Advance Classes

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Ambassador

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
Efficiency
Bonus
Special Defense
Bonus
Reputation
Bonus
1st 0 Diplomatic immunity 1 1
2nd 0 Open arms 1 1
3rd 0 Bonus feat 2 1
4th 1 Information access 2 2
5th 1 Stipend 3 2
6th 1 Bonus feat 3 2
7th 1 Restricted access,
Bonus Attack
4 3
8th 1 Stipend 4 3
9th 1 Bonus feat 5 3
10th 2 Select consuls 5 4


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 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 Efficiency
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.

Engineer

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 Efficiency
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

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 one level 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 her character level, rounded down, every time she 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 Efficiency
Bonus
Special Technique Usage by Level
1st, 2nd, 3rd, 4th, 5th
1st 0 Bonus feat
2nd 1 -
3rd 1 Bonus feat
Extra Attack
4th 1 -
5th 1 -
6th 1 Bonus feat
7th 2 -
8th 2 -
9th 2 Bonus feat
Extra Attack
10th 2 -

Electro-Mancer's Class Features

Beta Concept: Electro-Mancer: This class will be similar to the Technosavant from Future in only name and perhaps crafting/hacking abilities. Electo-Savants are inspired by the character from inFomous, Magneto from X-Men, and the mental handy caped kid from the TV Series Alphas. Basically it is a character that uses cybernetic implants to feel and manipulate electromagnetic fields and energy. They can wirelessly interface with technology and be better and sensing the insides of machines. But not only can they have a 6th sense of electricity but also be able to channel its power. The idea is that there are two talent trees to pick from. Depending on which Base Class you pick. Either Fast Hero or Smart Hero will determine what talent tree you can explore. The Fast Hero unlocks the abilities to channel the electricity through the Characters body to increase speed and strength. They can also channel energy through there weapons allowing for enhanced melee abilities. The SMart Hero can use his skills in technology and actual 6th sense to be better and crafting and modifying electronic/mechanical equipment. He is also better and the Research skill and can preform such actions even while away from a computer. He can hack wirelessly into computers nearby including robots and disable shielding or disrupt targeting.

Both characters experience the 6th sense of electromagnetic fields and can channel electricity in short close range blasts. Also both characters can be reverse hacked. Auto defense systems can activate if a Player fails his check to hack a system or while fighting an enemy may attempt to overload the cybernetic inputs too the Characters brain causes extreme sensations.

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.