Character Path: Difference between revisions
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<u>Recommended Advance Classes</u>: [[Advance_Classes#Dimension_Knight|Dimension Knight]], [[Advance_Classes#Helix_Warrior|Helix Warrior]] | <u>Recommended Advance Classes</u>: [[Advance_Classes#Dimension_Knight|Dimension Knight]], [[Advance_Classes#Helix_Warrior|Helix Warrior]] | ||
<u>Starting Feats</u>: | <u>Starting Feats</u>: [[Athletic]] or [[Confident]] | ||
=== Strength Talents === | === Strength Talents === |
Revision as of 07:20, 13 June 2017
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 Class and for more advance players Multiple Core Classes, ArchTypes, and Prestige Classes.
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.
- Ability Affinity
- 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 "Affinity 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
- 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 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 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.
- 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.
- Class Table (Located to the right of the Core Class Section)
- This table details how a character improves as he or she attains higher levels in the class. It includes the following information.
- Class Level: The character’s level in the class.
- Affinity Die: This is an extra Die that the Player gets to roll and add to any melee/ranged attack roll when doing an action or using a weapon that they have an 'Affinity' with or in other words Trained in. It is also what the Character will add to any Saving throw for the Ability that the class has an affinity for.
- 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:
- 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.
- 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.
- Extra Attack: This grants the character the ability to preform an extra attack 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.
Path of Strength (Strong Hero)
Class Level |
Affinity Die |
Class Features |
Extra Attack | Pick One Custom Character Bonus |
---|---|---|---|---|
1st | - | Talent | - | - |
2nd | 1d2 | - | - | - |
3rd | 1d2 | Feat | - | - |
4th | 1d4 | - | - | Ability/Tech/Bonus Feat(Misc) |
5th | 1d4 | - | Extra Attack | - |
6th | 1d6 | Talent | - | - |
7th | 1d6 | - | - | - |
8th | 1d8 | - | - | Ability/Tech/Bonus Feat(Misc) |
9th | 1d8 | Feat | - | - |
10th | 1d10 | - | - | |
11th | 1d10 | - | Extra Attack | - |
12th | 1d12 | Talent | - | Ability/Tech/Bonus Feat(Misc) |
13th | 1d12 | - | - | - |
14th | 1d12 | - | - | - |
15th | 2d8 | Feat | - | - |
16th | 2d8 | - | - | Ability/Tech/Bonus Feat(Misc) |
17th | 2d8 | - | Extra Attack | - |
18th | 2d10 | Talent | - | - |
19th | 2d10 | - | - | - |
20th | 2d10 | - | - | Ability/Tech/Bonus Feat(Misc) |
Ability Affinity: Strength
Hit Die: 1d8 (First Level: 8, Level Up Average: 5)
Class Skills: 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)]
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 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 an advantage bonus on the check.
- Improved Extreme Effort: The effort requires a full-round action and provides an advantage bonus that stacks with the bonus provided by extreme effort (2 advantage dice).
- Prerequisite: Extreme effort.
- Advanced Extreme Effort: The effort requires a full-round action and provides an advantage bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (3 advantage dice).
- 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).
- Prerequisites: 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).
- Prerequisites: Melee smash.
- Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).
- Prerequisites: Melee smash, improved melee smash.
Path of Dexterity (Fast Hero)
Class Level |
Affinity Die |
Class Features |
Extra Attack | Custom Character Bonus |
---|---|---|---|---|
1st | - | Talent | - | - |
2nd | 1d2 | - | - | - |
3rd | 1d2 | Feat | - | - |
4th | 1d4 | - | - | Ability/Tech/Bonus Feat(Misc) |
5th | 1d4 | - | Extra Attack | - |
6th | 1d6 | Talent | - | - |
7th | 1d6 | - | - | - |
8th | 1d8 | - | - | Ability/Tech/Bonus Feat(Misc) |
9th | 1d8 | Feat | - | - |
10th | 1d10 | - | - | |
11th | 1d10 | - | Extra Attack | - |
12th | 1d12 | Talent | - | Ability/Tech/Bonus Feat(Misc) |
13th | 1d12 | - | - | - |
14th | 1d12 | - | - | - |
15th | 2d8 | Feat | - | - |
16th | 2d8 | - | - | Ability/Tech/Bonus Feat(Misc) |
17th | 2d8 | - | Extra Attack | - |
18th | 2d10 | Talent | - | - |
19th | 2d10 | - | - | - |
20th | 2d10 | - | - | Ability/Tech/Bonus Feat(Misc) |
Ability Affinity: Dexterity
Hit Die: 1d8 (First Level: 8, Level Up Average: 5)
Class Skills: 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)]
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: Dogfighter, Space Marine, Ranger
Starting Feats: -
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.
- 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 now gets an advantage bonus to Dexterity Saving throws. Evasion can only be used when wearing light armor or no armor.
- 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.)
- Prerequisites: Evasion.
- 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.
- Prerequisites: Evasion, Uncanny Dodge.
- 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.
- Prerequisites: Evasion, Uncanny Dodge.
- 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).
- Prerequisites: 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.
- Applied Athletics: This allows the Fast Hero's Athletics skill score to effect the movement of Climb and Swim. For each point of the total Athletics score the Fast Hero adds 5ft to the speed of Climb and Swim. The total speed cannot exceed the natural base speed.
- Applied Acrobatics: This allows a Fast Hero to ignore disadvantage when fighting while swimming or climbing, on uneven terrain, or while on a bumpy ride.
- Prerequisites: At least 3 ranks in Acrobatics.
Path of Constitution (Tough Hero)
Class Level |
Affinity Die |
Class Features |
Extra Attack | Custom Character Bonus |
---|---|---|---|---|
1st | - | Talent | - | - |
2nd | 1d2 | - | - | - |
3rd | 1d2 | Feat | - | - |
4th | 1d4 | - | - | Ability/Tech/Bonus Feat(Misc) |
5th | 1d4 | - | Extra Attack | - |
6th | 1d6 | Talent | - | - |
7th | 1d6 | - | - | - |
8th | 1d8 | - | - | Ability/Tech/Bonus Feat(Misc) |
9th | 1d8 | Feat | - | - |
10th | 1d8 | - | - | - |
11th | 1d10 | - | Extra Attack | - |
12th | 1d10 | Talent | - | Ability/Tech/Bonus Feat(Misc) |
13th | 1d10 | - | - | - |
14th | 1d12 | - | - | - |
15th | 1d12 | Feat | - | |
16th | 1d12 | - | - | Ability/Tech/Bonus Feat(Misc) |
17th | 2d8 | - | Extra Attack | - |
18th | 2d8 | Talent | - | - |
19th | 2d8 | - | - | - |
20th | 2d10 | - | - | Ability/Tech/Bonus Feat(Misc) |
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, Space Monkey
Starting Feats: -
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.
- Damage Reduction 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.
- 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.
- Chemical Resistance: The Tough hero ignores an amount of chemical damage equal to his or her Constitution modifier.
- Kinetic Resistance: The Tough hero ignores an amount of kinetic 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.
- Thermal Resistance: The Tough hero ignores an amount of thermal 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 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.
- 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 an additional +1 hit point with each level of Tough he or she gains.
- 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.
- 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.
- Prerequisite: Robust.
Path of Intelligence (Smart Hero)
Class Level |
Affinity Die |
Class Features |
Extra Attack | Custom Character Bonus |
---|---|---|---|---|
1st | - | Talent | - | - |
2nd | 1d2 | - | - | - |
3rd | 1d2 | Feat | - | - |
4th | 1d4 | - | - | Ability/Tech/Bonus Feat(Misc) |
5th | 1d4 | - | - | - |
6th | 1d6 | Talent | - | - |
7th | 1d6 | - | Extra Attack | - |
8th | 1d6 | - | - | Ability/Tech/Bonus Feat(Misc) |
9th | 1d8 | Feat | - | - |
10th | 1d8 | - | - | - |
11th | 1d8 | - | - | - |
12th | 1d10 | Talent | - | Ability/Tech/Bonus Feat(Misc) |
13th | 1d10 | - | Extra Attack | - |
14th | 1d10 | - | - | - |
15th | 1d12 | Feat | - | - |
16th | 1d12 | - | - | Ability/Tech/Bonus Feat(Misc) |
17th | 1d12 | - | - | - |
18th | 2d8 | Talent | - | - |
19th | 2d8 | - | Extra Attack | - |
20th | 2d8 | - | - | Ability/Tech/Bonus Feat(Misc) |
Ability Affinity: Intelligence
Hit Die: 1d6 (First Level: 6, Level Up Average: 4)
Class Skills: 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, Xenophile
Starting Feats: Educated
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.
- 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, Study, Knowledge (any single skill), Pilot.
- 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 and at his Language rank 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 although the Language rank and Smart hero level bonuses still apply. The DC for the check depends on the situation: DC 20 if the language is in the same group as a language the hero has as a Language skill; DC 25 if the language is unrelated to any other languages the hero knows; and DC 30 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. Similar as if the Character already had 2 ranks in the language. A single check covers roughly one minute of a spoken language or one page of a written language. The Character can choose to take 10 or 20 on the check however it still only counts for one minute or one page.
- Prerequisites: At least 2 ranks in the Language skill.
- Book Worm: When given the chance to use the 'Study' skill while taking twenty the Smart Hero can instead choose too take 25 minutes. This results in a 20 + Auto Max Roll Advantage Dice. For example if the Advantage Dice is 1d6 that means it would be 20 + 6 or 26. If not given the option to take twenty but not in a combat situation the Smart Hero automatically gets an advantage to Study.
- 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 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 accuracy checks as the hero finds ways to out think his opponent and notices weaknesses in his opponent’s fighting style.
- Prerequisites: 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 12) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and 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.
- Prerequisites: 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, 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 Wisdom 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.
- Prerequisites: One talent from the Research Talent Tree.
Path of Wisdom (Dedicated Hero)
Class Level |
Affinity Die |
Class Features |
Extra Attack | Custom Character Bonus |
---|---|---|---|---|
1st | - | Talent | - | - |
2nd | 1d2 | - | - | - |
3rd | 1d2 | Feat | - | - |
4th | 1d4 | - | - | Ability/Tech/Bonus Feat(Misc) |
5th | 1d4 | - | Extra Attack | - |
6th | 1d6 | Talent | - | - |
7th | 1d6 | - | - | - |
8th | 1d8 | - | - | Ability/Tech/Bonus Feat(Misc) |
9th | 1d8 | Feat | - | - |
10th | 1d8 | - | - | - |
11th | 1d10 | - | Extra Attack | - |
12th | 1d10 | Talent | - | Ability/Tech/Bonus Feat(Misc) |
13th | 1d10 | - | - | - |
14th | 1d12 | - | - | - |
15th | 1d12 | Feat | - | |
16th | 1d12 | - | - | Ability/Tech/Bonus Feat(Misc) |
17th | 2d8 | - | Extra Attack | - |
18th | 2d8 | Talent | - | - |
19th | 2d8 | - | - | - |
20th | 2d10 | - | - | Ability/Tech/Bonus Feat(Misc) |
Ability Affinity: Wisdom
Hit Die: 1d6 (First Level: 6, Level Up Average: 4)
Class Skills: 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: Explorer, Tracer, Combat Medic
Starting Feats: -
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.
- Empathic Talent Tree
- The Dedicated hero’s innate talents give him or her a great capacity for empathy.
- 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 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.
- 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.
- Prerequisites: Empathy.
- Intuition: The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Wisdom saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Wisdom modifier level.
- Prerequisites: Empathy.
- Healing Talent Tree
- The Dedicated hero has a talent for healing.
- Healing Knack: The hero has a knack for the healing arts. The hero receives an advantage bonus on all Treat Injury skill checks.
- Healing Touch: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by an additional advantage bonus worth of hit points.
- Prerequisites: Healing knack.
- Healing Touch Improved: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by an additional advantage bonus worth of hit points, which stacks with healing touch.
- Prerequisites: Healing knack, healing touch.
- Insightful Talent Tree
- The Dedicated hero’s innate insightfulness serves her well.
- Skill Emphasis: The Dedicated hero chooses a single skill and receives a +2 malicious 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.
- Aware: The Dedicated hero is intuitively aware of his or her surroundings. The Dedicated hero's Passive Perception score is now +2.
- Prerequisites: Skill emphasis.
- Faith: The Dedicated hero has a great deal of faith. It might be faith in self, in a higher power, or in both. This unswerving belief allows the Dedicated hero to add his or her Wisdom modifier to the die roll whenever the hero spends 1 Inertia point to improve the result of an attack roll, skill check, saving throw, or ability check.
- Prerequisites: Skill emphasis.
- Cool Under Pressure: The Dedicated hero selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress.
- Prerequisites: Skill emphasis plus either faith or aware.
Path of Charisma (Charismatic Hero)
Class Level |
Affinity Die |
Class Features |
Extra Attack | Custom Character Bonus |
---|---|---|---|---|
1st | - | Talent | - | - |
2nd | 1d2 | - | - | - |
3rd | 1d2 | Feat | - | - |
4th | 1d4 | - | - | Ability/Tech/Bonus Feat(Misc) |
5th | 1d4 | - | - | - |
6th | 1d6 | Talent | - | - |
7th | 1d6 | - | Extra Attack | - |
8th | 1d6 | - | - | Ability/Tech/Bonus Feat(Misc) |
9th | 1d8 | Feat | - | - |
10th | 1d8 | - | - | - |
11th | 1d8 | - | - | - |
12th | 1d10 | Talent | - | Ability/Tech/Bonus Feat(Misc) |
13th | 1d10 | - | Extra Attack | - |
14th | 1d10 | - | - | - |
15th | 1d12 | Feat | - | - |
16th | 1d12 | - | - | Ability/Tech/Bonus Feat(Misc) |
17th | 1d12 | - | - | - |
18th | 2d8 | Talent | - | - |
19th | 2d8 | - | Extra Attack | - |
20th | 2d8 | - | - | Ability/Tech/Bonus Feat(Misc) |
Ability Affinity: Charisma
Hit Die: 1d6 (First Level: 6, Level Up Average: 4)
Class Skills: 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: Ambassador, Field Officer, Swindler
Starting Feats: -
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.
- Charm 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 his 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. The charm bonus can’t be used against characters who are unfriendly or hostile. This ability can be taken more than once (for another gender).
- Favor: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. This is sorta like 'calling in a favor' to someone to bypass an otherwise difficult/boring task. By making a diplomacy skill check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. A Charismatic hero can only use this talent once per day and only if not Fatigued or Exhausted. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check. The GM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.
- Prerequisites: Charm.
- Captivate: The Charismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be flat-footed or not in combat, and must be able to see, hear, and understand the hero. To captivate a target, the hero must use a full round action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the captivation attempt by making a Wisdom saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha Mod bonus). If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. That target also takes disadvantage when doing any action against the Charismatic hero for 1 round. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened. A Charismatic hero can concentrate to keep a target captivated for additional rounds. The Charismatic hero concentrates all his or her effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.
- Prerequisites: Charm, Favor.
- Fast-Talk Talent Tree
- The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.
- Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, the Charismatic hero gets an 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 a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, and must be able to see, hear, and understand the hero. To dazzle a target, the hero must use a full round action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the dazzle attempt by making a Wisdom saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a disadvantage penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level. This is a mind effecting ability.
- Prerequisites: Fast-talk.
- Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, and must be able to hear and understand the hero. To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A taunt can be played on an opponent any number of times however each time the DC is reduced by 1. This is a Mind-Affecting ability.
- Prerequisites: Fast-talk, dazzle.
- Leadership Talent Tree
- The Charismatic hero has a talent for leadership and inspiration.
- Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their 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). 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 and accuracy checks. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally). And can only do this once per person per combat encounter.
- Prerequisites: 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 accuracy checks which stacks with the bonus from inspiration. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally). The Charismatic hero must have first Inspired the target ally with the 'Inspiration' talent.
- Prerequisites: 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 here.
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.
Some extra rules:
- Affinity Die is calculated by the first Core Class chosen.
- Players may only pick talents out of whatever classes gained a new level.
- Skill points gained is calculated by whatever Core class gained a new level.
- HP gained is calculated by the rules for whatever Core class gained a new level.
- The character gains no bonus for having classes with the same class skill.
- 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.