OvexPath
Below is the Core Class for the Ovex. To learn more about Ovex and other species you can visit the Species page.
If you picked the Ovex species you HAVE to pick this Core Class and you cannot Multi Core Class.
Ovex (Sentient Artificial Life Form) Base Class
Class Level |
Advantage 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: Module Dependent
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: Module Dependent
Recommended Advance Classes: Any (This class negates Class requirements, but not level.)
Class Features: Besides special ability provides by each module the Ovex are immune to Psionic Mind effecting abilities, immune to starvation, they can get 'tired' a.k.a Fatigued and Exhausted, however they simply need to recharge which takes 4 hours instead of 8. They are also do not need air and although they can survive in a vacuum they could not survive the extremes of space for very long as the high radiation and temperature swings would wear the Ovex's machine internals down over time. However under the right conditions they could probably spend months in space before malfunctioning.
Ovex Modules
- At 1st, 6th, 12th and 18th level, the Robot hero selects a Module that there Core Class is based off of. Each module have a set order that must be followed and the Player cannot pick Talents outside of there module.
- - Fighter Module
Ability Affinity: Strength or Dexterity
Hit Die: 1d8 (First Level: 8, Level Up Average: 5)
Class Skills: Athletics(Str), Acrobatics(Dex), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]
Skill Points at Each Additional Level: 1 + Int modifier.
- Push Through: Once per combat the Ovex gets advantage on Overrun Combat Technique.
- Active Resistance: The Character takes a full round action to activate this. The Ovex chooses a Damage Type and gains DR 1 + (1/4th Character Level) for 1d6 + 1 turns for that type.
- Auto Aim Assistance: The Character gains advantage bonus to the accuracy check of a bonus attack. However this action takes the full round and can only be done once per combat.
- Combat Technique Sub-routine: The Character gains one Advance Combat Technique as if they had taken the Feat Advanced Combat Techniques.
- - Leadership Module
Ability Affinity: Charisma or Wisdom
Hit Die: 1d8 (First Level: 8, Level Up Average: 5)
Class Skills: Diplomacy(Cha), Bluff(Cha), Sense Motive(Wis), Knowledge [any one].
Skill Points at Each Additional Level: 1 + Int modifier.
- Assistance Sub-routine: Once per combat or per 20 minute time frame the Ovex can assist another player with bonuses. In combat the assist is a Free action while in normal play they gain Advantage.
- Rally Function: With Charisma or Wisdom save (Which one you have an affinity with or which is higher) DC15 + Number of effected allies. 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 a +1 Misc to Intimidate skill checks.
- - Specialist Module
Ability Affinity: Intelligence
Hit Die: 1d6 (First Level: 6, Level Up Average: 4)
Class Skills: Craft: [Electronic, Mechanical, Structural], Study(Int), Knowledge [any two], Disable Device(Int)
Skill Points at Each Additional Level: 2 + Int modifier.
- 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 only once per day.
- - Assistance Module
Ability Affinity: Wisdom
Hit Die: 1d8 (First Level: 8, Level Up Average: 5)
Class Skills: Treat Injury(Wis), Perception(Wis), Craft: [Chemical, Pharmaceutical], Survival(Wis), Knowledge [any one].
Skill Points at Each Additional Level: 2 + Int modifier.
- 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. The Ovex can preform a Treat Injury check while in combat as a Simple action.
- Autonomous Recovery Sub-routine: Whenever active the Ovex can regenerate 1d8 + 1Ad (Advantage Die) per turn for 1d4 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.