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Combat Medic

Table: Combat Medic
Class
Level
Special
1st Medic!, Quick Chemistry
2nd Extra Curricular Brewing
3rd Advanced Pharmaceuticals
4th Helpful Hand
5th Bonus Feat
6th I'm there when you need me!
7th In-Field Chemistry
8th Resolve
9th Never gonna let you go
10th Biological Weakness

"No one gets left behind". That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war.

Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused.

Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death.

The fasted path to the Combat Medic is through the Path of Wisdom(Dedicated Hero), though other paths are possible.

Requirements:

  1. Level: At least Level 2
  2. Core Class: Path of Wisdom OR Ability: Wisdom Score 16+ OR Ability: Dexterity Score 16+ and Wisdom score of 10+

Restrictions:

Class Information:

Ability Affinity: Wisdom, Dexterity

Class Skills: Acrobatics (Dex), Craft [Chemical, Pharmaceutical], Pick Any One Knowledge(Int), Profession (Wis), Survival (Wis), Treat Injury (Wis)

Combat Medic's Class Features


Medic!
At 1st level, the Combat Medic is able to more quickly help people in need of aid. Treat Injury skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character.
When a natural 20 is rolled for Treat Injury skill an Inertia point is earned and the Health restored is the maximum possible.
Quick Chemistry
At 1st level, the Combat Medic 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 Combat Medic reduces the cooking/brewing time by 1/2.
At 5th level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.
Extra Curricular Brewing
You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can 'enhance' your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.
Starting at 2nd level, the Combat Medic can craft Resistance Concoction and Boosters from the Medical Items list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or Pharmaceutical kit and a 'delivery method' such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the 'delivery method' device is not used up but a use of the Chemistry or Pharmaceutical kit is still used up.
Advanced Pharmaceuticals
At 3rd level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft Pharmaceuticals even if it exceeds there level limit. Also gains advantage when attempting to craft Pharmaceutical items outside of combat. This doesn't count toward the 'Extra Curricular Brewing'.
Helpful Hand
At 4th level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the Treat Injury check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the Treat Injury check. As long as they don't roll a natural 1.
At 7th level the base HP is now +4 HP even if fail and at 10th it is now 2 advantage bonuses stacked and +8 HP even if fail.
Bonus Feat
At 5th level, the Combat Medic gains a Bonus Feat they can choose from the following Categories:
I'm there when you need me!
At 6th level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.
In-Field Chemistry
Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war.
Started at 7th level, the Combat Medic gains advantage when ever attempting to Identify, Study, or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.
Resolve
Beginning at 8th level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and Intimidate checks.
Never gonna let you go
At 9th level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device.
Biological Weakness
At 10th level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a Knowledge Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.

Dimension Knight

Table: The Dimension Knight
Class
Level
Special
1st Detect Rift, Order Talent
2nd Dimensional Tricks,
3rd Weapon Training,
4th Dimensional Tricks
5th Gate Traveler, Order Talent
6th Dimensional Tricks
7th Always suited
8th Expert Weapon Training, Dimensional Tricks
9th No Place Like Home
10th Dimensional Tricks, Order Talent

Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn't shaped like the Milky Way. In the Milky Way the 'Ring of Life' is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere.

She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently 'awoken' her powers and that it sent some sort of 'ripple' through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same.

What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them?

It wasn't until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them.

Player's pick Dimensional Knight if they want Character's that travel far and wide under the clock of a secret Order which has it's goals rooted within fabric of the cosmos itself.

The fastest path too this Hero is through the Path of Strength(Strong Hero)

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

  1. Level: At least Level 2
  2. Core Class: Path of Strength OR Ability: Strength Score 16+ OR Ability: Wisdom Score 15+ and Strength score of 12+
  3. Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)

Restrictions:

  1. Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.

Class Information:

Ability Affinity: Strength and Wisdom

Class Skills: The Dimension Knight’s class skills are as follows. Athletics (Str), Intimidate (Cha), Choose Any One Knowledge(Int), Study (Int), Sense Motive (Wis), and Survival (Wis).

Feat Bonuses: Melee Weapon Focus

Extra Info: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)

Dimension Knight's Class Features


Detect Rift
Starting at the 1st level. Using a Perception check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect 'Gates' or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.
Dimensional Tricks
Starting at 2nd and preceding on every even level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At 2nd level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the Dimensional Tricks section of the Techniques page.
Weapon Training
At 3rd level the Dimension Knight is granted the Melee Weapon Focus feat.
At 8th level the Dimension Knight gets to pick another feat from the Melee Weapon Combat as part her Expert Weapon Training.
Gate Traveler
Starting on the 5th level the Dimension Knight can open up a 'Gate' to travel through. 'Gates' are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a Survival Check to see if the Character's action on the Gate is successful. The actions are to 'open', 'stabilize/make unstable', 'close'. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn't determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them.
If you want to travel through the Gate another Survival check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just Nauseated. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM's Mod. The Dimension Knight can add their Character's Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.
A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn't have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training.
Always suited
At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree.
Expert Weapon Training
At 8th level the Dimension Knight can gain a Feat from the Melee Weapon Combat.
No Place Like Home
At 9th level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area's energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the 'Gate Traveler' talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This 'mark' is detectable by other Dimension Knight's as an apposed Perception check against the Dimension Knight's Survival check. The process has to be done over again if any Spacetime disturbance happens at the 'marked' location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.
There is no going back. Opening the Gate doesn't require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can 'mark' as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.

The Order's of Dimension Knights


As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves Unity. The Order of Unity dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves The Divergent. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity.

When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became 'awoken' with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up.

Admits all this rising doom there is a new group. The Order of Nature. Knights within this Order are sometimes referred too as Chaos Knights. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: "Just enjoy the now" or "Do whatever feels best for the Dimension you are in". Either case the Order of Nature tries to make sure Gates 'naturally' run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.

The Order of Unity
In the "Gate Traveler" Talent the Unity Knight gets to add their Character Advantage Die too "stabilize" and "close" actions on any spacetime anomalies.
Friendly Portal
Gained at 1st level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.
The Temple is My Home
At 9th level a Dimension Knight is gains the 'No Place Like Home'. However a Unity Knight also gains instant access to a 'Temple' or safe haven and can use this talent to access that location at 5th level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn't count toward there total number of places they can 'mark'. At 9th level they can the normal talent and all its abilities.
Singularity
At 10th level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity.
This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.
The Order of Divergent
In the "Gate Traveler" Talent the Divergent Knight gets to add their Character Advantage Die too "make unstable" and "open" actions on any spacetime anomalies.
Bend to my Will
Gained at 1st level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to 'soften' a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the Shaken for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.
Extra Combat Training
Gained at 5th level. This gains the Divergent Knight another Feat from the Melee Weapon Combat category.
The Divided
Gained at 10th level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to 'dump' its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage.
This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/Chemical damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.
The Order of Nature
In the "Gate Traveler" Talent the Nature Knight gets to add an advantage bonus to Survival checks when traveling through a dimensional Gate.
Sense Knight
Gained at 1st level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal Perception check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.
Master of Tricks
Gained at 5th level. Gain another Trick but you do not need to obey Order restrictions.
Into Chaos
Gained at 10th level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its 'cool' or at least useful the craft of summoning such power into this Dimension is not perfectly honed.
The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an Acrobatics check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15.
The range of the 'Into Nature' attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.

Dreadnought

Table: The Dreadnought
Class Level Special
1st Ability Surge, Fearless
2nd Well Grounded, Resolve
3rd Unhindered, Steamroller
4th Ideology Talent
5th Bonus Feat
6th Knockdown
7th Heavy Artillery
8th Greater Surge
9th Tirelessly
10th Finial Strike

Science continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, 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 shape 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 thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to 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. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction.

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 through the Path of Constitution(Tough Hero), though other paths are possible.

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

  1. Level: At least Level 2
  2. Core Class: Path of Constitution OR Core Class: Path of Strength OR Ability: Constitution Score 16+ OR Ability: Strength Score 16+
  3. Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in "Extra Info" and "Class Features" sections)

Restrictions:

  1. Class: A Character with the Dreadnought cannot pick to the the Helix Warrior.

Class Information:

Ability Affinity: Dexterity and Constitution

Class Skills: The Dreadnought’s class skills are as follows. Acrobatics (Dex), Athletics (Str), Intimidate (Cha), Profession (Wis)

Extra Info: At first level the Dreadnought has to choose what ideology to follow.

Dreadnought's Class Features


The following class features pertain to the Dreadnought advanced class.

Ability Surge
Starting at 1st level, the Dreadnought's uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is Fatigued. If already Fatigued then they are Exhausted. If already Exhausted then they become Unconscious.
When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.
Fearless
Started at 1st level, the Dreadnought is immune to fear effects.
Well Grounded
The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.
Resolve
Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and Intimidate checks.
Unhindered
At 3rd level, the Dreadnought can ignore the movement penalties of armor.
Steamroller
Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.
Ideology Talent
This is a Talent that is provided by the Dreadnought's Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.)
Bonus Feat
The Dreadnought gains a Bonus Feat from one of the following categories: Misc Feats, Combat Martial Arts, Melee Weapon Combat
Knockdown
At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.
Heavy Artillery
Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.
Greater Surge
At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.
Tirelessly
At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.
Finial Strike
If they kill an enemy with a critical hit or perform a 'Coup de Grace' or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.

Dreadnought Ideologies

Law and Order

Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority.
Bonus: Intuition: The Dreadnought gains Sense Motive as a class skill. If already a class skill it gains a Rank.
Bonus Talent - I Am The Law!
The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals.
Bonus Talent - 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 +1 bonus to AC (in addition to the dodge bonus to 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 +2 at 7th level and +3 and 10th level.

Life above all

Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution.
Bonus: Big Heart: An advantage bonus too all Diplomacy checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails.
Bonus Talent - Helping Hands
At 4th level the Dreadnought gains Treat Injury as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to Treat Injury.

Duty and Doctrine

Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.
Bonus: Indoctrination: An advantage bonus to Int and Wis Modifiers when defending against Bluff, Diplomacy, Intimidate checks.
Bonus Talent - Civics Class
At 4th level, the Dreadnought gains the Knowledge Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill.

Survival of the Fittest

Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the 'Natural Order of Things' and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn't. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed.
Bonus: Self Sufficient: The Dreadnought gets a Misc +1 bonus too the Survival skill.
Bonus Talent - Damage Reduction
Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.

Vigilante

Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and "The System". And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others "Robin Hoods" of space.
Bonus: Justifying Reasoning: The Vigilante Dreadnought gets the Knowledge Current Events as a class skill with a Misc +1 bonus too it automatically.
Bonus Talent - Reckless Behavior
Gain the Reckless Behavior Talent from the Starfighter's Class Features.

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.

Envoy

Table: The Envoy
Class Level Special Technique Usage by Level
0* 1st 2nd 3rd
1st Plenipotentiary Privileges, Stipend 2 - - -
2nd Open arms 2 1 - -
3rd Intuitive 3 1 1 -
4th Cultural Expert 3 2 1 -
5th Bonus Feat 4 2 2 1
6th Slave too Bureaucracy 4 3 2 1
7th Upper Management 5 3 3 2
8th Upper Management 5 4 3 2
9th Select Consuls 6 4 4 3
10th Demanding Presence 3 3 2 1
*Level 0 Techniques can be preformed at will infinity with the Technique Novice Feat.

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

Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.


The fastest path into this advanced class is trough the Path of Charisma(Charismatic Hero), though other paths are conceivable.

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

  1. Level: At least Level 2
  2. Core Class: Path of Charisma OR Ability: Charisma Score 16+ OR Ability: Wisdom Score 15+ with Charisma score of 12+
  3. Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).

Restrictions:

  1. Feats: The Envoy cannot use Power Armor.
  2. Weapons: The Envoy cannot use melee/martial weapons with advantage

Class Information:

Ability Affinity: Charisma and Wisdom

Class Skills: The Envoy’s class skills are as follows. Diplomacy (Cha), Intimidate (Cha), Profession (Wis), Sense Motive (Wis), and Language (none). Choose Any Two Knowledge Skills(Int).

Technique Ability Affinity: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques.

Feat Bonuses: Leadership

Extra Info: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located here. This will add extra bonuses too the Envoy.

Envoy's Class Features

Plenipotentiary Privileges
Starting at 1st level, if the Envoy 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. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy's consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s Diplomacy check. An Envoy 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.
Stipend
Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a Profession's Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.
Open Arms
Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all Diplomacy checks.
Intuitive
Started at 3rd level, the Envoy gains advantage to Sense Motive checks.
Cultural Expert
At 4th level the Envoy's abilities and profession lead them to a better understanding of common cultures. If Knowledge Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.
Bonus Feat
At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat.
Slave too Bureaucracy
At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.
Restricted Access
At 7th level, the Envoy 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 +2 Misc bonus on Study checks.
Upper Management
At 8th level the Envoy gains the Manager feat for free.
Select Consuls
At 9th level, the Envoy may appoint a number of individuals equal to her Charisma 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 Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés" privileges.
Demanding Presence
The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an Intimidate check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy's Intimidate check). If the target fails they Frightened for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become Cowering, if already Cowering they can become Panicked. If they succeeded the check and they are already one of these conditions the previous condition doesn't go away. The turn counter of 1d6 turns doesn't reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.

Envoy's Allegiances

Corporation[s] Entity

Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy's that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy's insure that conflicts of any kind do not get in the way of Corporation goals.
Bonus: Insider Knowledge: A bonus too Diplomacy and Intimidate checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too Computer Use checks when attempting to get information from a computer owned by a corporation. The class also gets the Knowledge Business as a Class skill and gets a Misc +2 bonus too it.

Small to Medium Sized Government

A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy's that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.
Bonus: Ambitious: The Envoy is more likely to get promoted. Advantage bonus too Profession checks. The Envoy also gets an advantage bonus to the Intimidate checks when dealing with government agencies. The Envoy also gets Knowledge Local as a class skill with a Misc +2 to the skill.

Large or Empire Government

There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire.
Bonus: Powerful connections: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the "Diplomatic Immunity" table. The class also gets the Knowledge Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to Intimidate checks when dealing with government agencies.

Religious Institution

Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.
Bonus: Strong Convictions: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to Bluff,Intimidate or use Diplomacy against them.

Crime Syndicate

You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the 'Boss' or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure 'Family' or 'Business' is always seen as important, respected, official. No funny business too see here.
Bonus: Corruption: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the Upper Management talent with Well Informed. This provides an advantage bonus when using the Diplomacy Gather Information skill check.

Rebel Cause

At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the 'enemy' and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change.
Bonus: Rebel: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace 'Stipend' with Negotiator. This provides +1 Misc score to either Diplomacy, Bluff, Intimidate, Sense Motive at 1st, 4th, 7th, and 10th level.

Electro-Mancer

Table: The Electro-Mancer
Class Level Special Technique Usage by Level
0* 1st 2nd 3rd 4th 5th
1st Electric Attack
Sixth Sense (1d4)
2 1 - - - -
2nd Transmutant/Savant Talent 2 1 1 - - -
3rd Electric Attack (1d6) 3 2 1 - - -
4th Transmutant/Savant Talent 3 2 2 1 - -
5th Electric Attack (1d8)
Bonus Feat
4 3 2 1 - -
6th Transmutant/Savant Talent 4 3 3 2 1 -
7th Electric Attack (1d10) 5 4 3 2 1 -
8th Transmutant/Savant Talent 5 4 4 3 2 1
9th Electric Attack (1d12) 6 5 4 3 2 1
10th Transmutant/Savant Talent 6 5 5 4 3 2
*Level 0 Techniques can be preformed at will infinity with the Technique Novice Feat.

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 inherit in there species 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 user 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 against them. 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 Great 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 their mind. Producing shields, shocking enemies, and empowering themselves with energy.


The fastest path into this advance class is through the Path of Intelligence(Smart Hero).

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

  1. Level: At least Level 2
  2. Core Class: Path of Intelligence OR Core Class: Path of Dexterity OR Ability: Intelligence Score 16+ with Dex Score of 10+ OR Ability: Dexterity Score 16+ with Int Score of 10+


Restrictions:

  1. Advance Class: Cannot also be a Shield Splicer

Class Information:

Ability Affinity: Intelligence and Dexterity

Class Skills: Computer Use(Int), Craft [Electronic, Mechanical], Knowledge (Pick two) (Int), Disable Device(Int), Perception(Wis), Study(Int)

Technique Ability Affinity: The Electro-Mancer uses their Intelligence ability to preform Techniques.

Electro-Mancer's Class Features

Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)
Starting at 1st level, the Electro-Mancer gets an 'natural' attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).
Electric Savant's Electric Attack
This is considered a 'natural' Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute)
Electro Transmutant Electric Attack
This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant's Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat.
The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. 3rd level it is 1d6, 5th level it is 1d8, at 7th level it is 1d10 and at 9th level it is 1d12.
Side note: If this technique is effected by the Talented feat then it is increased to 2d8 at 12th level, 2d10 at 16th level and 2d12 at 20th level.
Sixth Sense
At 1st level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.
Bonus Feat
At 5th level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: Misc Feats, and if chosen Electric Savant Techniques, if chosen Electro Transmutant Melee Weapon Combat, Combat Martial Arts.

Electro Transmutant

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.
Electrified Movement
On 2nd level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently.
Improved Electric Attack
At 4th level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently.
Quicken Imbue Weapon
Starting at 4th, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5.
At 8th level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.
Magnetic Aim
Upon 6th level, the Transmutant, using a 2nd or 3rd level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At 10th level the Transmutant can also use 4th and 5th Techniques use per day to gain double advantage.
Electrified Focus
Starting on the 8th level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant's turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.
Amp'ed Rage
on the 10th level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes Fatigued and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.

Electric Savant

Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer's ranged Technique abilities.
Electric Savant in Training
Upon 2nd level, the Electric Savant gains the Technique, Novice feat for free. If the Character already has this feat they can gain the Technique, Advance feat. However this does not continue to the Master feat.
Circuit Integration
At 4th level, the Savant gains a Misc +1 to Computer Use, and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.
Electric Meditation
Starting at 4th level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.
Advanced Electromancy
At 6th level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to 'level up' the Technique.
Note: Preforming a Technique 'as if it was of a higher level' means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)
Sheer Force
At 8th level, the Electric Savant's natural Electric attack now as DR of Electric Savant's Intelligence mod (Max 5) and does x3 Critical Damage.
Expert Electromancy
Starting at 10th level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.

Field Officer

Table: The Field Officer
Class Level Special Technique Usage by Level
0* 1st 2nd 3rd
1st Leader of the Troops 1 - - -
2nd Encouraging Speech 2 - - -
3rd Uncanny Survival 2 1 - -
4th Coordinate Attack 2 1 - -
5th Bonus Feat 3 1 - -
6th Inspiring Speech 3 2 1 -
7th Protege 3 2 1 -
8th Commanding Presence 4 3 1 1
9th Follow My Lead 4 3 2 1
10th Tactical Master 6 4 2 1
*Level 0 Techniques can be preformed at will infinity with the Technique Novice Feat.

An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier's legs 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 should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what's left of his team across the bumpy landscape, looks at the faces of his men 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 counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader 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 as well as providing knowledge and expertise that can be helpful to the group as a whole.


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

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

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

Restrictions:

  1. Cannot use power armor or it negates his ability to use techniques.

Class Information:

Ability Affinity: Charisma and Wisdom

Class Skills: The Field Officer’s class skills are as follows. Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Choose Any One Knowledge (Int), Sense Motive (Wis), Treat Injury(Wis)

Feat Bonuses: Leadership

Technique Ability Affinity: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn't say its Charisma.

Field Officer's Class Features

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

Leader of the Troops
Beginning on the 1st level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to either Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.
At 5th level Field Officer this bonus changes to +2. At 10th level this bonus changes to +3.
Encouraging Speech
At 2nd level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as Frightened, Cowering, Panicked, and Fatigued.
This can only be done once per combat encounter.
Uncanny Survival
Beginning at 3rd level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.
At 9th level this can be done twice a day.
Coordinate Attack
Granted at 4th level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer's Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain 1d4 of extra damage. At 8th Character Level the damage dice is 1d6. At 12th it is 1d10 and at 16th Character level this is 1d12. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it.
This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.
Bonus Feat
At 5th level, the Field Officer gains a Bonus Feat from one of the following categories: Misc Feats, Ranged Combat, Leadership & Companions.
Inspiring Speech
Starting on the 6th level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a Diplomacy check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.
This can only be done once per combat encounter.
Protege
At 7th level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer's Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls.
However if something was to happen to the Field Officer such as Dying, or any of the following conditions: Frightened, Cowering, Panicked, Exhausted, Pinned, Sickened, Shaken, Dazed, Stunned, Paralyzed, Incapacitated. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.
The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.
Commanding Presence
At 8th level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a Diplomacy or Intimidate check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.
Follow My Lead
On the 9th level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.
This can only be done once per combat encounter. At Character level 18 this changes too twice a level.
Tactical Master
At 10th, the Field Officer can preform two Techniques in one turn. This requires a Full Round action.
The Field Officer can only preform this once a day. At Character level 20 this goes up to 2 times per day.

Helix Warrior

Table: The Helix Warrior
Class Level Special Technique Usage by Level
0* 1st 2nd 3rd
1st Haul, Martial Artist, Darkvision (60 ft.) 1 - - -
2nd Light Sleeper 1 1 - -
3rd Combat Expertise 2 1 1 -
4th Furry of Blows 2 2 1 1
5th Bonus Feat, Darkvision (90 ft.) 3 2 2 1
6th Survivor, Combat Expertise+ 3 3 2 1
7th Improved Reaction 4 3 2 2
8th Superior Conditioning 4 4 3 2
9th Strong As An Ox, Combat Expertise++ 5 4 3 2
10th Decisive Attack, Darkvision (120 ft.) 5 5 4 3
*Level 0 Techniques can be preformed at will infinity with the Technique Novice Feat.

Most 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 is to some scientists their duty. Helix Warrior's are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization. People, sometimes willing however usually not, subjected to rigorous "scientific" experimentation. Their 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 while most 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 through the Path of Strength(Strong Hero), though other paths are possible.

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

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


Restrictions:

  1. Cannot take the following Feats: Firearm's Advanced/Heavy

Class Information:

Ability Affinity: Wisdom and Strength

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

Feat Bonuses: Martial Art Focus or Defensive Martial Arts (Player chooses at level 1 Helix Warrior)

Technique Ability Affinity: The Helix Warrior uses her Wisdom in the application of her Techniques.

Helix Warrior's Class Features

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

Haul
At 1st level, the 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.
Martial Artist
Starting on the 1st level, the Helix Warrior's unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the Martial Arts Combat section.
Darkvision
Beginning at 1st level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.
The range of the Helix Warrior’s darkvision improves to 90ft at 5th level and 120ft at 10th level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.
Light Sleeper
Starting on the 2nd level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make Perception checks even while asleep, without penalty.
Combat Expertise
On the 3rd level, the Helix Warrior gains an Advance Combat Technique of the Players choice.
Also gain this on 6th and 9th level.
Furry of Blows
At 4th level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules.
Bonus Feat
At 5th level, a Helix Warrior gains a new bonus Feat from one of the following categories: Misc Feats, Combat Martial Arts, Melee Weapon Combat
Survivor
Starting at 6th level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll.
This can only be done once per day. At Character level 12 it can be used twice and at level 18 it can be used three times.
Improved Reaction
At 7th level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if not already in combat.
Superior Conditioning
Beginning at 8th 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, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)
This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.
Strong As An Ox
At 9th level and beyond, the Helix Warrior’s ignores the 'Clunky' attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)
Focused Attack
At 10th level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do max damage on any hit that lands on that target for a number of turns equal to the Helix Warrior's Wisdom Modifier. The Helix Warrior cannot 'retarget' another enemy until the effect has warn off or until the the target is dead.
A Helix Warrior can only do this 2 times a day.

Shield Splicer

Table: The Shield Splicer
Class Level Special Technique Usage by Level
0* 1st 2nd 3rd 4th 5th
1st Self Shielded, Sense Shield 1 - - - - -
2nd Shielded Defender/Wielder Talent(s) 2 1 - - - -
3rd 2 1 1 - - -
4th Shielded Defender/Wielder Talent(s) 3 2 1 - - -
5th Bonus Feat 3 2 2 1 - -
6th Shielded Defender/Wielder Talent(s) 4 3 2 1 - -
7th Disrupt Shield 4 3 3 2 1 -
8th Shielded Defender/Wielder Talent(s) 5 4 3 3 1 -
9th 5 4 4 3 2 1
10th Shielded Defender/Wielder Talent(s) 6 5 4 3 2 2
*Level 0 Techniques can be preformed at will infinity with the Technique Novice Feat.

The Lepidonains had a vast empire. They where second too none. Except for the Cryous. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona's ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers.

The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don't have a choice. And thus a stereo type was born.

In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.

Player's Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.


The fastest path is through either the Path of Constitution(Tough Hero) or the Path of Wisdom(Dedicated Hero)

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

  1. Level: At least Level 2
  2. Core Class: Path of Constitution OR Core Class: Path of Wisdom OR Ability: Constitution Score 16+ with Wis score of 10+ OR Ability: Wisdom Score 16+ with Con score of 10+

Restrictions:

  1. Advance Class: Cannot also be an Electro-Mancer
  2. Cannot wear power armor.

Class Information:

Ability Affinity: Constitution and Wisdom

Class Skills: The Shield Splicer’s class skills are as follows. Acrobatics (Dex), Athletics (Str), Choose One Craft: [(mechanical, structural)](Int), Choose Any One Knowledge(Int), Survival (Wis), Treat Injury (Wis)

Technique Ability Affinity: The Shield Splicer uses their Constitution ability to preform Techniques.

Extra Info: At level 1 the Shield Splicer either chooses the Shield Wielder or a Shield Defender path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.

Shield Splicer's Class Features

Self Shielded
Starting at 1st level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.
Sense Shield
At 1st level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal Perception check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.
Bonus Feat
At 5th level, the Shield Splicer gets a Bonus Feat from one of the following categories: Misc Feats or Techniques.
Disrupt Shield
Upon 7th level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The 'health' of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor's is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked.
This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become Fatigued afterward. They cannot preform this action while Fatigued or Exhausted.

Shield Wielder(Conn)

This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.
Shield Attack
At 2nd level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the Advance Weapon Creation rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage.
Shield Wielder Novice
Starting at 4th level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques
Focused Shield Attack
Upon 6th level, the Shield Wielder's Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)
Advanced Shield Wielder
At the 8th level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques
Greater Shield Attack
At 10th level, the Shield Wielder's Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.
Master Shield Wielder
Upon 10th level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice.
Note: Preforming a Technique 'as if it was of a higher level' means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)

Shield Defender(Wis)

This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class.
Selfless Shield
Starting at 2nd level, the Shield Defender can use there Self Shielded talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.
Substitution
At 4th level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender's Conn Mod acts as DR for the damage they adsorb. But no other DR counts.
Improved Force Wall
Starting on the 6th level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects.
Improved Cloak
At 8th level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.
Healing Chamber
Upon 10th level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.

Space Marine

Table:
Class
Level
Special
1st Military School (Boot Camp), Iron Gut
2nd Joint Operations
3rd Military Training Trick
4th Military School (Advanced Training)
5th Combat Expert
6th Military Training Trick
7th Military School (Specialist Training)
8th Special Focus Training
9th Military Training Trick
10th Military School (Space Marine Elite Training)

These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution's firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly.

No matter who they serve Space Marine's are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn't have it any other way.

Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.

The fasted path to the Space Marine is through the Path of Dexterity(Fast Hero).

Requirements:

  1. Level: At least Level 2
  2. Core Class: Path of Dexterity OR Ability: Dexterity Score 16+ OR Ability: Strength Score 16+ and Dexterity score of 10+

Restrictions:

Class Information:

Ability Affinity: Dexterity, Strength

Class Skills: Acrobatics (Dex), Athletics (Str), Intimidate (Cha), Pilot (Dex), Perception (Wis), Stealth (Dex), Survival (Wis)

Space Marine's Class Features

Military School (Boot Camp)
Starting on the 1st level, the Space Marine can pick a Feat from the either the Ranged Combat or Melee Weapon Combat Feat section for a Bonus Feat.
This is also available at 4th, 7th and 10th levels.
Iron Gut
At 1st level, the Space Marine gets the Zero-G Training feat for free.
Joint Operations
At 2nd level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.
Military Training Trick
Starting on the 3rd level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.
Suppressing Fire!
Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply.
Closing the Gap
The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.
Military School (Advanced Training)
At 4th level, the Space Marine can pick another Feat from the either the Ranged Combat or Melee Weapon Combat Feat section for a Bonus Feat.
Combat Expert
At 5th level, the Space Marine can now learn an Advanced Combat Technique as if he took the Advanced Combat Techniques Feat.
Military Training Trick
Again on the 6th level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.
Debilitating Shot
The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target Entangled. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine's Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.
Taking the Initiative
If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine.
Military School (Specialist Training)
At 7th level the Space Marine can pick another Feat from the either the Ranged Combat or Melee Weapon Combat Feat section for a Bonus Feat.
Special Focus Training
Gained on the 8th level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: Heavy Melee Weapon Training, Heavy Ranged Weapon Training, Heavy Armor Training.
Military Training Trick
Again on the 9th level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.
Prey
The Space Marine can 'mark' a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At 18th Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR.
Against all Odds
If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.
Military School (Space Marine Elite Training)
At 10th level the Space Marine can pick another Feat from the either the Ranged Combat or Melee Weapon Combat Feat section for a Bonus Feat.

Starfighter

Table: The Starfighter
Class Level Special
1st Pilot Training, Reckless Behavior
2nd Sharp Reflexes, Dirty Fighting
3rd Do a barrel roll!
4th Bonus Feat, Shake, Rattle, And Roll
5th To the max!
6th Pilot's Awareness, Daredevil
7th Intimidating Reputation
8th Bonus Feat, Keep it together
9th Cool Under Pressure
10th Pilot's Luck

The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter 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 against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. 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 Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. 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 the greatest pilots the galaxy has to offer.

Choose the Starfighter 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 Starfighter, 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 Starfighter’s class skills are as follows. Acrobatics(Dex), Bluff(Cha), Pilot(Dex), Perception(Wis), Survival(Wis).

Starfighter's Class Features:


Pilot Training
Starting at 1st level, a Starfighter automatically gains the Spaceship Helm Officer and Guide feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.
Reckless Behavior
The Starfighter's reckless nature can sometimes get them in nature. This ability is granted at 1st level. At the start of combat the Starfighter can 'jump the gun' to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat.
Sharp Reflexes
Starting at 2nd level, a Starfighter 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.
The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.
Dirty Fighting
At 2nd level the Starfighter 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 Starfighter 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 Starfighter 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 Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.
Bonus Feat
The Starfighter 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 Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter 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 Starfighter’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 Starfighter 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 Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter 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 Starfighter to push themselves physically in combat which increases the Starfighter's base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.
Pilot's Awareness
At 6th level any ship the Starfighter 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 Starfighter gains the Drive By Attack feat.
Intimidating Reputation
Any Starfighter 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 Starfighter gets a +2 Misc bonus too Intimidate Skill checks. Also if the Starfighter 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 Starfighter 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 Starfighter 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 Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.
Pilot's Luck
Starting at 10th level, a Starfighter shows off there 'skill' or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at Character Level 15 that changes to 2 times per day.
- When piloting the Starfighter can choose between the following bonuses for one round.
  • Provide an advantage bonus to both the accuracy check and damage of the Ship's Weapon systems.
  • Provide a +6 to AC to avoid being hit.
  • Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.
  • Allow another person to preform a Grapple Function with Advantage.
- When when normal combat for one round.
  • Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.
  • When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.
  • Before doing a saving throw the Pilot can declare 'Pilot's Luck' or they can say 'Dumb Luck' and if they can roll twice and take the one with the better outcome.

Swindler

Table: The Swindler
Class Level Special Technique Usage by Level
0* 1st 2nd 3rd
1st Cheat Fate
Sneak Attack +1d4
1 - - -
2nd Thousand Faces, Escape Artist 1 1 - -
3rd Fortune's Favor 2 1 1 -
4th Lucky Strike
Sneak Attack +2d4
2 2 1 -
5th Bonus Feats 3 2 1 1
6th Warp Probability 3 3 2 1
7th Timely Stride
Sneak Attack +3d4
4 3 2 1
8th Turn Back Time
Lucky Strike+
4 4 2 2
9th One Last Trick 5 4 3 2
10th Sneak Attack +4d4 5 5 3 2
*Level 0 Techniques can be preformed at will infinity with the Technique Novice Feat.

Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult 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 spend 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 throw 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 belief except possibly too themselves. Swindler's are usually looked down on by others as their 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.

Swindler's sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a 'lower' forum of the same power that is bestowed upon Dimensional Knights. Swindler's are somehow capable of 'bending' the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler.

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 through the Path of Charisma(Charismatic Hero), though other paths are possible.

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

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

Restrictions:

  1. Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.
  2. Class: A Swindler cannot also be a Tracer.

Class Information:

Ability Affinity: Charismatic and Dexterity

Class Skills: The Swindler’s class skills are as follows. Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Choose One Knowledge (Int), Perception (Wis), Stealth (Dex), Sleight of Hand (Dex).

Feat Bonuses: Deceptive

Swindler's Class Features

The following class features pertain to the Swindler advanced class.

Cheat Fate
Starting at 1st level, fortune favors the Swindler. Once per day, he may re-roll 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 re-roll, even if it’s worse than the original roll. At 9th level this ability can be used twice per day.
Swift Attack
At 1st level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.
This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked.
The extra damage increases to +2d4 at 4th level, +3d4 at 7th level and +4d4 on 10th level.
Thousand Faces
At 2nd level 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) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on 2nd level.
Escape Artist
Starting at 2nd level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat.
Fortune's Favor
At 3rd level the Swindler's luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to Diplomacy checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to Gamble or make Investments. When scavenging for parts or crafting materials the Swindler also gains advantage.
Lucky Strike
At 4th level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?
Critical Chance Increase
Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.
Critical Damage Increase
Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.
The Swindler gets this ability again at 8th level. They can choose the same as before or different.
Bonus Feats
At 5th level, the Swindler gets a free Bonus Feat from one of the following categories: Misc Feats, Two-Weapon Fighting, Melee Weapon Combat.
Warp Probability
Starting on the 6th level, the Swindler can affect another target's attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target's d20 roll.
This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler's Charisma Mods number of turns per day.
Timely Stride
Starting at 7th level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor.
Turn Back Time
At 8th level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take.
At 16th Character level this can be used twice per day.
One Last Trick
At 9th level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.

Technosavant

Table: The Technosavant
Class
Level
Cybernaut - Robotic Master
Special - Special
1st Technocant - Technocant, Robotic Friend
2nd Tech Hoarder - Tech Hoarder
3rd - Robomancer, Field MARS Surgeon
4th Technophile - Technophile
5th Bonus Feat, Robotic Vulnerability - Bonus Feat, Robotic Vulnerability
Technique Integration
6th Virtual Houdini - Virtual Houdini
7th - Advanced MARS Surgeon
8th Build Prototype - Build Prototype
9th - Technique Integration
10th Greater Vulnerability - Greater Vulnerability, Robotic Combo Attack

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. Noted for being tinkerers they 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 through the Path of Intelligence(Smart Hero), though other paths are possible.

Requirements: To qualify to become a Technosavant, 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 score of 12+


Restrictions:

  1. Class: The Technosavant cannot also be a Xenophile advance class.
  2. Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.

Class Information:

Ability Affinity: Intelligence and Wisdom

Class Skills: The Technosavant’s class skills are as follows: Computer Use (Int), Craft both [Electrical, Mechanical](Int), Disable Device (Int), Choose Any Two Knowledge (Int), Language (none), Study (Int),

Feat Bonuses: Computer Wiz or Jerry Rigging. (Player chooses at level 1 Technosavant

Technosavant's Class Features

The following class features pertain to the Technosavant advanced class.

Cybernaut or Robotic Master
At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.
  • Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.
  • Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations.
Technocant
Starting at 1st level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant's Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15).
Tech Hoarder
At 2nd level, the Technosavant's curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the Salvage feat.
Technophile
At 4th level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.
Bonus Feat
At 5th level the Technosavant can choose from the following feat categories: Misc Feats, Leadership & Companions
Robotic Vulnerability
A Technosavant of 5th level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the Disable Device skill. They also gain +1 Misc bonus to Disable Device skill.
Virtual Houdini
A Technosavant of 6th level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to Computer Use.
Build Prototype
At 8th level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant's current Tech Level is increased by +5 per tech level higher then her own.
Greater Vulnerability
At 10th level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to Disable Device skill.

Cybernaut

WORK IN PROGRESS NOT READY FOR ALPHA TWO

The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay 'normal' looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.

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.
Super Cybersurgeon
At 6th level, the Technosavant gains an advantage bonus on Treat Injury checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.
Distill Information
A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.

Robotic Master

Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits.


Robotic Friend
At level 1 the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the Hero Companions page. Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.
Robomancer
At 3rd 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.
Field MARS Surgeon
Starting on the 3rd level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a Treat Injury skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.
Technique Integration
At 5th level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at 9th level.
Advanced MARS Surgeon
At 7th level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.
Robotic Combo Attack
At 10th level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.

Tracer

Table: The Tracer
Class Level Special
1st Master Tracker,
Tracers Mark +1d4
2nd Study Target
3rd Uncanny Stealth
4th Debilitating Blow,
Tracers Mark +2d4
5th Swift Tracking, Bonus Feat
6th Probe for Weakness
7th Homing Tracer Round,
Tracers Mark +3d4
8th Distracting Shot
9th Crippling Shot
10th Finial Shot,
Tracers Mark +4d4

"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, parole 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 across the vastness of Space.


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

Requirements: To qualify to become a Tracer, 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: Intelligence Score 15+ and Wisdom score of 12+

Restrictions:

  1. Class: This person cannot also be a Swindler.

Class Information:

Ability Affinity: Wisdom and Intelligence

Class Skills: The Tracer’s class skills are as follows. Intimidate (Cha), Computer Use (Int), Choose Any Two Knowledges (Int), Pilot (Dex), Stealth (Dex), Sense Motive (Wis), Study (Int) Survival (Wis), Perception (Wis)

Feat Bonuses: Track

Tracer's Class Features

The following class features pertain to the Tracer advanced class.

Tracers Mark
Starting on the 1st level, the Tracer gains the ability to 'mark' a target with a successful Ranged attack using a tracer round. This talent works similar the 'Prey' talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a 'marked' target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.
At 4th level this goes up to +2d4, 7th level it goes to +3d4, and 10th level this reaches +4d4 damage.
Master Tracker
At 1st level the Tracer gets an advantage bonus too Knowledge Checks, Perception checks and Diplomacy checks when used to Gather Information on the whereabouts of a Target.
At level 7th level the bonus becomes 2 advantage bonuses stacked.
Study Target
At 2nd level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target.
Uncanny Stealth
Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to Stealth checks at 3rd level. He also gains the following.
At 3rd level, a Tracer no longer suffers the –5 penalty on Stealth checks while moving at full speed.
At 8th level, a Tracer suffers only a –10 penalty on Stealth checks while running or charging (instead of the normal –20 penalty).
Debilitating Blow
Starting on the 4th level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them. This is similar to the Debilitating Shot from the Space Marine. If Study Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target Entangled. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer's Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action.
Swift Tracking
At 5th 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 as well. The Tracer can now provide the Survival bonuses to the 'Scan' feature of a Space Ship he is operating if he is either manning the scanners or the Captain.
Bonus Feat
At 5th level, the Tracer gets a free Bonus Feat from one of the following categories: Misc Feats, Ranged Combat, Space Ship Operations
Probe for Weakness
Starting at the 6th level, the Tracer continues too study the target as he attacks it. If the Study Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat.
This ability can only be done once per combat.
Intimidating Profession
At 6th level, the Tracer's has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the Intimidate skill or +1 Rank to the Profession skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the Wealth and Money page.
Homing Tracer Round
On the 7th level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds.
Distracting Shot
Starting at 8th level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.
Focus on me
This ammo makes the target roll a Wisdom save DC15 + Tracer's Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.
Look away
This ammo makes the target roll a Wisdom Save DC15 + Tracer's Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.
Crippling Pain
This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer's Int Mod. If they fail they become Shaken for 1d4 rounds. If they are already Shakened they become Dazed and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.
Crippling Shot
At 9th level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.
Finial Shot
At 10th level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like Study Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the 'Dead Aim' Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done Study Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become Stunned for 1 round.

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 Xenophile reduces the cook/brewing time by 1/2.
At 6th level, the Xenophile reduces the cook/brewing 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.