, Vehicle Expert, Weapon Focus.

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

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

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

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

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

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

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

Talents

Talents are available to the Future Hero class, even those without an Advance Class. 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 Future Hero is proficient in all Simple Weapons.

Multi Base Class

In d20 Future you could multi class you Base Class with other Base Classes as well as Advance classes. Future Path takes a more simplistic approach and states that your Base class is more like a solid foundation that helps define what your character is. However at this same time not restricting. We do this by allowing the player to still Multi-Class with multiple Advance classes. You can read up on Multi-Class rules here.