Advance Classes Scratch: Difference between revisions
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Revision as of 07:46, 17 September 2017
Combat Medic
Class Level |
Special |
---|---|
1st | Medic!, Quick Chemistry |
2nd | Extra Curricular Brewing |
3rd | Advanced Pharmaceuticals |
4th | Helpful Hand |
5th | Bonus Feat |
6th | I'm there when you need me! |
7th | In-Field Chemistry |
8th | Resolve |
9th | Never gonna let you go |
10th | Biological Weakness |
"No one gets left behind". That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war.
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused.
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death.
The fasted path to the Combat Medic is through the Path of Wisdom(Dedicated Hero), though other paths are possible.
Requirements:
- Level: At least Level 2
- Core Class: Path of Wisdom OR Ability: Wisdom Score 16+ OR Ability: Dexterity Score 16+ and Wisdom score of 10+
Restrictions:
Class Information:
Ability Affinity: Wisdom, Dexterity
Class Skills: Acrobatics (Dex), Craft [Chemical, Pharmaceutical], Pick Any One Knowledge(Int), Profession (Wis), Survival (Wis), Treat Injury (Wis)
Combat Medic's Class Features
- Medic!
- At 1st level, the Combat Medic is able to more quickly help people in need of aid. Treat Injury skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character.
- When a natural 20 is rolled for Treat Injury skill an Inertia point is earned and the Health restored is the maximum possible.
- Quick Chemistry
- At 1st level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft (Pharmaceutical) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2.
- At 5th level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.
- Extra Curricular Brewing
- You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can 'enhance' your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.
- Starting at 2nd level, the Combat Medic can craft Resistance Concoction and Boosters from the Medical Items list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or Pharmaceutical kit and a 'delivery method' such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the 'delivery method' device is not used up but a use of the Chemistry or Pharmaceutical kit is still used up.
- Advanced Pharmaceuticals
- At 3rd level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft Pharmaceuticals even if it exceeds there level limit. Also gains advantage when attempting to craft Pharmaceutical items outside of combat. This doesn't count toward the 'Extra Curricular Brewing'.
- Helpful Hand
- At 4th level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the Treat Injury check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the Treat Injury check. As long as they don't roll a natural 1.
- At 7th level the base HP is now +4 HP even if fail and at 10th it is now 2 advantage bonuses stacked and +8 HP even if fail.
- Bonus Feat
- At 5th level, the Combat Medic gains a Bonus Feat they can choose from the following Categories:
- I'm there when you need me!
- At 6th level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.
- In-Field Chemistry
- Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war.
- Started at 7th level, the Combat Medic gains advantage when ever attempting to Identify, Study, or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.
- Resolve
- Beginning at 8th level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and Intimidate checks.
- Never gonna let you go
- At 9th level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device.
- Biological Weakness
- At 10th level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a Knowledge Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.
Dimension Knight
Class Level |
Special |
---|---|
1st | Detect Rift, Order Talent |
2nd | Dimensional Tricks, |
3rd | Weapon Training, |
4th | Dimensional Tricks |
5th | Gate Traveler, Order Talent |
6th | Dimensional Tricks |
7th | Always suited |
8th | Expert Weapon Training, Dimensional Tricks |
9th | No Place Like Home |
10th | Dimensional Tricks, Order Talent |
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn't shaped like the Milky Way. In the Milky Way the 'Ring of Life' is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere.
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently 'awoken' her powers and that it sent some sort of 'ripple' through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same.
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them?
It wasn't until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them.
Player's pick Dimensional Knight if they want Character's that travel far and wide under the clock of a secret Order which has it's goals rooted within fabric of the cosmos itself.
The fastest path too this Hero is through the Path of Strength(Strong Hero)
Requirements: To qualify to become an Dimension Knight , a character must fulfill the following criteria.
- Level: At least Level 2
- Core Class: Path of Strength OR Ability: Strength Score 16+ OR Ability: Wisdom Score 15+ and Strength score of 12+
- Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)
Restrictions:
- Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.
Class Information:
Ability Affinity: Strength and Wisdom
Class Skills: The Dimension Knight’s class skills are as follows. Athletics (Str), Intimidate (Cha), Choose Any One Knowledge(Int), Study (Int), Sense Motive (Wis), and Survival (Wis).
Feat Bonuses: Melee Weapon Focus
Extra Info: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)
Dimension Knight's Class Features
- Detect Rift
- Starting at the 1st level. Using a Perception check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect 'Gates' or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.
- Dimensional Tricks
- Starting at 2nd and preceding on every even level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At 2nd level the Dimensional Knight actually gains 2 Dimensional Tricks.
- Weapon Training
- At 3rd level the Dimension Knight is granted the Melee Weapon Focus feat.
- At 8th level the Dimension Knight gets to pick another feat from the Melee Weapon Combat as part her Expert Weapon Training.
- Gate Traveler
- Starting on the 5th level the Dimension Knight can open up a 'Gate' to travel through. 'Gates' are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a Survival Check to see if the Character's action on the Gate is successful. The actions are to 'open', 'stabilize/make unstable', 'close'. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn't determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them.
- If you want to travel through the Gate another Survival check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just Nauseated. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM's Mod. The Dimension Knight can add their Character's Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.
- A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn't have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training.
- Always suited
- At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree.
- Expert Weapon Training
- At 8th level the Dimension Knight can gain a Feat from the Melee Weapon Combat.
- No Place Like Home
- At 9th level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area's energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the 'Gate Traveler' talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This 'mark' is detectable by other Dimension Knight's as an apposed Perception check against the Dimension Knight's Survival check. The process has to be done over again if any Spacetime disturbance happens at the 'marked' location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.
- There is no going back. Opening the Gate doesn't require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can 'mark' as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.
The Order's of Dimension Knights
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves Unity. The Order of Unity dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves The Divergent. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity.
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became 'awoken' with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up.
Admits all this rising doom there is a new group. The Order of Nature. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: "Just enjoy the now" or "Do whatever feels best for the Dimension you are in". Either case the Order of Nature tries to make sure Gates 'naturally' run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.
- The Order of Unity
- In the "Gate Traveler" Talent the Unity Knight gets to add their Character Advantage Die too "stabilize" and "close" actions on any spacetime anomalies.
- Friendly Portal
- Gained at 1st level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.
- The Temple is My Home
- At 9th level a Dimension Knight is gains the 'No Place Like Home'. However a Unity Knight also gains instant access to a 'Temple' or safe haven and can use this talent to access that location at 5th level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn't count toward there total number of places they can 'mark'. At 9th level they can the normal talent and all its abilities.
- Singularity
- At 10th level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity.
- This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.
- The Order of Divergent
- In the "Gate Traveler" Talent the Divergent Knight gets to add their Character Advantage Die too "make unstable" and "open" actions on any spacetime anomalies.
- Bend to my Will
- Gained at 1st level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to 'soften' a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the Shaken for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.
- Extra Combat Training
- Gained at 5th level. This gains the Divergent Knight another Feat from the Melee Weapon Combat category.
- The Divided
- Gained at 10th level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to 'dump' its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage.
- This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/Chemical damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.
- The Order of Nature
- Gained at 1st level. In the "Gate Traveler" Talent the Nature Knight gets to add an advantage bonus to Survival checks when traveling through a dimensional Gate.
- Sense Knight
- Gained at 5th level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal Perception check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.
- Master of Tricks
- Gained at 5th level. Gain another Trick but you do not need to obey Order restrictions.
- Into Chaos
- Gained at 10th level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its 'cool' or at least useful the craft of summoning such power into this Dimension is not perfectly honed.
- The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an Acrobatics check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15.
- The range of the 'Into Nature' attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.
Dreadnought
Class Level | Special |
---|---|
1st | Ability Surge, Fearless |
2nd | Well Grounded, Resolve |
3rd | Unhindered, Steamroller |
4th | Ideology Talent |
5th | Bonus Feat |
6th | Knockdown |
7th | Heavy Artillery |
8th | Greater Surge |
9th | Tirelessly |
10th | Finial Strike |
Science continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans.
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the "Walking Tank" a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction.
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.
The fastest path into this advanced class is through the Path of Constitution(Tough Hero), though other paths are possible.
Requirements: To qualify to become a Dreadnought, a character must fulfill the following criteria.
- Level: At least Level 2
- Core Class: Path of Constitution OR Core Class: Path of Strength OR Ability: Constitution Score 16+ OR Ability: Strength Score 16+
- Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in "Extra Info" and "Class Features" sections)
Restrictions:
- Class: A Character with the Dreadnought cannot pick to the the Helix Warrior.
Class Information:
Ability Affinity: Dexterity and Constitution
Class Skills: The Dreadnought’s class skills are as follows. Acrobatics (Dex), Athletics (Str), Intimidate (Cha), Profession (Wis)
Extra Info: At first level the Dreadnought has to choose what ideology to follow.
Dreadnought's Class Features
The following class features pertain to the Dreadnought advanced class.
- Ability Surge
- Starting at 1st level, the Dreadnought's uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is Fatigued. If already Fatigued then they are Exhausted. If already Exhausted then they become Unconscious.
- When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.
- Fearless
- Started at 1st level, the Dreadnought is immune to fear effects.
- Well Grounded
- The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.
- Resolve
- Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and Intimidate checks.
- Unhindered
- At 3rd level, the Dreadnought can ignore the movement penalties of armor.
- Steamroller
- Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.
- Ideology Talent
- This is a Talent that is provided by the Dreadnought's Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.)
- Bonus Feat
- The Dreadnought gains a Bonus Feat from one of the following categories: Misc Feats, Combat Martial Arts, Melee Weapon Combat
- Knockdown
- At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.
- Heavy Artillery
- Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.
- Greater Surge
- At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.
- Tirelessly
- At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.
- Finial Strike
- If they kill an enemy with a critical hit or perform a 'Coup de Grace' or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.
Dreadnought Ideologies
Law and Order
- Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority.
- Bonus: Intuition: The Dreadnought gains Sense Motive as a class skill. If already a class skill it gains a Rank.
- Bonus Talent - I Am The Law!
- The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals.
- Bonus Talent - Master Defender
- Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.
- The bonus increases to +2 at 7th level and +3 and 10th level.
Life above all
- Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution.
- Bonus: Big Heart: An advantage bonus too all Diplomacy checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails.
- Bonus Talent - Helping Hands
- At 4th level the Dreadnought gains Treat Injury as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to Treat Injury.
Duty and Doctrine
- Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.
- Bonus: Indoctrination: An advantage bonus to Int and Wis Modifiers when defending against Bluff, Diplomacy, Intimidate checks.
- Bonus Talent - Civics Class
- At 4th level, the Dreadnought gains the Knowledge Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill.
Survival of the Fittest
- Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the 'Natural Order of Things' and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn't. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed.
- Bonus: Self Sufficient: The Dreadnought gets a Misc +1 bonus too the Survival skill.
- Bonus Talent - Damage Reduction
- Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.
Vigilante
- Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and "The System". And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others "Robin Hoods" of space.
- Bonus: Justifying Reasoning: The Vigilante Dreadnought gets the Knowledge Current Events as a class skill with a Misc +1 bonus too it automatically.
- Bonus Talent - Reckless Behavior
- Gain the Reckless Behavior Talent from the Starfighter's Class Features.
Engineer
Class Level | Special |
---|---|
1st | Quick Construction Professional Repair |
2nd | Overload |
3rd | Combat Mechanics Training |
4th | Reconfigure Weapon |
5th | Bonus Feat Improved Quick Construction |
6th | Engineer's Eye |
7th | Beyond the Specifications |
8th | Extra Curricular Training |
9th | Trained Professional |
10th | Engineering Miracle |
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony.
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer's forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons.
The fastest path into this advanced class is through the Path of Intelligence(Smart Hero), though other paths are possible.
Requirements: To qualify to become an Engineer, a character must fulfill the following criteria.
- Level: At least Level 2
- Core Class: Path of Intelligence OR Ability: Intelligence Score 16+ OR Ability: Wisdom Score 15+ and Intelligence of 12+
Restrictions:
- Cannot use Heavy Weapons
Class Information:
Ability Affinity: Intelligence and Wisdom
Class Skills: The Engineer’s class skills are as follows. Computer Use (Int), Craft [Electronic, Mechanical, Structural](Int), Disable Device (Int), Choose Any Three Knowledge(Int), Study(Int)
Engineer's Class Features
- Quick Construction
- At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2.
- At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.
- Professional Repair
Craft (Repair) DC (+5 in combat) |
Damage Repaired |
---|---|
0-15 | No Damage repaired |
16-20 | 1d6 + Engineer Level |
21-25 | 2d6 + Engineer Level |
26-30 | 3d6 + Engineer Level |
31-35 | 4d6 + Engineer Level |
36-40 | 5d6 + Engineer Level |
40+ | 6d6 + Engineer Level |
- At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct Professional Kit or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.
- Overload
- At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn't cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute.
- Combat Mechanics Training
- At 3rd level the Engineer gets the Power Armor Expert feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions.
- Reconfigure Weapon
- At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the Advanced Weapon Creation rules and allows for an already constructed weapon to be modified according to the Engineer's crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be Masterworked according to crafting rules or Up-Tech to whatever the Engineer's Tech Level is.
- Bonus Feat
- At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: Core Class Plus, Misc Feats, Melee Weapon Combat, Ranged Combat, Space Ship Operations.
- Engineer's Eye
- At 6th level the Engineer gets a +2 to Perception and Passive Perception when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.
- Beyond the Specifications
- At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour.
Melee Weapons | DC | - | Ranged Weapons | DC | - | General Equipment | DC |
---|---|---|---|---|---|---|---|
Weapon does extra +1d6 (+1d for every +10 DC) | 25 | - | Weapon does extra +1d6 (+1d for every +10 DC) | 25 | - | Combined Uses of to of the same item | 25 |
Weapon ignores 2 DR (+2 for every +5 DC) | 30 | - | Weapon ignores 2 DR (+2 for every +5 DC) | 30 | - | Up Techs Shield effect by +1 increment | 30 |
Weapon’s Crit multiplier +1 (+1 for every +10 DC) | 35 | - | Weapon’s Crit multiplier +1 (+1 for every +10 DC) | 35 | - | Increases range of item by %50 | 35 |
Weapon also shaken target for 1 round | 25 | - | Weapon's Accuracy +1 (+1 for every +5 DC) | 30 | - | Increases Misc Bonus by +1 | 30 |
Weapon damage type is changed | 30 | - | Add's extra damage type 1d4 (+1d for every +5 DC) | 30 | - | - | - |
Weapon leaves target dazed for 1d4 rounds | 35 | - | - | - | - | - | - |
Weapon also stuns target for 1d4 rounds | 40 | - | - | - | - | - | - |
- Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.
- Extra Curricular Training
- At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on.
- Software Engineering: The Engineer gets a +1 Misc Bonus to Computer Use and the Quick Construction talent now applies to virus crafting.
- Electrical Engineering: The Engineer gets a free Rank in Craft Electronics. The Engineer picks a 'favored' item from General Equipment that is considered small size or smaller and requires Electronics to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Wisdom check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.
- Mechanical Engineering: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of Electronics.
- Trained Professional
- A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.
- During any round in which the Engineer uses the Computer Use, Craft, Disable Device, or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.
- Engineering Miracle
- At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.
- Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.
- Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.
- Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure.
- Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.
Envoy
Class Level | Special | Technique Usage by Level | ||||
---|---|---|---|---|---|---|
0* | 1st | 2nd | 3rd | |||
1st | Plenipotentiary Privileges, Stipend | 2 | - | - | - | |
2nd | Open arms | 2 | 1 | - | - | |
3rd | Intuitive | 3 | 1 | 1 | - | |
4th | Cultural Expert | 3 | 2 | 1 | - | |
5th | Bonus Feat | 4 | 2 | 2 | 1 | |
6th | Slave too Bureaucracy | 4 | 3 | 2 | 1 | |
7th | Upper Management | 5 | 3 | 3 | 2 | |
8th | Upper Management | 5 | 4 | 3 | 2 | |
9th | Select Consuls | 6 | 4 | 4 | 3 | |
10th | Demanding Presence | 3 | 3 | 2 | 1 | |
*Level 0 Techniques can be preformed at will infinity with the Technique Novice Feat. |
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy's are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens.
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.
The fastest path into this advanced class is trough the Path of Charisma(Charismatic Hero), though other paths are conceivable.
Requirements: To qualify to become an Envoy, a character must fulfill the following criteria.
- Level: At least Level 2
- Core Class: Path of Charisma OR Ability: Charisma Score 16+ OR Ability: Wisdom Score 15+ with Charisma score of 12+
- Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).
Restrictions:
- Feats: The Envoy cannot use Power Armor.
- Weapons: The Envoy cannot use melee/martial weapons with advantage
Class Information:
Ability Affinity: Charisma and Wisdom
Class Skills: The Envoy’s class skills are as follows. Diplomacy (Cha), Intimidate (Cha), Profession (Wis), Sense Motive (Wis), and Language (none). Choose Any Two Knowledge Skills(Int).
Technique Ability Affinity: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques.
Feat Bonuses: Leadership
Extra Info: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located here. This will add extra bonuses too the Envoy.
Envoy's Class Features
- Plenipotentiary Privileges
- Starting at 1st level, if the Envoy is arrested for a crime, she can make a Diplomacy check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy's consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s Diplomacy check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.
- Stipend
- Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a Profession's Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.
- Open Arms
- Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all Diplomacy checks.
- Intuitive
- Started at 3rd level, the Envoy gains advantage to Sense Motive checks.
- Cultural Expert
- At 4th level the Envoy's abilities and profession lead them to a better understanding of common cultures. If Knowledge Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.
- Bonus Feat
- At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat.
- Slave too Bureaucracy
- At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.
- Restricted Access
- At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on Study checks.
- Upper Management
- At 8th level the Envoy gains the Manager feat for free.
- Select Consuls
- At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés" privileges.
- Demanding Presence
- The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an Intimidate check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy's Intimidate check). If the target fails they Frightened for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become Cowering, if already Cowering they can become Panicked. If they succeeded the check and they are already one of these conditions the previous condition doesn't go away. The turn counter of 1d6 turns doesn't reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.
Envoy's Allegiances
Corporation[s] Entity
- Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy's that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy's insure that conflicts of any kind do not get in the way of Corporation goals.
- Bonus: Insider Knowledge: A bonus too Diplomacy and Intimidate checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too Computer Use checks when attempting to get information from a computer owned by a corporation. The class also gets the Knowledge Business as a Class skill and gets a Misc +2 bonus too it.
Small to Medium Sized Government
- A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy's that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.
- Bonus: Ambitious: The Envoy is more likely to get promoted. Advantage bonus too Profession checks. The Envoy also gets an advantage bonus to the Intimidate checks when dealing with government agencies. The Envoy also gets Knowledge Local as a class skill with a Misc +2 to the skill.
Large or Empire Government
- There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire.
- Bonus: Powerful connections: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the "Diplomatic Immunity" table. The class also gets the Knowledge Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to Intimidate checks when dealing with government agencies.
Religious Institution
- Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.
- Bonus: Strong Convictions: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to Bluff,Intimidate or use Diplomacy against them.
Crime Syndicate
- You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the 'Boss' or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure 'Family' or 'Business' is always seen as important, respected, official. No funny business too see here.
- Bonus: Corruption: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the Upper Management talent with Well Informed. This provides an advantage bonus when using the Diplomacy Gather Information skill check.
Rebel Cause
- At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the 'enemy' and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change.
- Bonus: Rebel: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace 'Stipend' with Negotiator. This provides +1 Misc score to either Diplomacy, Bluff, Intimidate, Sense Motive at 1st, 4th, 7th, and 10th level.
Starfighter
Class Level | Special |
---|---|
1st | Pilot Training, Reckless Behavior |
2nd | Sharp Reflexes, Dirty Fighting |
3rd | Do a barrel roll! |
4th | Bonus Feat, Shake, Rattle, And Roll |
5th | To the max! |
6th | Pilot's Awareness, Daredevil |
7th | Intimidating Reputation |
8th | Bonus Feat, Keep it together |
9th | Cool Under Pressure |
10th | Pilot's Luck |
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible.
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer.
Choose the Starfighter if you want your character to be an astrogatin', battleship-hatin' fighter jockey with confident skills in the pilot seat and elsewhere.
The fastest path into this advanced class is through the Path of Dexterity(Fast Hero), though other paths are certainly possible.
Requirements: To qualify to become a Starfighter, a character must fulfill the following criteria.
- Level: At least Level 2
- Core Class: Path of Dexterity OR Ability: Dexterity Score 16+ OR Ability: Wisdom Score 15+ and Dexterity score of 12+
Restrictions:
- Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting
Class Information:
Ability Affinity: Dexterity and Wisdom
Class Skills: The Starfighter’s class skills are as follows. Acrobatics(Dex), Bluff(Cha), Pilot(Dex), Perception(Wis), Survival(Wis).
Starfighter's Class Features:
- Pilot Training
- Starting at 1st level, a Starfighter automatically gains the Spaceship Helm Officer and Guide feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.
- Reckless Behavior
- The Starfighter's reckless nature can sometimes get them in nature. This ability is granted at 1st level. At the start of combat the Starfighter can 'jump the gun' to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat.
- Sharp Reflexes
- Starting at 2nd level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.
- The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.
- Dirty Fighting
- At 2nd level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a Bluff check DC 12 + Wisdom Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.
- At Character level 10 this changes to 1d6 rounds.
- Do a barrel roll!
- At 3rd level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.
- Bonus Feat
- The Starfighter gains a Bonus Feat at 3rd and 8th levels. You can choose from the following categories. Misc Feats, Space Ship Operations, Two-Weapon Fighting
- Shake, Rattle, And Roll
- At 4th level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at 4th level, twice per day at 7th level, and three times per day at 10th level.
- To the max!
- At 5th level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.
- This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter's base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.
- Pilot's Awareness
- At 6th level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive Perception and +1 Misc bonus to Perception skill checks.
- Daredevil
- At 6th level the Starfighter gains the Drive By Attack feat.
- Intimidating Reputation
- Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At 7th level The Starfighter gets a +2 Misc bonus too Intimidate Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to Intimidate the enemy ship they can make reference too there skilled Pilot at the helm and gain the same bonus.
- Keep It Together
- At 8th level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.
- Cool Under Pressure
- At 9th level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.
- Pilot's Luck
- Starting at 10th level, a Starfighter shows off there 'skill' or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at Character Level 15 that changes to 2 times per day.
- - When piloting the Starfighter can choose between the following bonuses for one round.
- Provide an advantage bonus to both the accuracy check and damage of the Ship's Weapon systems.
- Provide a +6 to AC to avoid being hit.
- Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.
- Allow another person to preform a Grapple Function with Advantage.
- - When when normal combat for one round.
- Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.
- When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.
- Before doing a saving throw the Pilot can declare 'Pilot's Luck' or they can say 'Dumb Luck' and if they can roll twice and take the one with the better outcome.
Technosavant
Class Level |
Cybernaut | - | Robotic Master |
---|---|---|---|
Special | - | Special | |
1st | Technocant | - | Technocant, Robotic Friend |
2nd | Tech Hoarder | - | Tech Hoarder |
3rd | - | Robomancer, Field MARS Surgeon | |
4th | Technophile | - | Technophile |
5th | Bonus Feat, Robotic Vulnerability | - | Bonus Feat, Robotic Vulnerability Technique Integration |
6th | Virtual Houdini | - | Virtual Houdini |
7th | - | Advanced MARS Surgeon | |
8th | Build Prototype | - | Build Prototype |
9th | - | Technique Integration | |
10th | Greater Vulnerability | - | Greater Vulnerability, Robotic Combo Attack |
The teacher walked up to April's desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl's homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. "Uhrm... Miss April a moment of your time." The teacher said with a pause hoping to get Apirl's attention. He failed. Apirl's eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. "UH HRM! Miss April a moment PLEASE!" The teacher said this time with resolve in his voice.
"Huh?" shocked out of a trance she looks up at the teacher eying the tablet in his hand.
The teach satisfied that the response was enough. "Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don't do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering." He finished the sentence with his nose a little higher in the air.
"Ok... whatever. I don't care much to be a Engineer anyway. My interest is in robotics." April replied instantly.
"Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?" The teacher stammered
"No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn't a robot, I don't care much to learn about it." And with that she went back to her work.
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years.
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly.
Player's who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.
The fastest path into this advanced class is through the Path of Intelligence(Smart Hero), though other paths are possible.
Requirements: To qualify to become a Technosavant, a character must fulfill the following criteria.
- Level: At least Level 2
- Core Class: Path of Intelligence OR Ability: Intelligence Score 16+ OR Ability: Wisdom Score 15+ and Intelligence score of 12+
Restrictions:
- Class: The Technosavant cannot also be a Xenophile advance class.
- Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.
Class Information:
Ability Affinity: Intelligence and Wisdom
Class Skills: The Technosavant’s class skills are as follows: Computer Use (Int), Craft both [Electrical, Mechanical](Int), Disable Device (Int), Choose Any Two Knowledge (Int), Language (none), Study (Int),
Feat Bonuses: Computer Wiz or Jerry Rigging. (Player chooses at level 1 Technosavant
Technosavant's Class Features
The following class features pertain to the Technosavant advanced class.
- Cybernaut or Robotic Master
- At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.
- Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.
- Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations.
- Technocant
- Starting at 1st level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant's Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15).
- Tech Hoarder
- At 2nd level, the Technosavant's curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the Salvage feat.
- Technophile
- At 4th level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.
- Bonus Feat
- At 5th level the Technosavant can choose from the following feat categories: Misc Feats, Leadership & Companions
- Robotic Vulnerability
- A Technosavant of 5th level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the Disable Device skill. They also gain +1 Misc bonus to Disable Device skill.
- Virtual Houdini
- A Technosavant of 6th level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to Computer Use.
- Build Prototype
- At 8th level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant's current Tech Level is increased by +5 per tech level higher then her own.
- Greater Vulnerability
- At 10th level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to Disable Device skill.
Cybernaut
WORK IN PROGRESS NOT READY FOR ALPHA TWO
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay 'normal' looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.
- Cybermancer
- Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.
- Super Cybersurgeon
- At 6th level, the Technosavant gains an advantage bonus on Treat Injury checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.
- Distill Information
- A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.
Robotic Master
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits.
- Robotic Friend
- At level 1 the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the Hero Companions page. Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.
- Robomancer
- At 3rd level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.
- Field MARS Surgeon
- Starting on the 3rd level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a Treat Injury skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.
- Technique Integration
- At 5th level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at 9th level.
- Advanced MARS Surgeon
- At 7th level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.
- Robotic Combo Attack
- At 10th level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.
Xenophile
Class Level |
Xeno-Master | - | Xeno Philotherian |
---|---|---|---|
Special | - | Special | |
1st | Xenolore, Xeno Resistance | - | Xenolore, Xeno Imprinting, Handle Animal |
2nd | Quick Chemistry, Xeno Hunter | - | Quick Chemistry, Treat Animal |
3rd | Xeno Biology | - | Xeno Biology |
4th | Xeno Study | - | Xeno Training |
5th | Bonus Feat, Xeno Resistance +2 | - | Bonus Feat |
6th | Quick Chemistry+, Xeno Hunter+ | - | Quick Chemistry+, Treat Animal+ |
7th | Xeno Defender, Advanced Alien Biology | - | Xeno Training+ |
8th | Renowned | - | Renowned |
9th | Alien Insights | - | Treat Animal+ |
10th | Xeno Defender+, Xeno Resistance +3 | - | Xeno Training+ |
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.
Usually this interest and even sometimes love for other species doesn't bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments.
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible.
Either case Xenophile's are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien "monsters".
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!
The fastest path into this advanced class is through the Path of Wisdom(Wise Hero), though other paths are possible.
Requirements: To qualify to become a Xenophile, a character must fulfill the following criteria.
- Level: At least Level 2
- Core Class: Path of Wisdom OR Ability: Wisdom Score 16+ OR Ability: Wisdom score 15+ and Charisma score of 12+
Restrictions:
- Class: Cannot also be a Technosavant.
Class Information:
Ability Affinity: Wisdom and Charisma
Class Skills: The Xenophile’s class skills are as follows. Craft(Int) [Chemical, Pharmaceutical], Diplomacy (Cha), Choose Any Two Knowledges (Int), Study (Int), Survival (Wis), Treat Injury (Wis)
Feat Bonuses: Xenomedic
Xenophile's Class Features
The following class features pertain to the Xenophile advanced class.
- Xeno-Master or Xeno Philotherian
- At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both.
- Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope.
- Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.
- Xenolore
- At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the Knowledge check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.
- Quick Chemistry
- At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft (Pharmaceutical) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2.
- At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.
- Xeno Biology
- All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, Survival check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal.
- Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile's level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile's Wisdom Mod turns.
Helpful (Pharmaceuticals) | - | Harmful (Chemicals) | ||||
---|---|---|---|---|---|---|
Effects | DC | Cost | - | Effects | DC | Cost |
Xeno Morph Gills: Provides gills to breath under water for X hours.* | 20 | 250 | - | Poison - Calming Pill: Makes target Fatigued. Con saving DC12 + X.* | 20 | 250 |
Toxin Flush: Removes unwanted/foreign toxins form the animal body. | 20 | 250 | - | Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.* | 20 | 250 |
Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* | 20 | 250 | - | Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* | 20 | 300 |
Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* | 20 | 250 | - | Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target Nausteated, Wis saving DC12 + X.* | 25 | 300 |
Resistance: Grants X DR to just a damage type for X amount of turns.* | 25 | 300 | - | Poison - Sleeping Pill: If Target Fatigued makes them: Exhuasted. Con saving DC12 + X.* | 25 | 300 |
Adrenaline Shocker: Takes a dying and revives with 2HD. | 25 | 300 | - | Poison - Shock Fluid: Makes target Shaken or worse** for X turns.* | 30 | 300 |
Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* | 25 | 350 | - | Poison - Hysteria: Makes target Panicked for 1d4 turns. Wis saving DC12 + X.* | 35 | 400 |
Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* | 25 | 300 | - | |||
Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* | 30 | 350 | - | |||
*X = 1/2 Xenophile level round up. | ||||||
**If already Shaken then go up Dazed, if already Dazed then Stunned but no higher. |
- Bonus Feat
- The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it.
- Renowned
- At 8th level the Xenophile's published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her Profession rank which includes Credit Score bonus. They also gain advantage when doing Diplomacy, Bluff, or Intimidate checks when talking to a fellow Scientist or Alien hobbiest.
Xeno-Master
- Xeno Resistance
- At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own.
- This bonus increases to +2 at 5th level and +3 at 10th level.
- Xeno Hunter
- At 2nd level, a Xeno-Master gains +1 Misc bonus to Survival skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature.
- At 6th level this turns to +2 Misc bonus to Survival skill and +3 damage to any alien monster or non-sentient alien creature.
- Xeno Study
- At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master's Wisdom modifier number of rounds.
- Advanced Alien Biology
- At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.
- Xeno Defender
- At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft + 5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.
- Alien Insights
- At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.
- At Character 18th character level this can be done once per target.
- At 10th level this becomes +3 AC / +2 DR.
Xeno Philotherian
- Xeno Imprinting
- At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what's necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn't need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time.
- The Xeno creature rules are located on the Hero Companion page.
- Handle Animal
- The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both Diplomacy and Survival into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either Diplomacy or Survival and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.
- Treat Animal
- At 2nd level the Philotherian shows her training and close care of animals with the ability to preform Treat Injury on her nearly imprinted creature with advantage even when in combat.
- At 6th level the Philotherian can preform Treat Animal (Treat Injury) to the animal in her care as a Simple action while still having advantage.
- At 9th level the Philotherian can preform Treat Animal (Treat Injury) to the animal in her car as a Free action while still having advantage.
- Xeno Training
- At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.
- At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.