Advance Classes: Difference between revisions

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== Dreadnought ==
== Dreadnought ==
Science has help teach a lot about the biology of ones own species. Advance Civilizations have not wasted such information. Wishing to bring the best out of own-self 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 build up 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.  
Science has help teach a lot about the biology of ones own species. Advance Civilizations have not wasted such information. Wishing to bring the best out of own-self, 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 build up 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 possibly thousands of years now. Most people who consider themselves to be such are so on there own free will. Sometimes referred too 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
The term Dreadnought was coined at some point in history and it has stuck for possibly thousands of years now. Most people who consider themselves to be such are so on there own free will. Sometimes referred too 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
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;Heavy Artillery
;Heavy Artillery
Beginning at 8th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in one hand and if they are considered light weapons.
Beginning at 8th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in one hand and if they are considered light weapons.


== Engineer ==
== Engineer ==

Revision as of 07:54, 3 July 2015

Ambassador

Diplomats, Dignitaries and Consultants can all full under the title of Ambassador. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Ambassador's are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Ambassador strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Ambassador 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 Ambassador chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Ambassador does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens.

Choose to play as an Ambassador if you want your Character to excel at negotiations and have political connections and influence.

The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are conceivable.

Requirements

To qualify to become an Ambassador, a character must fulfill the following criteria.

  1. Skills: Diplomacy 6 ranks, Knowledge (civics) 6 ranks, Knowledge (theology and philosophy) 6 ranks. Charismatic Hero Talents: Charm, favor.
  2. Allegiance: An Ambassador must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Ambassador breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).


Class Information:

Ability Affinity: Charisma and Intelligence

Action Points: The Ambassador gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills: The Ambassador’s class skills are as follows. Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, history, theology and philosophy) (Int), Profession (Wis), Research (Int), Sense Motive (Wis), and Language (none).


Table: The Ambassador
Class
Level
Affinity
Bonus
Special
1st 0 Diplomatic immunity
2nd 0 Open arms
3rd 0 Bonus feat
4th 1 Information access
5th 1 Stipend
6th 1 Bonus feat
7th 1 Restricted access,
Bonus Attack
8th 1 Stipend
9th 1 Bonus feat
10th 2 Select consuls


Ambassador's Class Features:

Diplomatic Immunity
Starting at 1st level, if the Ambassador 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, and how authorities react if the Ambassador succeeds. See Table: Diplomatic Immunity for Diplomacy check DCs based on the severity of the crime. If one of the Ambassador’s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Ambassador may intercede on the consul’s behalf. One may aid the other’s Diplomacy check. An Ambassador 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.
Table: Diplomatic Immunity
Severity of Crime Examples DC Effect of Successful Diplomacy Check
Class 5 Disturbing the peace, public intoxication, noninjurious traffic violation 15 –2 penalty on subsequent Diplomacy checks in that area
Class 4 Possession of controlled substance, injurious traffic violation, operating business without a license, operating a vehicle or starship without a license, assault without a deadly weapon 20 –5 penalty on subsequent Diplomacy a checks in that area
Class 3 Attempted bribery of a public official, robbery or grand theft, aiding and abetting a known felon, assault with a deadly weapon, possession of a concealed weapon 25 –10 penalty on subsequent Diplomacy checks in the area
Class 2 Murder or manslaughter, fraud, smuggling, assault against a public official, trafficking in controlled substances 30 Deportation within 2d6 hours
Class 1 Conspiracy against the government, murder of a public official, sabotage of public utilities 35 Detention pending the diplomatic action by character’s affiliated government


Open Arms
Beginning at 2nd level, the Ambassador is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Ambassador class level on all Diplomacy checks.
Bonus Feats
At 3rd, 6th, and 9th level, the Ambassador gets a bonus feat. The bonus feat must be selected from the following list, and the Ambassador must meet all the prerequisites of the feat to select it. Attentive, Defensive Martial Arts, Dodge, Educated, Improved Initiative, Low Profile, Oathbound, Renown, Trustworthy.
Information Access
Starting at 4th level, the Ambassador can make Gather Information checks without spending money or making Wealth checks, provided she is dealing with individuals or organizations that are helpful, friendly, indifferent, or unfriendly toward her or those she represents. Dealing with individuals or organizations that are hostile requires the Ambassador to make Wealth checks as usual when using the Gather Information skill.
Stipend
Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 5th level, and again at 8th level, the Ambassador gains a one-time Wealth bonus increase of +4.
Restricted Access
At 7th level, the Ambassador 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 +5 bonus on Computer Use checks made to defeat computer security and a +5 bonus on Research checks.
Select Consuls
At 10th level, the Ambassador may appoint a number of individuals equal to her Reputation 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 Ambassador may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Ambassador to invoke or revoke a consul’s or attaché’s privileges.

Dogfighter

The job of a fighter pilot is a tough and dangerous. The years of intense training never truly prepares a Dogfighter for there first combat experience. Spewing from a mother ship in a blur, seeing in an instance a massive on-slot of thousands of other little ships so small they are barely visible on the canvas of stars that makes up the milky-way. Being illuminated in flashes by weapon fire going in an out almost seaming to twinkle. 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 Dogfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. Most realizing there own mortality end there service at such point and get picked up for there skills in much less dangerous positions. From flying dignitaries to pirating, to flying support for a cargo run. Recognized for there service even by nations that they did not fight for they are feared as some of the greatest pilots.

Choose the Dogfighter if you want your character to be an astrogatin', battleship-hatin' fighter jockey with confident skills in the pilot seat.

The fastest path into this advanced class is from the Fast hero basic class, though other paths are certainly possible.

Requirements

To qualify to become a Dogfighter, a character must fulfill the following criteria.

  1. Skills: Pilot 6 ranks.
  2. Feat: Starship Operation (ultralight).
  3. Dexterity Modifier of: +2.
Class Information

Ability Affinity: Dexterity and Wisdom

Action Points: The Dogfighter gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills" The Dogfighter’s class skills are as follows. Bluff (Cha), Computer Use (Int), Craft (electronic, mechanical) (Int), Knowledge (popular culture, streetwise, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Repair (Int).

Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).

Table: The Dogfighter
Class Level Affinity
Bonus
Special
1st 0 Bonus feat
2nd 1 Defender of the universe
3rd 1 Bonus feat
Extra Attack
4th 1 Shake, rattle, and roll (1/day)
5th 1 To the max!
6th 2 Bonus feat
7th 2 Shake, rattle, and roll (2/day)+
8th 2 Keep it together
9th 2 Bonus feat
Extra Attack
10th 2 Shake, rattle, and roll (3/day)


Dogfighter's Class Features:

Bonus Feats
At 1st, 3rd, 6th, and 9th level, the Dogfighter gets a bonus feat. The bonus feat must be selected from the following list, and the Dogfighter must meet all the prerequisites of the feat to select it.

Blind-Fight, Brawl, Gearhead, Improved Brawl, Improved Feint, Spacer, Starship Battle Run, Starship Dodge, Starship Feint, Starship Gunnery, Starship Mobility, Starship Operation, Starship Strafe, Zero-G Training.

Defender Of The Universe
Starting at 2nd level, a Dogfighter applies his new found skills in the forum of a bonus to the die result whenever he spends an action point to modify an attack roll, skill check, ability check, or saving throw made aboard a starship. The bonus is equal to his Dogfighter class level divided by 2 round down. So (Class Level / 2) round down.
Shake, Rattle, And Roll
At 4th level, a Dogfighter learns how rock an enemy starship with weapons fire. The Dogfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). A starship damaged by the Dogfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and gunners included) aboard the shaken ship take a –2 penalty on attack rolls, saving throws, and skill checks for 1 round. A Dogfighter 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 Dogfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet. The Dogfighter must be piloting the ship to increase its tactical speed.
Keep It Together
At 8th level, a Dogfighter can continue to operate a starship even after it has been reduced to negative hit points and has begun breaking apart. The ship may take one move action or one attack action each round. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Dogfighter and all other personnel aboard the ship are considered shaken, taking a –2 penalty on attack rolls, saving throws, and skill checks.

Dreadnought

Science has help teach a lot about the biology of ones own species. Advance Civilizations have not wasted such information. Wishing to bring the best out of own-self, 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 build up 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 possibly thousands of years now. Most people who consider themselves to be such are so on there own free will. Sometimes referred too 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

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 from the Tough hero basic class, though other paths are possible.

Requirements

To qualify to become a Dreadnought, a character must fulfill the following criteria.

  1. Skill: Intimidate 6 ranks.
  2. Feat: Improved Damage Threshold.
  3. Tough Hero Talents: Any two Tough hero talents.

Class Information:

Ability Affinity: Dextarity and Constitution

Action Points: The Dreadnought gains a number of action points equal to 1 + one-half her character level, rounded down, every time he attains a new level in this class.

Class Skills: The Dreadnought’s class skills are as follows. Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Profession (Wis), Survival (Wis), Swim (Str), Tumble (Dex).


Table: The Dreadnought
Class Level Affinity Bonus Special
1st +0 Fearless, stability, unhindered
2nd +1 Ability surge (1/day), steamroller
3rd +2 Bonus Feat
4th +3 Master defender (+2)
5th +3 Ability surge (2/day), knockdown
6th +4 Bonus Feat
7th +5 Master defender (+4)
8th +6 Ability surge (3/day), heavy artillery
9th +6 Bonus Feat
10th +7 Master defender (+6)


Dreadnought's Class Features

The following class features pertain to the Dreadnought advanced class.

Fearless

The Dreadnought is immune to fear effects.

Stability

The Dreadnought is incredibly sure-footed. She gains a +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack.

Unhindered

The Dreadnought treats any suit of armor worn as though its armor penalty is 2 better.

Ability Surge

At 2nd level, the Dreadnought can temporarily increase her Strength, but at a penalty to Defense. At 5th and 8th level, she can use this ability more frequently.

The Dreadnought gains a +8 morale bonus to Strength, but takes a –2 penalty to Defense. Activating ability surge is a free action, and the surge lasts for a number of rounds equal to the Dreadnought’s class level. Following the ability surge, the Dreadnought is fatigued for as many rounds as she surged, but may negate this penalty as a free action by spending an action point. The Dreadnought may use the ability surge once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level.

Steamroller

Starting at 2nd level, the Dreadnought does not need to move before making an overrun attempt against an opponent. She also gains a +2 bonus on any trip attack made against an opponent who blocks her overrun attempt.

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 +2 bonus to Defense (in addition to the dodge bonus to Defense 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 +4 at 7th level and +6 and 10th level.

Knockdown

At 5th level and beyond, whenever the Dreadnought is allowed to apply her Strength modifier to damage, she forces the target of her successful attack to make at a Fortitude save (DC = damage dealt) or be knocked prone by the force of the blow.

Heavy Artillery

Beginning at 8th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in one hand and if they are considered light weapons.

Engineer

Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make this 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 and how 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. In the middle of a battle if the teams firearms prove useless because of the atmosphere. 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 from the Smart hero basic class, though other paths are possible.

Requirements

To qualify to become an Engineer, a character must fulfill the following criteria.

  1. Skills: Computer Use 6 ranks, Craft (electrical) 6 ranks, Craft (mechanical) 6 ranks, Knowledge (technology) 6 ranks, Repair 6 ranks.
Class Information

Ability Affinity: Intelligence and Wisdom

Action Points:The Engineer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills: The Engineer’s class skills are as follows. Computer Use (Int), Craft (electronic, mechanical, structural) (Int), Disable Device (Int), Drive (Dex), Knowledge (physical sciences, technology) ( Int) , Navigate ( Int) , Pilot (Dex) , Profession (Wis), Repair (Int), Search (Int), Language (none).

Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).

Table: The Engineer
Class Level Affinity
Bonus
Special
1st 0 Builder, improve kit (+1)
2nd 0 Quick craft, superior repair
3rd 0 Bonus feat
4th 1 Improve kit (+2), reconfigure weapon, sabotage
5th 1 Craft XP reserve, quick craft
Extra Attack
6th 1 Bonus feat, craft XP reserve
7th 1 Craft XP reserve, improve kit (+3), quick fix
8th 2 Craft XP reserve, weapon upgrade
9th 2 Bonus feat, craft XP reserve
10th 2 Craft XP reserve, unflustered

Engineer's Class Features

Builder
At 1st level, the Engineer gains the bonus feat Builder.
Improve Kit (+1)
An engineer can use his know-how to upgrade an electrical or mechanical tool kit at no additional cost.
Electrical Tool Kit, Basic: For the cost of a basic electrical tool kit, an Engineer can assemble a mastercraft (+1) version of the kit that grants a +1 equipment bonus on all Repair checks made to fix electrical devices.
Electrical Tool Kit, Deluxe: For the cost of a deluxe electrical tool k it, an Engineer can assemble a mastercraft (+1) version that grants a +3 equipment bonus (instead of the usual +2 equipment bonus) on all Repair checks made to fix electrical devices and a +1 equipment bonus on all Craft (electrical) checks.
Mechanical Tool Kit, Basic: For the cost of a basic mechanical tool kit, an Engineer can assemble a mastercraft (+1) version of the kit that grants a +1 equipment bonus on all Repair checks made to fix mechanical devices.
Mechanical Tool Kit, Deluxe: For the cost of a deluxe mechanical kit, an Engineer can assemble a mastercraft (+1) version that grants a +3 equipment bonus (instead of the usual +2 equipment bonus) on all Repair checks made to fix mechanical devices and a +1 equipment bonus on all Craft (mechanical) and Craft (structural) checks.
Quick Craft
At 2nd level, an engineer learns how to craft ordinary scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build an ordinary scratch-built item, the Engineer reduces the building time by one-quarter. At 5th level, the Engineer reduces the building time of ordinary objects and mastercraft objects by half.
Superior Repair
At 2nd level, an Engineer learns improved ways of repairing robots, vehicles, mecha, starships, and cybernetic attachments.

An Engineer with a mechanical tool kit and an appropriate facility (a workshop, garage, or hangar) can repair damage to a robot, vehicle, mecha, starship, or cybernetic attachment. (Without a mechanical tool kit, the Engineer takes a –4 penalty on the Repair check.) With 1 hour of work, the engineer can restore a number of hit points based on his Repair check result, as shown in Table: Superior Repair. If damage remains, the Engineer may continue to make repairs for as many hours as needed to fully repair the damaged robot, vehicle, mecha, starship, or cybernetic attachment.

Table: Superior Repair:
Repair Check Result Damage Repaired
Less than 20 None
20–29 2d6 + Engineer class level
30–39 3d6 + Engineer class level
40 4d6 + Engineer class level
Bonus Feats
At 3rd, 6th, and 9th level, the Engineer gets a bonus feat. The bonus feat must be selected from the following list, and the Engineer must meet all the prerequisites of the feat to select it. Aircraft Operation (spacecraft), Builder, Cautious, Gearhead, Mastercrafter, Salvage, Surface Vehicle Operation, Vehicle Expert, Zero-G Training.
Improve Kit (+2)
At 4th level, the Engineer can assemble mastercraft (+2) electrical and mechanical tool kits. This ability works as the 1st-level improve kit class feature, except the equipment bonuses improve by an additional +1.
Reconfigure Weapon
At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfiguring a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfiguring a mastercraft weapon is slightly harder (DC 20 + the weapon’s mastercraft bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration imposes a –1 penalty on attack rolls made with the weapon but grants one of the following benefits indefinitely:
Changed Rate of Fire: The reconfiguration changes the weapon’s rate of fire. A semiautomatic-only weapon switches to an automatic-only weapon, or vice versa. This benefit applies only to a ranged weapon with either a semiautomatic or automatic fire setting.
Greater Ammo Capacity: The reconfigured weapon can hold 50% more ammunition than normal. This benefit applies only to weapons that take ammunition.
Greater Concealment: The reconfiguration grants a +2 bonus on Sleight of Hand checks made to conceal the reconfigured weapon.
Greater Range Increment: The reconfigured weapon’s range increment increases by 10 feet. This benefit applies only to weapons with range increments.
Signature Shooter: The weapon is reconfigured for a single individual’s use only and is treated as a unique exotic weapon. Anyone else who uses the weapon takes a –4 nonproficient penalty on attack rolls.
Weapons can be reconfigured multiple times; each time a weapon is reconfigured, it imparts a new benefit. Undoing an Engineer’s weapon reconfiguration requires 1 hour and a successful Disable Device check (DC 20 + the Engineer’s class level).
Sabotage
At 4th level and beyond, the Engineer can sabotage an electrical or mechanical object so that it operates poorly. The Engineer must succeed on a Disable Device check (DC 20) to accomplish the downgrade, and sabotaging a mastercraft object is slightly harder (DC 20 + the mastercraft object’s bonus feature). Noticing the Engineer’s handiwork without first testing the sabotaged device requires a successful Search check (DC = the Engineer’s Disable Device check result). Fixing the sabotaged item requires a successful Repair.
Sabotage Device: As a full-round action, the Engineer can reconfigure a device with electrical or mechanical components so that anyone who uses it suffers a penalty equal to the Engineer’s class level on skill checks made to use the device.
Sabotage Weapon: As a full-round action, the Engineer can sabotage a weapon so that it misfires or breaks the next time it is used. A sabotaged weapon cannot be used effectively until repaired. This use of sabotage also applies to vehicle and starship weapons.
Craft XP Reserve
Starting at 5th level, an Engineer with the Mastercrafter feat can build mastercraft electronic and mechanical devices without investing as much of himself in the process.

At 5th level and every level thereafter, an Engineer gains a special reserve of experience points equal to 100 × his Engineer class level. These extra experience points are separate from experience gained through level advancement and can only be used to make mastercraft items; they do not count toward level gain. An Engineer must spend the extra experience points he gains at each level, for when the Engineer gains a level, he loses any unspent experience points in his reserve.

Improve Kit (+3)
At 7th level, the Engineer can assemble mastercraft (+3) electrical and mechanical tool kits. This ability works as the 4th-level improve kit class feature, except the equipment bonuses improve by an additional +1.
Quick Fix
At 7th level, the Engineer can repair a mechanical or electrical device in half the normal time; see the Repair skill description for normal repair times. However, cutting the repair time increases the Repair check DC by 5.
Weapon Upgrade
At 8th level, an Engineer can upgrade handheld or robot-installed weapons, as well as weapon systems aboard vehicles, mecha, or starships.
Table: Weapon Upgrade :
Handheld/Robot Weapon Upgrade DC
Weapon also dazes target for 1 round 25
Weapon also knocks target prone 30
Weapon leaves target shaken for 1d4 rounds 35
Weapon also stuns target for 1d4 rounds 40
Vehicle/Mecha/Starship Weapon Upgrade DC
Weapon deals an extra two dice of damage 25
Weapon ignores 5 points of target’s hardness/DR 30
Weapon’s critical hit multiplier increases by 1 35
Weapon ignores 10 points of target’s hardness/DR 40
The Engineer must spend 1 hour tinkering with the weapon, after which he must succeed at a Craft (mechanical) check. The DC varies depending on how the weapon is modified, as shown in Table: Weapon Upgrade. If the skill check fails, the attempt to modify the weapon also fails, although the Engineer may try again. (The engineer may take 20 on the skill check, but the upgrade takes 20 hours to complete.) An upgraded weapon has a 10% chance of breaking after each time it is used; it cannot be used again until repaired, and repairing it requires 1 hour and a successful Repair check (DC 40).
Unflustered
A 10th-level Engineer can perform complicated tasks without provoking attacks of opportunity from adjacent foes.

During any round in which the Engineer uses the Computer Use, Craft, Demolitions, Disable Device, or Repair skill, he can first make a Concentration check (DC 15) to use the desired skill without provoking attacks of opportunity. Making the Concentration check doesn’t cost the Engineer an action. He may take 10 on the Concentration check, but he cannot take 20.


Electro-Mancer

Some species are more excepting of in-planets and cybernetics then others. One such specie's the Cryous where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the wearing aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale.

With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way's Ring of Life can enjoy this powerfully themed set of implants.

Player's Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with there mind. Producing shields, shocking enemies, and empowering themselves with powerful energy.

The fastest path into this advance class is from the Smart Hero basic class.

Requirements

To qualify to become an Electro-Mancer, a character must fulfill the following criteria.

  1. Base Class: Must have at least two levels in either the Path of Intelligence or the Path of Dexterity.
  2. Skills: 2 ranks in Computer Use, 2 ranks in Craft (Electronic), 2 ranks in Tech

Class Information:

Ability Affinity: Intelligence and Dexterity

Action Points: The Electro-Mancer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills: Computer Use (Int), Craft (Electronic, Mechanical), Decipher Script, Disable Device, Perception, Navigate, Study, Tech

Table: The Electro-Mancer
Class Level Affinity
Bonus
Special Technique Usage by Level
0* 1st 2nd 3rd 4th 5th
1st 0 Bonus feat
Electric Attack
2 1 - - - -
2nd 1 Talent 3 1 1 - - -
3rd 1 Bonus feat
Extra Attack
3 2 1 - - -
4th 1 Talent 3 3 2 - - -
5th 1 Improved Electric Attack 4 3 2 1 - -
6th 1 Talent 4 4 3 1 - -
7th 2 Bonus feat 4 4 3 2 - -
8th 2 Talent 4 5 4 2 1 -
9th 2 Bonus feat
Extra Attack
4 6 4 3 2 1
10th 2 Talent
Greater Electric Attack
4 6 5 3 2 2
*This only applies to how many the Character can learn. Level 0 spells can be cast at will infinity.

Electro-Mancer's Class Features

Bonus Feats
At 1st, 3rd, 7th, and 9th level, the Electro-Mancer gets a bonus feat.
Electric Attack
Starting at level one the Electro-Mancer gets an 'natural' attack ability. The attack is completely electric based and acts like a Ranged attack except you use Int as the modifier instead of Dex.

Damage is: 1d6 + 1/2 Electro-Mancer level. (Your Dex/Str do not factor into this attack like normal.)

Improved Electric Attack
Starting at level five the Electro-Mancer improves his natural attack ability by changing the hit die.

Damage is: 1d8 + 1/2 Electro-Mancer level.

Greater Electric Attack
Starting at level 10 the Electro-Mancer again improves his natural attack ability by changing the hit die.

Damage is: 1d10 + 5. (The Electro-Mancer's max level is 10. 1/2 of 10 is 5)

Talent Trees:

The two following talent trees focus on two different play styles for the Electro-Mancer. At 2nd, 4th, 6th, 8th, 10th the Electro-Mancer gets to pick a new talent.

Close Combat Expert
Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes.
  1. Quickened Electric Attack: The Electro-Mancer no longer invokes an attack of opportunity against his target when using Electric Attack when applicable. However this only accounts for his target. If other enemies are near Electric Attack is an Ranged attack and invoking an attack of opportunity may still apply.
  2. Imbued Force: Sacrificing a lvl 2 Technique the Electro-Mancer can get a +4 to any Melee/Ranged attack for the number of rounds equal to the characters Int Mod.
  3. Quicken Imbue Weapon: Permanently removing the use of lvl 1 Technique per day once this talent is taken the Electro-Mancer can now cast Imbue Weapon as an Fast Action and does not invoke an attack of opportunity. The weapon not only gets the additional 1d6 of electric damage but it now has a +1 to hit.
  4. Electrified Focus: Permanently removing the use of a lvl 4 Technique per day once this talent is taken the Electro-Mancer can pump the weapon hit die up to the next level. Which will bring it to d10. At level 10 this now goes to d12.
  5. Electric Speed: Permanently removing the use of a lvl 5 Technique per day once this talent is taken the Electro-Mancer now has the 'Spring Attack' feat even if he does not qualify. This will now allow the Electro-Mancer to move and attack and possibly move again in the same round. However the movement cannot add up to more then 30 feet and only counts as ground movement not other move actions.
Electric Savant
Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer's ranged Technique abilities.
  1. Electric Savant: Add your 1/2 the character's Int modifier (round down) to the number of Techniques can be used in every level. (Not learned however, this is just how many times a technique of a certain level can be used between resting.)
  2. Circuit Integration: +2 to Computer Use, and +2 to Decipher Script, can wireless access simple electronics as a fast action even in combat. A range of 5 ft per Int mod.
  3. Electric Meditation: Declare a full round action to focus on electric energy. And for every round afterward for 1/2 the Electro-Mancer's level add a +4 to all electric biased checks and techniques including damage.
  4. Sheer Force: Declaring a full round action the Electro-Mancer can preform two techniques in one turn. However the character can only use this talent once between rests.
  5. Electric Master: The Electro-Mancer can preform a technique as if it was of a higher level to imbue it with one of multi aspects. (Double the damage, treated as a fast action, double range). The Electro-Mancer can do this as many times as 1/2 the Int Mod a day (in between rests).

Explorer

Uncharted star system, nearly discovered ancient civilization, new planet that no sentient being has landed on. The explorer thrives at bring first, the unknown, and the challenge of it all. Some have there own agendas or work with a organization. But wither its money, frame or simply personal need, the Explorer's investigative abilities and curiosity is both impressive and dangerous. Explorer are driven too unraveling the secrets of vanished alien civilizations, mapping new star systems, surveying distant planets for colonization, digging for ancient treasures or even trying to travel beyond this dimension.

If Explorers aren't out alone they are found acting as scouts and guides in the far reaches of space.

Choose the Explorer if you want your Character to excel at exploration and uncovering secrets in places where most others fear to go.

The fastest path into this advanced class is from the Dedicated hero basic class, though other paths are possible.

Requirements: To qualify to become an Explorer, a character must fulfill the following criteria.

  1. Skills: Knowledge (earth and life sciences) 6 ranks, Knowledge (history, physical sciences, or theology and philosophy) 4 ranks, Search 4 ranks, Survival 6 ranks.
  2. Dedicated Hero Talent: Aware.


Class Information: The following information pertains to the Explorer advanced class.

Class Affinity: Wisdom and Charisma

Action Points: The Explorer gains a number of action points equal to 1 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills: The Explorer’s class skills are as follows. Bluff (Cha), Acrobatics (Str), Decipher Script (Int), Disable Device (Int), Drive (Dex), Handle Animal (Cha), Knowledge (arcane lore, art, earth and life sciences, history, physical sciences, theology and philosophy) (Int), Perception (Wis), Pilot (Dex), Language ( none) , Ride ( Dex) , Study (Int) , Sense Motive (Wis), Survival (Wis), Treat Injury (Wis).


Table: The Explorer
Class Level Affinity Bonus Special
1st +0 Explorer lore, survivalist
2nd +1 Resolve, skilled searcher
3rd +2 Bonus Feat
4th +3 Trap sense (+1)
5th +3 Extra step
6th +4 Bonus Feat
7th +5 Trap sense (+2)
8th +6 Explorer’s evasion
9th +6 Bonus Feat
10th +7 Extra step, trap sense (+3)


Explorer's Class Features

The following class features pertain to the Explorer advanced class.

Explorer Lore

An Explorer picks up stray and obscure facts during her adventures. She may make a special Explorer lore check with a bonus equal to her Explorer class level + her Intelligence modifier to see whether or not she knows some relevant knowledge about notable people, legendary items, or noteworthy places. If the Explorer has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check. She may take 10 but cannot take 20 on this check. An Explorer lore check does not reveal the powers of a magic or psionic item but may give some hint as to its general function; an Explorer may not take 10 or take 20 on this check.


Table: Explorer Lore
DC Type of Knowledge Examples
10 Common, known by at least a substantial minority of the local population. A local official’s hobbies and interests; common legends or rumors about a powerful place of mystery.
20 Uncommon but available, known by only a few people in the area. The coordinates of an known but uncharted world; legends or rumors about a powerful psionic artifact.
25 Obscure, known by few, hard to come by. The customs of a documented alien species; the true homeworld of an ancient royal dynasty.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the knowledge’s significance. The most likely location of a long-lost pharaoh’s tomb; the history of a powerful artifact and its creator; the likely coordinates of a fabled but as-yet-undiscovered planet.


Survivalist

At 1st level, the Explorer gains the bonus feats Guide and Track.

Resolve

Beginning at 2nd level, an Explorer gains a morale bonus equal to one-half her Explorer class level (rounded down) on saving throws to resist fear effects and Intimidate checks.

Skilled Searcher

When actively searching for secret doors or traps, an Explorer of 2nd level or higher gains a bonus on her Search checks equal to one-half her Explorer class level (rounded down).

Trap Sense

At 4th level, an Explorer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Defense against attacks made by traps.

These bonuses rise to +2 at 7th level and +3 at 10th level.

Extra Step

An Explorer of 5th level or higher can spend an action point to take an extra 5-foot step during her turn, as a free action. This extra 5-foot step does not provoke attacks of opportunity.

At 10th level, the Explorer can take the extra 5-foot step without spending an action point.

Explorer’s Evasion

If an Explorer of 8th level or higher is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Explorer suffers no damage if she makes a successful saving throw. If the Explorer already has evasion, she gains improved evasion instead. Improved evasion works similar to evasion, except the Explorer suffers only half damage on a failed saving throw.

Field Officer

Erie and almost sudden quite seams to blanket the cabin. The hum of the motors below seams to crawl up the soldier's legs to there minds as they sit in the evac vehicle as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades could of been sitting. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the motors hurriedly send whats left of his team across the bumpy landscape, looks at the faces of his mean and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. "First", he thought too himself, "I must not let them see me down."

The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding couter-terrorist team, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of the leader ship skills and assign someone of such skill as a first mate to help keep the people in line.

A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle.

The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible.

Requirements: To qualify to become a Field Officer, a character must full fill the following criteria.

  1. Affinity Bonus: +1
  2. Skills: Diplomacy 3 ranks, Knowledge (tactics) 3 ranks.
  3. Feat: Personal Firearms Proficiency.
Class Information

The following information pertains to the Field Officer advanced class.

Ability Affinity: Charisma and Wisdom

Action Points: The Field Officer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills: The Field Officer’s class skills are as follows. Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, history, physical sciences, tactics, theology and philosophy), Language (none), Sense Motive (Wis), Study (Int)

Table: The Field Officer
Class
Level
Affinity
Bonus
Special
1st 0 Leadership
2nd 0 Uncanny Survival
3rd 0 Bonus feat
4th 1 Tactical Expertise
Extra Attack
5th 1 August Leadership
6th 1 Bonus feat
7th 1 Tactical Mastery
8th 2 Commanding Presence
9th 2 Bonus feat
Extra Attack
10th 2 Action Trust

Field Officer's Class Features

The following class features pertain to the Field Officer advanced class.

Leadership

By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him.

A Field Officer cannot use this ability on himself.

Uncanny Survival

Beginning at 2nd level, a Field Officer can add one-half his class level to his Defense for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed Defense, as well.) He must declare he is doing this at the beginning of his turn, and the Defense bonus lasts until his next round of actions.

Tactical Expertise

Starting at 4th level, as a full-round action, a Field Officer can use his tactical knowledge to coordinate allies. Allies to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.

The Field Officer must make a Knowledge (tactics) check with a DC equal to 15 + the number of allies affected. He cannot take 10 or take 20 on the check. If the check succeeds, all affected allies gain a competence bonus on attack rolls or a dodge bonus to Defense equal to the Field Officer’s Reputation bonus. The Field Officer chooses which of the two benefits to impart and must impart the same benefit to all affected allies. The benefits last for 1 round.

If the check fails, the Field Officer’s allies gain no benefit, but the action is still spent.

A Field Officer cannot apply the benefits of this ability to himself.

August Leadership

The Field Officer gains this ability at 5th level. It works like the leadership ability (see above), except the Field Officer adds his Charisma bonus and his Reputation bonus to the ally’s skill check.

Tactical Mastery

At 7th level, the Field Officer requires less time to direct his allies. This ability is similar to tactical expertise (see Tactical Expertise, above) but requires an attack action instead of a full-round action.

Commanding Presence

At 8th level and beyond, a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve. Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.

The Field Officer cannot use this ability on himself.

Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check) . If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours.

Action Trust

At 10th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies.

As a free action, a Field Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12).

The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself).

Any character may transfer some or all of her action points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these action points become the Field Officer’s to spend as he sees fit.

Helix Warrior

Must choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality that blocks the right to that some scientists consider to be not only there right but also duty. Genetic Modification is one of the big Great Filters of any Civilization. Helix Warrior's are examples of those experiments scientist do that sometimes pushes to hard against that wall. People... sometimes willing... usually not, subjected to rigorous "scientific" experimentation. There DNA manipulated in order to purge anything deemed undesirable and is considered a "flaw". Some call this "forced evolution". Most call it eugenics. Some Civilizations allow such practices and others do not. Yet all capable Civilizations do it at some point.

Some Helix Warrior's come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior's manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.

Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.

The fastest path into this advanced class is from the Strong hero basic class, though other paths are possible.

Requirements

To qualify to become a Helix Warrior, a character must fulfill the following criteria.

  1. Affinity Bonus: +1
  2. Skill: Knowledge (tactics) 3 ranks.
  3. Feat: Endurance.
Class Information

Ability Affinity: Strength and Dexterity

Action Points: The Helix Warrior gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills: The Helix Warrior’s class skills are as follows. Acrobatics (Dex), Athletics (Str), Computer Use (Int), Demolitions (Int), Escape Artist (Dex), Intimidate (Cha), Navigate (Int), Stealth (Dex), Survival (Wis),


Table: The Helix Warrior
Class Level Affinity
Bonus
Special
1st 0 Haul, Light Sleeper, Survivor
2nd 0 Darkvision (60 ft.)
3rd 1 Bonus feat
Extra Attack
4th 1 Strong as an Ox
5th 1 Darkvision (90 ft.),
Superior Conditioning
6th 1 Bonus feat
7th 2 Improved Reaction
8th 2 Darkvision (120 ft. )
9th 2 Bonus feat
Extra Attack
10th 2 Decisive Attack

Helix Warrior's Class Features

The following class features pertain to the Helix Warrior advanced class.

Haul

Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.

Light Sleeper

Helix Warriors are light sleepers and can make Listen checks even while asleep, without penalty. (A sleeping character normally takes a –10 penalty on Listen checks.)

Survivor

When a Helix Warrior spends an action point to modify the result of a saving throw, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).

Darkvision

Beginning at 2nd level, a Helix Warrior gains darkvision. She can see in total darkness out to a range of 60 feet. Darkvision is black-andwhite only, but is otherwise like normal sight. The range of the Helix Warrior’s darkvision improves to 90 feet at 5th level and 120 feet at 8th level.

Strong As An Ox

At 4th level and beyond, the Helix Warrior’s carrying capacity increases as if she were one size category larger (Large instead of Medium-size, for example).

Superior Conditioning

Beginning at 5th level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken, and stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all.

Improved Reaction

At 7th level, a Helix Warrior gains a +2 competence bonus on initiative checks.

Decisive Attack

At 10th level, when a Helix Warrior spends an action point to modify the result of an attack roll, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).

Space Monkey

Astronauts? What civilization would be without them? They would be backwater, Tech Level 0 or worse -1. One of the defining moments and perhaps the most significant in terms of its neighbors is when a Civilization becomes space worthy. And this is achieved by Astronauts. As a Civilization contentious its prestigious climb into space it begins to realize that some of its citizens are more comfortable in the harshness of space. Long veterans of space flight and adventuring usually start to personify space as a harsh mistress and other titles. Different Civilizations have different names for these people but the common name is Space Monkey.

Comfort and willingness to go into the dangerous far reaches of space isn't the only reason these Space Monkeys become valuable to there society. Its there talent and knack for all things space. Its one thing to just survive in space, its another thing to thrive in it. When a Nation, or mega-corporation needs to tame a hostile world, moon or build a massive jump station in the deep reaches of space to help connect distance parts of a fast empire or trade route the Space Monkey is the perfect person for the job. Will to take on almost any challenge for cash Space Monkey's are seen all over the galaxy making space a safer or at least easier place to leave for the rest of civilization. Often caught on the fringe of space having to deal with problems and fix equipment with nothing but a Monkey Wrench (Possible where the name came from) they are great at adapting to the situation.

Choose Space Monkey if you want a Character who can survive and thrive in the far-flung reaches of space. Far from modern civilization, risking it all for adventure and/or money.

The fastest path into this advanced class is from the Tough hero basic class, though other paths are possible.

Requirements

To qualify to become a Space Monkey, a character must fulfill the following criteria.

  1. Starting Occupation: Astronaut Trainee.
  2. Skills: Craft (mechanical or structural) 3 ranks, Survival 3 ranks.
  3. Tough Hero Talent: Any one talent from the Unbreakable Talent Tree.
Class Information

Ability Affinity: Constitution and Strength

Action Points: The Space Monkey gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills: The Space Monkey’s class skills are as follows. Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computer Use (Int), Craft (mechanical, structural) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Escape Artist (Dex), Knowledge (earth and life sciences, technology) (Int), Pilot (Dex), Perception (Wis), Survival (Wis), Treat Injury (Wis),


Table: The Space Monkey
Class Level Affinity
Bonus
Special
1st 0 Hibernation Trance
2nd 0 Monkey's Wrench
3rd 1 Bonus feat
Extra Attack
4th 1 Monkey's Unite
5th 1 Know Location (+2)
6th 1 Bonus feat
7th 2 Monkey Shines
8th 2 Know Location (+4), Space Suitable
9th 2 Bonus feat
Extra Attack
10th 2 Monkey Shot

Space Monkey's Class Features

The following class features pertain to the Space Monkey advanced class.

Hibernation Trance

A Space Monkey can enter a deep trance that allows him to gain the full benefits of sleep or bed rest in half the usual time. Monkey’s Wrench Space Monkeys use tools expertly and creatively. Starting at 2nd level, a Space Monkey gains a competence bonus equal to one-half his Space Monkey class level on skill checks made when using a tool kit. This bonus stacks with the tool kit’s normal equipment bonus.

Monkeys Unite

Space Monkeys fight better together. Starting at 4th level, a Space Monkey gains a +1 morale bonus on attack rolls when fighting adjacent to another Space Monkey. Furthermore, a Space Monkey gains a +1 morale bonus on attack rolls against an opponent flanked by another Space Monkey; this bonus is in addition to the usual +2 bonus for flanking.

Know Location

At 5th level, a Space Monkey gains a +2 competence bonus on Navigate and Survival checks to avoid becoming lost. This bonus increases to +4 at 8th level.

Monkey Shines

Upon reaching 7th level, a Space Monkey has learned sneaky tactics. He can use the Bluff technique of feinting in combat as a move action, allowing him to feint and attack in the same round. If the Space Monkey also has the Improved Feint feat, he gains a +4 bonus (instead of the feat’s usual +2 bonus) on Bluff checks made to feint in combat.

Space Suitable

At 8th level, a Space Monkey becomes more comfortable in armour. He treats any suit of armour as though its armour penalty and maximum Dexterity bonus were 1 better.

Monkey Shot

By spending an action point at the end of his turn, a 10th-level Space Monkey gains an extra attack at his full attack bonus. (Remember that a character can spend only one action point per round.)

Swindler

Ever meat someone where life always seamed to go there way? Imagine someone who recognized this and used it too there advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about being at the right place at the right time... somehow. Its about luck. And its about making Lady Luck sing your tune. Some follow a weird a cult like religion that believes in an all powerful 'will' that embodies the universe and manifests itself in a way that can only be described as 'luck'. Some choose not to devote much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler's have learned to through themselves into "The Gamble". Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big.

Swindler's are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or believe except possibly too themselves. Swindler's are often looked down by others as there life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.

Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.

The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible.

Requirements

To qualify to become a Swindler, a character must fulfill the following criteria.

  1. Skills: Bluff 3 ranks, Disguise 2 ranks, Sleight of Hand 3 ranks.
  2. Charismatic Hero Talents: Any two of the following talents: Charm, Coordinate, Fast-Talk.
Class Information

Ability Affinity: Charismatic and Dexterity

Action Points: The Swindler gains a number of action points equal to 7 + one-half his character level, rounded down, every time he attains a new level in this class. (The Swindler’s ability to manipulate probability entitles him to a higher number of action points per class level than other advanced classes.)

Class Skills: The Swindler’s class skills are as follows. Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (behavioral sciences, business, civics, current events, history, popular culture, streetwise, theology and philosophy) (Int), Perform (act) (Cha), Language (none), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Study (Int)


Table: The Swindler
Class Level Affinity
Bonus
Special
1st 0 Cheat Fate
2nd 0 Thousand Faces
3rd 1 Bonus feat
Extra Attack
4th 1 Fortune's Favour (+2)
5th 1 Warp Probability (30 ft.)
6th 1 Bonus feat
7th 2 Fortune's Favour (+4)
8th 2 Warp Probability (60 ft.)
9th 2 Bonus feat
Extra Attack
10th 2 Fortune's Favour (+6)


Swindler's Class Features

The following class features pertain to the Swindler advanced class.

Cheat Fate

Fortune favours the Swindler. Once per day, he may reroll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the reroll, even if it’s worse than the original roll.

Thousand Faces

A Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes).

Fortune’s Favour

Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of Dodge on his turn.

The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.

Warp Probability

At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.

At 8th level, the range of this ability increases to 60 feet

Technosavant

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. Noting for being tinkerers as well they often 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 from the Smart hero basic class, though other paths are possible.

Requirements

To qualify to become a Technosavant, a character must fulfil the following criteria.

  1. Skills: Computer Use 3 ranks, Craft (electrical or mechanical) 3 ranks, Disable Device 3 ranks, Knowledge (technology) 3 ranks.
Class Information

Ability Affinity: Intelligence and Wisdom

Action Points: The Technosavant gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills: The Technosavant’s class skills are as follows. Computer Use (Int), Craft (electrical, mechanical) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Knowledge (behavioral sciences, earth and life sciences, physical sciences, popular culture, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Language (none), Study (Int), Perception (Wis)

Table: The Technosavant
Class Level Affinity
Bonus
Special
1st 0 Salvage, Technocant
2nd 0 Robomancer, Technophile
3rd 1 Bonus feat
Extra Attack
4th 1 Cybermancer, Skilled Salvager
5th 1 Down with Robots (+1d6/+4,
Exotic Weapon Adept
6th 1 Bonus feat
7th 2 Super CyberSurgeon, Virtual Houdini
8th 2 Down with Robots (+2d6/+8,
Expeditious Salvager
9th 2 Bonus feat
Extra Attack
10th 2 Build Prototype


Technosavant's Class Features

The following class features pertain to the Technosavant advanced class.

Salvage

A Technosavant gains the Salvage feat for free.

Technocant

A Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains Read/Write Technocant and Speak Technocant as free skills. Characters without the Read/Write Technocant skill can translate written Technocant with a successful Decipher Script check (DC 20). Characters without the Speak Technocant skill can translate spoken Technocant with a successful Intelligence check (DC 20), although any character with the linguist talent can add her Smart hero levels to the check.

The Read/Write Technocant and Speak Technocant skills each cost 1 skill rank.

Robomancer

At 2nd 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.

Technophile

At 2nd level, the Technosavant adds one-half her Technosavant class level to any Knowledge (technology) check made to identify an unfamiliar piece of technology or alien artifact.

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.

Skilled Salvager

A Technosavant of 4th level or higher has a special knack for scavenging useful components from destroyed vehicles, mecha, starships, robots, and cybernetic attachments. When using the Salvage feat, the Technosavant gains a competence bonus on her Search checks equal to one-half her Technosavant class level.

Down With Robots

A Technosavant of 5th level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Technosavant deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Technosavant gains a +4 bonus on grapple checks against robots, enabling her to deactivate them more easily using the Disable

Device skill.

At 8th level, the bonus to damage against robots increases to +2d6, and the bonus on grapple checks against robots improves to +8.

Exotic Weapon Adept

Starting at 5th level, the Technosavant becomes more adept at handling exotic weapons without any formal training. She suffers only a –2 penalty (instead of the usual –4 penalty) when wielding an exotic melee weapon or exotic ranged weapon with which she is not proficient.

Super Cybersurgeon

At 7th level, the Technosavant gains a +4 competence bonus on Treat Injury checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.

Virtual Houdini

A Technosavant of 7th level or higher can perform small wonders with a computer. She gains the following benefits when using the Computer Use skill: Find File, Degrade Programming, or Write Program: When attempting to find a file, degrade a computer program, or write a program, a Technosavant who exceeds the Computer Use check DC by 5 or more accomplishes her intended task in half the normal time (minimum 1 round). Cover Tracks: A Technosavant who successfully covers her tracks while hacking into a computer system imposes a –10 penalty (instead of the normal –5 penalty) on any attempt made to identify her.

Expeditious Salvager

A Technosavant of 8th level or higher can use the Salvage feat to salvage a wrecked vehicle, mecha, starship, robot, or cybernetic attachment in half the usual time (see the Salvage feat description for details).

Build Prototype

At 10th level, a Technosavant can build robots, robotic components, and cybernetic attachments of a Progress Level one step higher. However, the Craft check DCs for such items are increased by +10.

Tracer

"The Hunt" is all there is for most Tracers. You could say that they do not work to live but rather live to work. And "The Hunt" is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a "hunch" or "wild goose chase" as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.

Tracer's are found using there skills as bounty hunters, truant officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to "The Hunt" a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying.

Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money.

The fastest path into this advanced class is from the Dedicated hero basic class, though other paths are possible.

Requirements

To qualify to become a Tracer, a character must fulfill the following criteria.

  1. Affinity Bonus: +1.
  2. Skills: Study 3 ranks, Knowledge (behavioral sciences or streetwise) 3 ranks, Survival 3 ranks.
  3. Feat: Track.
Class Information

Ability Affinity: Wisdom and Dexterity

Action Points: The Tracer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills: The Tracer’s class skills are as follows. Athletics (Str), Computer Use (Int), Disable Device (Int), Disguise (Cha), Drive (Dex), Knowledge (behavioral sciences, civics, streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Pilot (Dex), Perception (Wis), Search (Int), Sense Motive (Wis), Study (Int), Survival (Wis),


Table: The Tracer
Class Level Affinity
Bonus
Special
1st 0 Target Species, Urban Tracking
2nd 1 Swift Strike +1d6
3rd 1 Bonus feat
Extra Attack
4th 1 Uncanny Stealth (full speed)
5th 1 Swift Strike +2d6
6th 2 Bonus feat
7th 2 Uncanny Stealth (Charge/Sprint)
8th 2 Swift Strike +3d6
9th 2 Bonus feat
Extra Attack
10th 2 Swift Tracking

Tracer's Class Features

The following class features pertain to the Tracer advanced class.

Target Species

At 1st level, a Tracer selects a species or specific kind of creature his “target species. The Tracer must have previously encountered at least one member of the target species to select it. An expert tracker, the Tracer gains a +2 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against members of the target species. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

As a free action, a Tracer may spend an action point to change his target species.

Urban Tracking

At 1st level, a Tracer gains the bonus feat Urban Tracking.

Swift Strike

At 2nd level, the Tracer becomes skilled at taking down unwary targets quickly. He deals +1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or nonlethal, as determined by the choice of weapon and the manner in which it’s used.

The extra damage increases to +2d6 at 5th level and +3d6 at 8th level.

Uncanny Stealth

Tracers learn to move quickly yet quietly.

At 4th level, a Tracer no longer suffers the –5 penalty on Hide and Move Silently checks while moving at full speed.

At 7th level, a Tracer suffers only a –10 penalty on Hide and Move Silently checks while running or charging (instead of the normal –20 penalty).

Swift Tracking

At 10th level, the Tracer can move a full speed without penalty when using the Survival skill to track. He can move at twice normal speed while tracking, but takes a –10 penalty on the check when doing so.

Xenophile

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 a just a career choice for those that study and analyze 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 show cases 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 from the Smart hero basic class, though other paths are possible.

Requirements

To qualify to become a Xenophile, a character must fulfill the following criteria.

  1. Skills: Knowledge (earth and life sciences) 3 ranks, Knowledge (technology) 3 ranks.
  2. Smart Hero Talent: Either linguist or exploit weakness.
Class Information

Ability Affinity: Intelligence and Charisma

Action Points: The Xenophile gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills: The Xenophile’s class skills are as follows. Bluff (Cha), Computer Use (Int), Craft (pharmaceutical) (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (arcane lore, behavioral sciences, earth and life sciences, history, technology, theology and philosophy) (Int), Language (none), Sense Motive (Wis), Study (Int), Treat Injury (Wis).


Table: The Xenophile
Class Level Affinity
Bonus
Special
1st 0 Xenolore, Xenotype(1st)
2nd 0 Xenoresistance (+1)
3rd 0 Bonus feat
Extra Attack
4th 1 Xenotype (2nd)
5th 1 Xenodefense(+1), Xenoresistance (+2)
6th 1 Bonus feat
7th 1 Xenotype (3rd)
8th 2 Xenoresistance (+3)
9th 2 Bonus feat
Extra Attack
10th 2 Xenodefense(+2), Xenotype (4th)

Xenophile's Class Features

The following class features pertain to the Xenophile advanced class.

Xenolore

A Xenophile can make a Knowledge 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 10 + 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.

The type of Knowledge check depends on the xenomorph’s creature type, as shown below:

  • Knowledge (arcane lore): Fey, magical beasts.
  • Knowledge (earth and life sciences): Aberrations, animals, dragons, elementals, giants, humanoids, monstrous humanoids, oozes, plants, vermin.
  • Knowledge (technology): Constructs.
  • Knowledge (theology and philosophy): Outsiders, undead.
Xenotype

A Xenophile studies the behaviors and weaknesses of particular xenomorphs and knows how to exploit them.

At 1st level, a Xenophile may select a type of creature (also called a “xenotype”) from among those given on Table: Xenotypes. She must meet the special prerequisite to choose a xenotype, as specified in the table. Due to her extensive study of the chosen type of foe and training in the proper techniques for combating or negotiating with such creatures, the Xenophile gains a +2 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against members of the chosen xenotype. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.

At 4th, 7th, and 10th level, the Xenophile may select an additional xenotype from those given on the table. In addition, at each such interval, the bonus against any one xenotype (including the one just selected, if desired) increases by 2. A Xenophile who chooses humanoids as a xenotype must also specify a particular species.


Table: Xenotypes
Selected Xenotype Special Prerequisite
Aberration Knowledge (earth and life sciences) 12 ranks
Animal None
Construct Knowledge (technology) 9 ranks
Dragon Knowledge (earth and life sciences) 9 ranks
Elemental Knowledge (earth and life sciences) 9 ranks
Fey Knowledge (arcane lore) 6 ranks
Giant None
Humanoid1 None
Magical beast Knowledge (arcane lore) 9 ranks
Monstrous humanoid Knowledge (earth and life sciences) 9 ranks
Ooze Knowledge (earth and life sciences) 9 ranks
Outsider Knowledge (theology and philosophy) 9 ranks
Plant None
Undead Knowledge (theology and philosophy) 6 ranks
Vermin None


Xenoresistance

At 2nd level, a Xenophile gains a +1 bonus on saving throws to resist the extraordinary, spell-like, or supernatural attacks of species other than her own. This bonus increases to +2 at 5th level and +3 at 8th level.

Xenodefense

At 5th level, during her action, the Xenophile can designate an opponent and receive a +1 insight bonus to Defense against any subsequent attacks from that opponent. The opponent must belong to one of the Xenophile’s chosen xenotypes (see Xenotype, above).

The Xenophile can select a new opponent on any action. At 10th level, the insight bonus to Defense increases to +2.

New Class Ideas

I have been working on new class ideas and wanted to write them down before forgetting them. The goal behind these ideas is to add a more dynamic nature to combat and to the classes in general. Basically as it stands there is no magical like class. There is a lot of shooting classes. A few sneaky class. A health like class. And a few classes that celebrate the awesomeness that is SKILLS! But in the end all of them are simply just different ways to shoot things with guns. And some cannot shoot nearly as well as others. Those make them up with better access to skills. I feel like this will become more uneven as you get closer to level 20 and depending on the GM/Game Type nobody will want to play engineers or scientists.

I have come up with two classes that will hopefully fit the goal of being more dynamic.


Psyk Warrior: This class is very similar to Electo-Savent in that the Character uses cybernetic implants to gain new powers. The character uses a shield/kinetic field generator that they wear on there backs to create and manipulate shields or kinetic fields in real time. They can feel what touches the fields. Just like the Electo-Savant your base class determines which talent tree you use. This time the two base classes are Constitution and Wisdom. Wisdom unlocks a melee style fighting tree where you can preform simple ranged melee attacks. However the player has a weak CMD which means that even though they are good at Melee they are only good at a distance. Also they will need to still use a gun if they want to do major damage sense they only can do simple melee attacks. The Constitution base class unlocks the talent tree for a defense/manipulation approach. The Character can become a mobile shield platform for her allies and can make short range halo projections that can decisive or distract enemies. She can even use these halo images to do basic tasks such as open doors or carry a wounded person into safety.

A Psyk Warrior uses her mental concentration, will and endurance as manipulating shields is a massive strain on the mind. It can case massive long lasting head aches. The Psyk Warrior has to train and discipline the mind to learn to take the pain.

Prestige Classes

A Prestige Classes is a special even more specific class type then an Advance Class. Usually only having a few levels. Such as 3 to 5 total and usually requires multi Advance classes or another requirement. Likely the character will have to MutliClass in order to meet the requirements. Prestige Classes are to help provide extra abilities that are extremely specific to a roll that is not already clearly defined by an Advance Class.

ArchTypes

An ArchType Class is a cover or re-write to a portion of an already existing Advance Class. Much like a Prestige Class this is designed to be more specific to a roll. However instead of making a whole new class that requires its own leveling an ArchType slightly modifies an existing class. The big difference between Prestige and ArchType is wither or not you wish to add too your character or simply change the path the character is going on. ArchTypes are great for helping make your existing Character better fit the person you are attempting to roll play. While Prestige is good at seeing a Character progress to the next stage in there advancement.

Multiclass

Multi Classing is different in Future Path. Firstly a characters Base Class Level is also the Character Level. If you are a level 10 Strength Hero then you are a level 10 Hero. Base class levels do not compete with all other classes. As you level up you always level up your Base Class. You can choose another Base Class and thus have Mutli Base Classes. The rules for this are explained here.

For all other class types beside your Base Class however levels do compete as your character advances. If you level up from a level 4 Strong Hero to a level 5 Strong Hero who happens to also be a level 2 Dogfighter then you can add another level in your DogFighter class. However if you wanted to MutliClass and also become say a Combat Expert level 1 you can. Except you will have to sacrifice taking a new level in DogFighter. So in the end you will be a level 5 Strong Hero with 2 levels in Dogfighter and 1 level in Combat Expert.

The same goes for Prestige classes. And ArchTypes are just modifications to existing Advance Classes so the same rule applies.

You can MultiClass as long as your Character meets the requirements.

There are no penalties for MultiClassing.