Advance Classes Scratch

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Dogfighter

The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Dogfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible. On the canvas of stars that makes up the milky-way the scene is illuminated in flashes by weapon fire 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 their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as 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 and elsewhere.


The fastest path into this advanced class is through the Path of Dexterity(Fast Hero), though other paths are certainly possible.

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

  1. Level: At least Level 2
  2. Core Class: Path of Dexterity OR Ability: Dexterity Score 16+ OR Ability: Wisdom Score 15+ and Dexterity score of 12+


Restrictions:

  1. Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting

Class Information:

Ability Affinity: Dexterity and Wisdom

Class Skills: The Dogfighter’s class skills are as follows. Acrobatics(Dex), Bluff(Cha), Pilot(Dex), Profession(Wis), Ride (Dex), Survival(Wis).

Feat Bonuses: Spaceship Operations and Spaceship Helm Officer

Table: The Dogfighter
Class Level Special
1st Pilot Training
2nd Defender of the universe
3rd Do a barrel roll!
4th Extra Attack
Shake, rattle, and roll (1/day)
5th To the max!
6th Vehicle Junky
Do a barrel roll!
7th Shake, rattle, and roll (2/day)+
Intimidating Reputation
8th Keep it together
9th Extra Attack
10th Expert Pilot
Shake, rattle, and roll (3/day)


Dogfighter's Class Features:

Pilot Training
Automatically gains the Spaceship Helm Officer and Guide feats. The Dogfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Dogfighter has advantage when piloting any ship.
Pilot Reflexes
Starting at 2nd level, a Dogfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.
Dirty Fighting
At 2nd level the Dogfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Dogfighter successfully attacks a target then they can also roll a Bluff check DC 12 + Wisdom Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.
At Character level 10 this changes to 1d6 rounds.
Do a barrel roll!
At 3rd level the Dogfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Dogfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.
Bonus Feat
The Dogfighter gains a Bonus Feat at 3rd and 8th levels. You can choose from the following categories. Misc Feats, Space Ship Operations, Two-Weapon Fighting
Shake, Rattle, And Roll
At 4th level, a Dogfighter learns how rock an enemy spaceship 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). If the Dogfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Dogfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A 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 per Engine Mod. The Dogfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.
This also can be used by the Dogfighter to push themselves physically in combat which increases the Dogfighter's base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.
Pilot's Awareness
At 5th level any ship the Dogfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive Perception and +1 Misc bonus to Perception skill checks.
Daredevil
At 6th level the Dogfighter gains the Drive By Attack feat.
Intimidating Reputation
Any Dogfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At 7th level The Dogfighter gets a +2 Misc bonus too Intimidate Skill checks. Also if the Dogfighter is in the pilot seat of a crewed ship and another player attempts to Intimidate the enemy ship they can make reference too there skilled Pilot at the helm and gain the same bonus.
Keep It Together
At 8th level, a Dogfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Dogfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.
Cool Under Pressure
At 9th level the Dogfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.

Engineer

Table: The Engineer
Class Level Special
1st Quick Construction
Professional Repair
2nd Overload
3rd Combat Mechanics Training
4th Reconfigure Weapon
5th Bonus Feat
Improved Quick Construction
6th Engineer's Eye
7th Beyond the Specifications
8th Extra Curricular Training
9th Trained Professional
10th Engineering Miracle

Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony.

Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer's forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.

Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons.


The fastest path into this advanced class is through the Path of Intelligence(Smart Hero), though other paths are possible.

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

  1. Level: At least Level 2
  2. Core Class: Path of Intelligence OR Ability: Intelligence Score 16+ OR Ability: Wisdom Score 15+ and Intelligence of 12+

Restrictions:

  1. Cannot use Heavy Weapons

Class Information:

Ability Affinity: Intelligence and Wisdom

Class Skills: The Engineer’s class skills are as follows. Computer Use (Int), Craft [Electronic, Mechanical, Structural](Int), Disable Device (Int), Choose Any Three Knowledge(Int), Study(Int)

Engineer's Class Features


Quick Construction
At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2.
At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.
Professional Repair
Table: Professional Repair
Craft (Repair)
DC (+5 in combat)
Damage Repaired
0-15 No Damage repaired
16-20 1d6 + Engineer Level
21-25 2d6 + Engineer Level
26-30 3d6 + Engineer Level
31-35 4d6 + Engineer Level
36-40 5d6 + Engineer Level
40+ 6d6 + Engineer Level
At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct Professional Kit or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.
Overload
At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn't cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute.
Combat Mechanics Training
At 3rd level the Engineer gets the Power Armor Expert feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions.
Reconfigure Weapon
At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the Advanced Weapon Creation rules and allows for an already constructed weapon to be modified according to the Engineer's crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be Masterworked according to crafting rules or Up-Tech to whatever the Engineer's Tech Level is.
Bonus Feat
At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: Core Class Plus, Misc Feats, Melee Weapon Combat, Ranged Combat, Space Ship Operations.
Engineer's Eye
At 6th level the Engineer gets a +2 to Perception and Passive Perception when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.
Beyond the Specifications
At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour.
Table: Weapon Upgrade :
Melee Weapons DC - Ranged Weapons DC - General Equipment DC
Weapon does extra +1d6 (+1d for every +10 DC) 25 - Weapon does extra +1d6 (+1d for every +10 DC) 25 - Combined Uses of to of the same item 25
Weapon ignores 2 DR (+2 for every +5 DC) 30 - Weapon ignores 2 DR (+2 for every +5 DC) 30 - Up Techs Shield effect by +1 increment 30
Weapon’s Crit multiplier +1 (+1 for every +10 DC) 35 - Weapon’s Crit multiplier +1 (+1 for every +10 DC) 35 - Increases range of item by %50 35
Weapon also shaken target for 1 round 25 - Weapon's Accuracy +1 (+1 for every +5 DC) 30 - Increases Misc Bonus by +1 30
Weapon damage type is changed 30 - Add's extra damage type 1d4 (+1d for every +5 DC) 30 - - -
Weapon leaves target dazed for 1d4 rounds 35 - - - - - -
Weapon also stuns target for 1d4 rounds 40 - - - - - -
Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.
Extra Curricular Training
At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on.
  • Software Engineering: The Engineer gets a +1 Misc Bonus to Computer Use and the Quick Construction talent now applies to virus crafting.
  • Electrical Engineering: The Engineer gets a free Rank in Craft Electronics. The Engineer picks a 'favored' item from General Equipment that is considered small size or smaller and requires Electronics to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Wisdom check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.
  • Mechanical Engineering: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of Electronics.
Trained Professional
A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.
During any round in which the Engineer uses the Computer Use, Craft, Disable Device, or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.
Engineering Miracle
At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.
  • Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.
  • Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.
  • Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure.
  • Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.

Xenophile

Table: The Xenophile
Class
Level
Xeno-Master - Xeno Philotherian
Special - Special
1st Xenolore, Xeno Resistance - Xenolore, Xeno Imprinting, Handle Animal
2nd Quick Chemistry, Xeno Hunter - Quick Chemistry, Treat Animal
3rd Xeno Biology - Xeno Biology
4th Xeno Study - Xeno Training
5th Bonus Feat, Xeno Resistance +2 - Bonus Feat
6th Quick Chemistry+, Xeno Hunter+ - Quick Chemistry+, Treat Animal+
7th Xeno Defender, Advanced Alien Biology - Xeno Training+
8th Renowned - Renowned
9th Alien Insights - Treat Animal+
10th Xeno Defender+, Xeno Resistance +3 - Xeno Training+

It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.

Usually this interest and even sometimes love for other species doesn't bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments.

On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible.

Either case Xenophile's are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien "monsters".

Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!


The fastest path into this advanced class is through the Path of Wisdom(Wise Hero), though other paths are possible.

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

  1. Level: At least Level 2
  2. Core Class: Path of Wisdom OR Ability: Wisdom Score 16+ OR Ability: Wisdom score 15+ and Charisma score of 12+

Restrictions:

  1. Class: Cannot also be a Technosavant.

Class Information:

Ability Affinity: Wisdom and Charisma

Class Skills: The Xenophile’s class skills are as follows. Craft(Int) [Chemical, Pharmaceutical], Diplomacy (Cha), Choose Any Two Knowledges (Int), Study (Int), Survival (Wis), Treat Injury (Wis)

Feat Bonuses: Xenomedic

Xenophile's Class Features


The following class features pertain to the Xenophile advanced class.

Xeno-Master or Xeno Philotherian
At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both.
  • Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope.
  • Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.
Xenolore
At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the Knowledge check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.
Quick Chemistry
At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft (Pharmaceutical) skill to cook General Equipment items, the Engineer reduces the building time by 1/2.
At 6th level, the Xenophile reduces the building time of chemical masterworked concoctions objects by half.
Xeno Biology
All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, Survival check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal.
Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile's level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile's Wisdom Mod turns.
Table: Xeno Biology Boosters
Helpful (Pharmaceuticals) - Harmful (Chemicals)
Effects DC Cost - Effects DC Cost
Xeno Morph Gills: Provides gills to breath under water for X hours.* 20 250 - Poison - Calming Pill: Makes target Fatigued. Con saving DC12 + X.* 20 250
Toxin Flush: Removes unwanted/foreign toxins form the animal body. 20 250 - Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.* 20 250
Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* 20 250 - Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* 20 300
Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* 20 250 - Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target Nausteated, Wis saving DC12 + X.* 25 300
Resistance: Grants X DR to just a damage type for X amount of turns.* 25 300 - Poison - Sleeping Pill: If Target Fatigued makes them: Exhuasted. Con saving DC12 + X.* 25 300
Adrenaline Shocker: Takes a dying and revives with 2HD. 25 300 - Poison - Shock Fluid: Makes target Shaken or worse** for X turns.* 30 300
Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* 25 350 - Poison - Hysteria: Makes target Panicked for 1d4 turns. Wis saving DC12 + X.* 35 400
Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* 25 300 -
Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* 30 350 -
*X = 1/2 Xenophile level round up.
**If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.
Bonus Feat
The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it.
Renowned
At 8th level the Xenophile's published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her Profession rank which includes Credit Score bonus. They also gain advantage when doing Diplomacy, Bluff, or Intimidate checks when talking to a fellow Scientist or Alien hobbiest.

Xeno-Master

Xeno Resistance
At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own.
This bonus increases to +2 at 5th level and +3 at 10th level.
Xeno Hunter
At 2nd level, a Xeno-Master gains +1 Misc bonus to Survival skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature.
At 6th level this turns to +2 Misc bonus to Survival skill and +3 damage to any alien monster or non-sentient alien creature.
Xeno Study
At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master's Wisdom modifier number of rounds.
Advanced Alien Biology
At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.
Xeno Defender
At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft + 5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.
Alien Insights
At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.
At Character 18th character level this can be done once per target.
At 10th level this becomes +3 AC / +2 DR.

Xeno Philotherian

Xeno Imprinting
At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what's necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn't need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time.
The Xeno creature rules are located on the Hero Companion page.
Handle Animal
The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both Diplomacy and Survival into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either Diplomacy or Survival and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.
Treat Animal
At 2nd level the Philotherian shows her training and close care of animals with the ability to preform Treat Injury on her nearly imprinted creature with advantage even when in combat.
At 6th level the Philotherian can preform Treat Animal (Treat Injury) to the animal in her care as a Simple action while still having advantage.
At 9th level the Philotherian can preform Treat Animal (Treat Injury) to the animal in her car as a Free action while still having advantage.
Xeno Training
At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.
At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.