Character Path
Here is the is the list of The Future Path Core Classes. This is the foundation of a Future Path hero. The Core Class is the framework upon which a Future character is built. The Future Hero comes from many different walks of life. You can further customize your hero as they progress by adding an Advance Class and for more advance players ArchTypes, and Prestige Classes.
Class Features
The following are features that help define a Core Class. The main things that make each core class stand out from each other are, Ability Affinity,Hit Die and the Talent Trees. All these things are explained below in more detail.
- Ability Affinity
- This entry tells which ability the core class is associated with and has an "Affinity" for. This means that when ever doing a Saving Throw for that Ability you add the Core Classes "Advantage Die" as an extra modifier to the roll.
Editing Character Sheet: This is located on the first page to the left just below Touch and Flat-Footed.
- Hit Die
- The die type used by characters of the class to determine the number of hit points gained per level. A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point.
- First Level: A 1st-level character gets the maximum hit points rather than rolling (The Constitution modifier is still applied).
- Level Up Average: This is the number of hit points (not including Conn mod) that a Character can gain instead of rolling for it. It is usually half the total possible for the die +1. There are more rules on the Character Creation and Advancement page.
- Class Skills
- This section of a class description provides a list of class skills and also gives the number of skill points the character gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).
Editing Character Sheet: This is located on the first page to the right. It is the large column that takes up most of the right side of the first page. The title is 'SKILLS'. This is where skills are recorded. Each skill has a box that can checked to record if the skill is a class skill or not that is located to the very far left of the skill name. There are actually two boxes. One for 'Class' and one for 'Trained'. For all class skills you can check the box under the 'Class' section.
- To learn more about skills you can go to the Skill Basics page.
- To learn more about spending skill points you can go to Allocate Skill Points on the Character Creation and Advancement page.
- Skill Points at Each Additional Level
- This is how many Skill points a new character gets each time they level up including level 1. It is either 1 + Int Mod or 2 + Int Mod.
- Recommended Advance Classes
- This is a recommendation of advance classes that you can choose from. This is not a restriction nor a requirement. A player is free too choose whatever path they imagine there Character taking as long as it follows the rules. These are merrily suggestions to help a newer player make a choice.
- Starting Feats
- This is a section for all the default starting Feats. There are a few that are default for all Core Classes and may only be removed if an Advance Class restricts the Feat. To learn more about Feats review the Feats page here.
- Class Table (Located to the right of the Core Class Section)
- This table details how a character improves as he or she attains higher levels in the class. It includes the following information.
- Class Level: The character’s level in the class.
- Advantage Die: This is an extra Die that the Player gets to roll and add to any roll when doing an action or using a weapon that they have an 'Affinity'/'Proficiency' or otherwise has an advantage. It is also what the Character will add if the situation puts the Character at a disadvantage. To learn more review the Advantage page.
- Class Features: This entry details special characteristics of the class, including feats and unique talents, that are gained as a character attains higher levels in the class. Each is explained below:
- Talents:Every basic class offers a selection of talents to choose from. A character gains a talent upon attaining each odd-numbered level in a class (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them.
- Feats: Every basic class offers a selection of feats to choose from. A character gains a feat upon attaining each even-numbered level in a class. These feats are in addition to the feats that all characters receive as they attain new levels. Some feats have prerequisites that must be met before a character can select them.
- Extra Damage: This grants the character the ability to preform an extra attack once per turn as a full round action.
- Custom Character Bonus: Here the character chooses between an Ability Score bonus of +1 to the Ability of there choice or a Bonus Feat from the Misc. category.
Path of Strength (Strong Hero)
Class Level |
Advantage Die |
Class Features |
Extra Damage | Choose Between Custom Character Bonus |
---|---|---|---|---|
1st | - | Talent | - | - |
2nd | 1d2 | - | - | - |
3rd | 1d2 | Feat | - | - |
4th | 1d4 | - | - | Ability/Bonus Feat(Misc) |
5th | 1d4 | - | Extra Damage | - |
6th | 1d6 | Talent | - | - |
7th | 1d6 | - | - | - |
8th | 1d8 | - | - | Ability/Bonus Feat(Misc) |
9th | 1d8 | Feat | - | - |
10th | 1d10 | - | - | - |
11th | 1d10 | - | Extra Damage | - |
12th | 1d12 | Talent | - | Ability/Bonus Feat(Misc) |
13th | 1d12 | - | - | - |
14th | 1d12 | - | - | - |
15th | 2d8 | Feat | - | - |
16th | 2d8 | - | - | Ability/Bonus Feat(Misc) |
17th | 2d8 | - | Extra Damage | - |
18th | 2d10 | Talent | - | - |
19th | 2d10 | - | - | - |
20th | 2d10 | - | - | Ability/Bonus Feat(Misc) |
They are Heroes that favor strength and action over sitting and thinking. It's not necessary that they do not appreciate or value intelligence its just they find using their strength a more natural and dependable way to solve problems. Most of these people are martial artists, some types of soldiers, athletes and people that rely on their physical power.
Ability Affinity: Strength
Hit Die: 1d8 (First Level: 8, Level Up Average: 5)
Class Skills: The Strong hero’s class Skills (and the key ability for each skill) are: Athletics(Str), Choose Two: [ Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]
Also, the starting occupation selected can provide additional class skills to choose from.
Skill Points at Each Additional Level: 1 + Int modifier.
Recommended Advance Classes: Dimension Knight, Helix Warrior
Starting Feats: Athletic or Confident
Strength Talents
- At 1st, 6th, 12th and 18th level the Strong Hero gain a Talent. You must select a Talent tree to follow.
- Extreme Effort Talent Tree
- A Strong hero can push him or herself to make an extreme effort. Take the following in order.
- Extreme Effort: The effort requires a full-round action and provides an advantage bonus on the check. The check can be for anything. You must decide to use this ability before making the check. This can only be done once per day before rest.
- Athleticism: The Hero can swim and climb at the same speed as they can walk or run.
- Improved Extreme Effort: As Extreme Effort but now it provides x2 Advantage or be done twice a day. So you can do it once and gain x2 Advantage or do Extreme Effort and only get one advantage and save another chance to do give another Extreme Effort another time.
- Advanced Extreme Effort: Just as Improved Extreme Effort but now x3 Advantage and can also be divided up. The Hero can choose to do three attempts in a day each providing 1 Advantage die or do 2 Extreme Efforts one providing x2 while the other providing only x1. Or finally, the Hero can do 1 Extreme Effort and gain a Triple Advantage.
- Melee Smash Talent Tree
- The Strong hero has an innate talent that increases melee damage. Take the following in order.
- Melee Smash: The Strong hero receives a +1 bonus on melee damage.
- Combat Expert: The Strong hero gains an Advanced Combat Technique for free.
- Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).
- Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).
Path of Dexterity (Fast Hero)
Class Level |
Affinity Die |
Class Features |
Extra Damage | Choose Between Custom Character Bonus |
---|---|---|---|---|
1st | - | Talent | - | - |
2nd | 1d2 | - | - | - |
3rd | 1d2 | Feat | - | - |
4th | 1d4 | - | - | Ability/Bonus Feat(Misc) |
5th | 1d4 | - | Extra Damage | - |
6th | 1d6 | Talent | - | - |
7th | 1d6 | - | - | - |
8th | 1d8 | - | - | Ability/Bonus Feat(Misc) |
9th | 1d8 | Feat | - | - |
10th | 1d10 | - | - | - |
11th | 1d10 | - | Extra Damage | - |
12th | 1d12 | Talent | - | Ability/Bonus Feat(Misc) |
13th | 1d12 | - | - | - |
14th | 1d12 | - | - | - |
15th | 2d8 | Feat | - | - |
16th | 2d8 | - | - | Ability/Bonus Feat(Misc) |
17th | 2d8 | - | Extra Damage | - |
18th | 2d10 | Talent | - | - |
19th | 2d10 | - | - | - |
20th | 2d10 | - | - | Ability/Bonus Feat(Misc) |
These Heroes have good reflexes, hand-eye coordination and agility. They are people who value speed and flexibility when dealing with physical tasks. They are pilots, some types of soldiers that concentrate on ranged weapons, or people who may wish to get in and out of a situation quickly.
Ability Affinity: Dexterity
Hit Die: 1d8 (First Level: 8, Level Up Average: 5)
Class Skills: The Fast hero’s class Skills (and the key ability for each skill) are: Acrobatics(Dex), Choose Two: [ Pilot(Dex) Sleight of Hand(Dex), Stealth(Dex)]
Also, the starting occupation the character selects can provide additional class skills to choose from.
Skill Points at Each Additional Level: 1 + Int modifier.
Recommended Advance Classes: Starfighter, Space Marine
Starting Feats: Athletic or Acrobatic
Dexterity Talents
- At 1st, 6th, 12th and 18th level, the Fast Hero gains a Talent. You must select a Talent tree to follow.
- Defensive Talent Tree
- The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels. Take the following in order.
- Evasion: The Fast hero gets a +1 to Dexterity Saving throws.
- Uncanny Dodge: Once per day, if not Fatigued or Exhausted, the Fast hero can contest a successful hit with a Dexterity Saving throw with the DC being the opponent's accuracy check. If successful the Fast hero successful doges the attack.
- Improved Evasion: The Fast Hero gets another +1 to Dexterity Saving throws.
- Improved Uncanny Dodge: Like Uncanny Dodge but now once per combat.
- Aggressive Talent Tree
- The Fast hero can increase his or her natural base speed. Take the following in order.
- Increased Speed: The Fast hero’s base speed increases by 5 feet.
- Applied Acrobatics: This allows a Fast Hero to ignore disadvantage when fighting while swimming or climbing, on uneven terrain.
- Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total). The Hero gains advantage when performing Charge or Tackle Combat Techniques.
- Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total). The Hero gains another advantage when performing Charge or Tackle Combat Techniques stacking from Improved Increase Speed.
Path of Constitution (Tough Hero)
Class Level |
Advantage Die |
Class Features |
Extra Damage | Choose Between Custom Character Bonus |
---|---|---|---|---|
1st | - | Talent | - | - |
2nd | 1d2 | - | - | - |
3rd | 1d2 | Feat | - | - |
4th | 1d4 | - | - | Ability/Bonus Feat(Misc) |
5th | 1d4 | - | Extra Damage | - |
6th | 1d6 | Talent | - | - |
7th | 1d6 | - | - | - |
8th | 1d8 | - | - | Ability/Bonus Feat(Misc) |
9th | 1d8 | Feat | - | - |
10th | 1d8 | - | - | - |
11th | 1d10 | - | Extra Damage | - |
12th | 1d10 | Talent | - | Ability/Bonus Feat(Misc) |
13th | 1d10 | - | - | - |
14th | 1d12 | - | - | - |
15th | 1d12 | Feat | - | |
16th | 1d12 | - | - | Ability/Bonus Feat(Misc) |
17th | 2d8 | - | Extra Damage | - |
18th | 2d8 | Talent | - | - |
19th | 2d8 | - | - | - |
20th | 2d10 | - | - | Ability/Bonus Feat(Misc) |
A Tough Hero is less worried about being hit or pushed to the front lines. They can shrug off things and keep moving that would down others. They are built like a tank and have great stamina. These are people who are more willing to do dangerous things. They are more likely to survive the harshness of Space exploration and are usually the defenders of support military units.
Ability Affinity: Constitution
Hit Die: 1d10 (First Level: 10, Level Up Average: 6)
Class Skills The Constitution hero’s class Skills (and the key ability for each skill) are: Athletics(Str), Choose Two: [ Acrobatics(Dex), Intimidate(Cha), Survival(Wis), Perception(Wis)]
Also, the starting occupation the character selects can provide additional class skills to choose from.
Skill Points at Each Additional Level: 1 + Int modifier.
Recommended Advance Classes: Dreadnought, Shield Splicer
Starting Feats: Endurance or Confident
Constitution Talents
- At 1st, 6th, 12th and 18th level, the Tough Hero gains a Talent. You must select a Talent tree to follow.
- Healthy Talent Tree
- The Tough hero has more than normal Stamina and seams to be able to take more of a beating before going down. Take the following in order.
- Healthy Body: The Tough Hero gets 1 extra hit point per level.
- Stamina: The Tough hero recovers twice as fast as normal. The Character only needs 4 hours of rest to count for 'Full Rest' and healing over time acts twice as fast. For more rules on healing over time go to Health and Injury page.
- Improved Healthy Body: The Tough Hero now gets 2 extra hit points per level.
- Advanced Healthy Body: The Touch Hero now gets 3 extra hit points per level.
- Damage Resistance Talent Tree
- The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order. Except for the 'Damage Reduction' which has Prerequisites.
- Chemical Resistance: The Tough hero 1 DR against Chemical damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.
- Kinetic Resistance: The Tough hero 1 DR against Kinetic damage. At 10 level this becomes 2 DR.
- Electricity Resistance: The Tough hero 1 DR against Electricity damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.
- Thermal Resistance: The Tough hero 1 DR against Thermal damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.
- Damage Reduction 1: The Tough hero ignores 1 point of damage from melee and ranged weapons.
- Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
- Damage Reduction 2: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2 total).
- Prerequisites: Damage reduction 1, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
- Damage Reduction 3: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3 total).
- Prerequisites: Damage reduction 1, damage reduction 2, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
- Unbreakable Talent Tree
- The Tough hero is particularly resilient thanks to the following talents. You do not need to take the following in order.
- Undying: The Tough hero gains +10 Constitution when considered Unstable or Dying. This goes away once stabilized. If the damage left is less then zero then there Con Score is brought too 1.
- Remain Conscious: The Tough hero gains the ability to continue to perform move actions when he or she would otherwise be considered unconscious or dying. When the Tough hero’s hit points reach 0 and they are considered Unstable or Dying, the hero can perform a move action every round until death or stabilized. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might be a better option. The move action cannot be a FULL action and thus cannot run or sprint or do anything else except the talk Free action. (However the Hero's speech sounds extremely weak)
- Second Wind: The Tough hero can spend a full round action once per day and only if not fatigued or exhausted. When the hero does this, the player can roll the hit die (1d10) and recover that amount of health. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total. At 10th level this increases to two hit die. (2d10)
- Prerequisites: Undying or Remain Conscious.
- Iron Stomach: The Tough hero can once per day shrug off a Nauseated or Sickened condition.
Path of Intelligence (Smart Hero)
Class Level |
Advantage Die |
Class Features |
Extra Damage | Choose Between Custom Character Bonus |
---|---|---|---|---|
1st | - | Talent | - | - |
2nd | 1d2 | - | - | - |
3rd | 1d2 | Feat | - | - |
4th | 1d4 | - | - | Ability/Bonus Feat(Misc) |
5th | 1d4 | - | - | - |
6th | 1d6 | Talent | - | - |
7th | 1d6 | - | Extra Damage | - |
8th | 1d6 | - | - | Ability/Bonus Feat(Misc) |
9th | 1d8 | Feat | - | - |
10th | 1d8 | - | - | - |
11th | 1d8 | - | - | - |
12th | 1d10 | Talent | - | Ability/Bonus Feat(Misc) |
13th | 1d10 | - | Extra Damage | - |
14th | 1d10 | - | - | - |
15th | 1d12 | Feat | - | - |
16th | 1d12 | - | - | Ability/Bonus Feat(Misc) |
17th | 1d12 | - | - | - |
18th | 2d8 | Talent | - | - |
19th | 2d8 | - | Extra Damage | - |
20th | 2d8 | - | - | Ability/Bonus Feat(Misc) |
The Smart Hero is all about brains over brawn. They relay on there academic knowledge to deal with what life throws at them. Most are brainy or bookworms and sometimes sure of themselves and there expertise. These are your scientists and engineers, they will be working with robots or studying alien life forms. In the military they are used to help make a unit more flexible.
Ability Affinity: Intelligence
Hit Die: 1d6 (First Level: 6, Level Up Average: 4)
Class Skills: The Smart hero’s class Skills (and the key ability for each skill) are: Computer Use(Int), Study(Int), Choose Two: [(Any Knowledge Skill)(Int), (Any One Craft Skill)(Int)]
Also, the starting occupation the hero selects can provide additional class skills to choose from.
Skill Points at Each Additional Level: 2 + Int modifier.
Recommended Advance Classes: Engineer, Electro-Mancer, Technosavant
Starting Feats: Educated or Studious
Intelligence Talents
- At 1st, 6th, 12th and 18th level, the Smart Hero gains a Talent. You must select a Talent tree to follow.
- Research Talent Tree
- The Smart hero has a natural aptitude for study and fact-finding. Take the following in order.
- Research: Gain a +1 Misc bonus to any Intelligence based Skill.
- Book Worm: Gain a +2 Misc bonus to the Study skill.
- Savant: Select any one Knowledge or one Crafting skill to be a class skill.
- Improved Research: Gain another +1 Misc bonus to any Intelligence base Skill.
- Strategy Talent Tree
- The Smart hero has the brainpower to see solutions in most situations. Take the following in order.
- Strategy: Once per combat the Smart hero can use her Intelligence mod instead of Strength or Dexterity for an accuracy check against an opponent.
- Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero makes an Intelligence check (DC 15 + CR rating above Character Level) with a bonus equal to half his or her Smart level round down as a Simple action. If the target has a CR rating of 7 and the Hero is level 5 then the DC would be 17. If the check succeeds, 1d6 rounds the Smart hero adds his or her Intelligence Mod as bonus damage since the hero has found weaknesses in his opponent’s fighting style.
- Improved Strategy: This is Strategy except now it is once per opponent instead of combat, and you gain Intelligence Mod +1.
- Advanced Strategy: This is Strategy except now it is Intelligence Mod +3.
Path of Wisdom (Dedicated Hero)
Class Level |
Advantage Die |
Class Features |
Extra Damage | Choose Between Custom Character Bonus |
---|---|---|---|---|
1st | - | Talent | - | - |
2nd | 1d2 | - | - | - |
3rd | 1d2 | Feat | - | - |
4th | 1d4 | - | - | Ability/Bonus Feat(Misc) |
5th | 1d4 | - | Extra Damage | - |
6th | 1d6 | Talent | - | - |
7th | 1d6 | - | - | - |
8th | 1d8 | - | - | Ability/Bonus Feat(Misc) |
9th | 1d8 | Feat | - | - |
10th | 1d8 | - | - | - |
11th | 1d10 | - | Extra Damage | - |
12th | 1d10 | Talent | - | Ability/Bonus Feat(Misc) |
13th | 1d10 | - | - | - |
14th | 1d12 | - | - | - |
15th | 1d12 | Feat | - | |
16th | 1d12 | - | - | Ability/Bonus Feat(Misc) |
17th | 2d8 | - | Extra Damage | - |
18th | 2d8 | Talent | - | - |
19th | 2d8 | - | - | - |
20th | 2d10 | - | - | Ability/Bonus Feat(Misc) |
A Dedicated Hero is one that is focused and driven. They usually are the ones in a group with the most common sense and intuition. They can stay focused when others cannot and might be able to read an situation better then others. militaries have found that they make the best medics. Explorers and bounty hunters also require a massive amount of determination to find there targets or explore the great unknown expanses of the universe.
Ability Affinity: Wisdom
Hit Die: 1d6 (First Level: 6, Level Up Average: 4)
Class Skills: The Dedicated hero’s class Skills (and the key ability for each skill) are: Perception(Wis), Sense Motive(Wis), Choose Two: [ Profession(Wis), Diplomacy(Cha), Survival(Wis), Study(Int)], Any One Knowledge(Int)
Also, the starting occupation the hero selects can provide additional class skills to choose from.
Skill Points at Each Additional Level: 2 + Int modifier.
Recommended Advance Classes: Xenophile, Tracer, Combat Medic
Starting Feats: Studious or Attentive
Wisdom Talents
- At 1st, 6th, 12th and 18th level, the Dedicated Hero gains a Talent. You must select a Talent tree to follow.
- Empathetic Talent Tree
- The Dedicated hero’s innate talents give him or her a great capacity for empathy. Take the following in order.
- Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in an objectively explicit manner. +1 Misc bonus to the Sense Motive Skill.
- Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increase by +1 on a successful aid another check. This changes to +2 at level 12 and changes again to +3 at level 18.
- Improved Empathy: Gain an additional +1 to the Sense Motive Skill. (The total should now be +2)
- Advanced Empathy: Gain an additional +1 to the Sense Motive Skill. (The total should now be +3)
- Healing Talent Tree
- The Dedicated hero has a talent for healing. Take the following in order.
- Healing Touch: The Wise hero gains a +1 Misc to the Treat Injury skill.
- Medical Expert: When not in combat and the Wise hero is healing someone using a Professional Kit they provide an Advantage Bonus worth of HP to the target.
- Improved Healing Touch: Gain an additional +1 to the Treat Injury skill. (The total should now be +2)
- Advanced Healing Touch: Gain an additional +1 to the Treat Injury Skill. (The total should now be +3)
- Aware Talent Tree
- The Dedicated hero’s innate senses serves her well. Take the following in order.
- Aware: The Dedicated hero chooses either Survival or Perception to gain a +1 Misc Bonus.
- Attentive: The Dedicated hero is intuitively aware of his or her surroundings. The Dedicated hero's Passive Perception score is now +1. At lvl 12 it goes to +2, and at lvl 18 it goes to +3.
- Improved Awareness: The Dedicated hero chooses either Survival or Perception to gain a +1 Misc Bonus.
- Advanced Awareness: The Dedicated hero chooses either Survival or Perception to gain a +1 Misc Bonus.
Path of Charisma (Charismatic Hero)
Class Level |
Advantage Die |
Class Features |
Extra Damage | Choose Between Custom Character Bonus |
---|---|---|---|---|
1st | - | Talent | - | - |
2nd | 1d2 | - | - | - |
3rd | 1d2 | Feat | - | - |
4th | 1d4 | - | - | Ability/Bonus Feat(Misc) |
5th | 1d4 | - | - | - |
6th | 1d6 | Talent | - | - |
7th | 1d6 | - | Extra Damage | - |
8th | 1d6 | - | - | Ability/Bonus Feat(Misc) |
9th | 1d8 | Feat | - | - |
10th | 1d8 | - | - | - |
11th | 1d8 | - | - | - |
12th | 1d10 | Talent | - | Ability/Bonus Feat(Misc) |
13th | 1d10 | - | Extra Damage | - |
14th | 1d10 | - | - | - |
15th | 1d12 | Feat | - | - |
16th | 1d12 | - | - | Ability/Bonus Feat(Misc) |
17th | 1d12 | - | - | - |
18th | 2d8 | Talent | - | - |
19th | 2d8 | - | Extra Damage | - |
20th | 2d8 | - | - | Ability/Bonus Feat(Misc) |
The Charismatic Hero is never shy and always willing to take advantage of either there looks or words to influence others or get there own way. They can be seductive and interesting people and poses a personal magnetism that can make them natural leaders. Many companies and governments use such people as envoys or ambassadors. Military officers as well as crooks that while try to swindle your money away.
Ability Affinity: Charisma
Hit Die: 1d6 (First Level: 6, Level Up Average: 4)
Class Skills: The Charismatic hero’s class Skills (and the key ability for each skill) are: Diplomacy(Cha), Perform(Cha), Choose Two: [ Profession(Wis), Bluff(Cha), Disguise(Cha), Sense Motive(Wis)], Any One Knowledge(Int)
Also, the starting occupation the hero selects can provide additional class skills to choose from.
Skill Points at Each Additional Level: 2 + Int modifier.
Recommended Advance Classes: Envoy, Field Officer, Swindler
Starting Feats: Deceptive or Trustworthy
Charisma Talents
- At 1st, 6th, 12th and 18th level, the Charismatic Hero gains a Talent. You must select a Talent tree to follow.
- Persuasive Talent Tree
- The Charismatic hero has an innate talent for being charming and captivating. Take the following in order.
- Persuasive: The Charismatic Hero chooses between Diplomacy or Intimidate skills to gain a +1 Misc bonus.
- Inspirational: The Charismatic Hero can try to be inspirational while aiding another. They gain advantage to add another, and the help provides an additional +2 bonus.
- Improved Persuasion: The Charismatic Hero chooses between Diplomacy or Intimidate skills to gain a +1 Misc bonus.
- Advanced Persuasion: The Charismatic Hero chooses between Diplomacy or Intimidate skills to gain a +1 Misc bonus.
- Beguile Talent Tree
- The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm. Take the following in order.
- Deceiver: The Charismatic Hero choosing between Bluff or Disguise skills to gain a +1 Misc bonus.
- Charm: The Charismatic hero gets a competence advantage bonus on all Charisma-based skill checks made to influence members of a chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) A Charismatic hero can only charm GM characters with attitudes of indifferent or better and of a sentient species. The charm bonus can’t be used against characters who are unfriendly or hostile.
- Improved Deceiver: The Charismatic Hero choosing between Bluff or Disguise skills to gain a +1 Misc bonus.
- Advanced Deceiver: The Charismatic Hero choosing between Bluff or Disguise skills to gain a +1 Misc bonus.
- Leadership Talent Tree
- The Charismatic hero has a talent for leadership and inspiration. Take the following in order.
- Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10 + number of people), the hero provides any of his or her allies within 30 feet a +1 bonus on their accuracy checks and skill checks. This lasts for 1d4 rounds. The hero can only coordinate up to 3 party members, and this does not include themselves.
- Confidence: Once per day the Charismatic Hero can gather his or her's confidence to gain an advantage on any Charisma based check.
- Improved Coordinate: Like Coordinate except it provides a +2 bonus and lasts for 1d6 rounds.
- Advanced Coordinate: Like Coordinate except it provides a +3 bonus and lasts for 1d8 rounds.