OvexPath: Difference between revisions
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Revision as of 08:04, 10 September 2017
Below is the Base Class for the Ovex. To learn more about Ovex and other species you can visit the Species page.
If you pike the Ovex species you HAVE to pick this base class and you cannot Multi Base Class.
Ovex (Sentient Artificial Life Form) Base Class
Class Level |
Affinity Die |
Class Features |
Ability Score |
Custom Character Bonus |
---|---|---|---|---|
1st | - | Talent | - | - |
2nd | 1d2 | - | - | - |
3rd | 1d2 | Feat | - | - |
4th | 1d4 | - | - | Ability/Tech/Bonus Feat(Misc) |
5th | 1d4 | - | Extra Attack | - |
6th | 1d6 | Talent | - | - |
7th | 1d6 | - | - | - |
8th | 1d8 | - | - | Ability/Tech/Bonus Feat(Misc) |
9th | 1d8 | Feat | - | - |
10th | 1d8 | - | - | - |
11th | 1d10 | - | Extra Attack | - |
12th | 1d10 | Talent | - | Ability/Tech/Bonus Feat(Misc) |
13th | 1d10 | - | - | - |
14th | 1d12 | - | - | - |
15th | 1d12 | Feat | - | |
16th | 1d12 | - | - | Ability/Tech/Bonus Feat(Misc) |
17th | 2d8 | - | Extra Attack | - |
18th | 2d8 | Talent | - | - |
19th | 2d8 | - | - | - |
20th | 2d10 | - | - | Ability/Tech/Bonus Feat(Misc) |
Ability Affinity: Module Dependent
Hit Die: 1d10 (First Level: 10, Level Up Average: 6)
Class Skills: The Robot hero’s class skills (and the key ability for each skill) are dependent on which Module is picking. However they all get Computer Use(Int)
Skill Points at Each Additional Level: 1 + Int modifier.
Recommended Advance Classes: Any (This class negates Class requirements, but not level.)
Ovex Modules
- At 1st, 6th, 12th and 18th level, the Robot hero selects a talent from the following Modules. Each module have a set order that must be followed. The Hero can select two different Modules to rank up with. The first module has to be picked at level one. The second module if the Hero wants a second module can be picked at any of the levels where a new Program/Routine/Sub-Routine is earned. The Base Class stats that depend on the module are only effected by the first module picked at level 1.
- - Fighter Module
Ability Affinity: Strength or Dexterity
Class Skills: Athletics(Str), Acrobatics(Dex), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]
- Push Through: The Character has double movement speed.
- Active Resistance: The Character takes a full round action to activate this. The Character gains DR 1 + (1/4th Character Level) for 1 + 1d6 turns.
- Auto Aim: The Character gains advantage bonus to an accuracy check. However this action takes the full round.
- Combat Technique Sub-routine: The Character gains one Advance Combat Technique as if they had taken the Feat.
- - Leadership Module
Ability Affinity: Charisma or Wisdom
Class Skills: Diplomacy(Cha), Bluff(Cha), Sense Motive(Wis), Knowledge [any one].
- Assistance Sub-routine: A Character can declare that they are assisting another player that turn on a particular action as a full round action. The target player gains an advantage bonus.
- Rally Function: Any ally characters within ear shot of the Character have any negative mind effecting conditions removed. A character can only do this 1/4 character level times per day.
- Task Scheduler Upgrade: This counts as the Leadership feat. If you already have that feat then pick another Feat that requires Leadership.
- Intimidation Upgrade: The Character gains advantage on Intimidation checks if activated. This can be activated 1/4th character level times per day.
- - Specialist Module
Ability Affinity: Intelligence
Class Skills: Craft: [Electronic, Mechanical, Structural], Study(Int), Knowledge [any two], Disable Device(Int)
- Passive Learning: Character gains a +1 Misc Mod to the Study Skill.
- Auto Repair Sub-routine: When activated the character gains an advantage bonus to repair checks. This can be used 1/4th of the character level times per day.
- Skill Enhancement Upgrade: Pick one skill from the 'Class Skills' under Specialist Module to add a +1 Misc Mod to.
- Search Engine Upgrade: When activated this talent allows a Character to use any Knowledge skill even if it is locked and has zero points in it. Or it gains an advantage bonus to a Knowledge skill that they do have ranks in. This can be used 1/4th the character level times per day.
- - Assistance Module
Ability Affinity: Wisdom
Class Skills: Treat Injury(Wis), Perception(Wis), Craft: [Chemical, Pharmaceutical], Survival(Wis), Knowledge [any one].
- Biology Database Program: This Character can preform Treat Injury skill or associated actions on any biological species without any penalties and gains a +1 Misc Mod to the Treat Injury Skill.
- Auto Assist Program: When activated the Automatically heal an individual when they receive damage. They person most be within walking distance and the Character has the choice to ignore this ability. If they choose to preform the action the turn order stops until the healing action has been done. And then the turn order starts again. This however forces the Ovex to forfeit there next turn.
- Autonomous Recovery Sub-routine: Whenever active the Character can regenerate 1d8 + 1Ad (Affinity Die) per turn for 1d4 + Constitution Mod turns. This sub-routine can only be activated once per day.
- Chemical Analysis and Production Program: The Character gains a Rank in both Craft Chemical and Craft Pharmaceutical.