Advance Classes: Difference between revisions

From FuturePath
Jump to navigation Jump to search
Line 124: Line 124:
|2nd||1||Defender of the universe
|2nd||1||Defender of the universe
|-
|-
|3rd||1||Bonus feat
|3rd||1||Bonus feat<br \>Extra Attack
|-
|-
|4th||1||Shake, rattle, and roll (1/day)
|4th||1||Shake, rattle, and roll (1/day)
|-
|-
|5th||1||To the max!,<br \>Extra Attack
|5th||1||To the max!,
|-
|-
|6th||2||Bonus feat
|6th||2||Bonus feat<br \>Extra Attack
|-
|-
|7th||2||Shake, rattle, and roll (2/day)+
|7th||2||Shake, rattle, and roll (2/day)+
Line 136: Line 136:
|8th||2||Keep it together
|8th||2||Keep it together
|-
|-
|9th||2||Bonus feat
|9th||2||Bonus feat<br \>Extra Attack
|-
|-
|10th||2||Shake, rattle, and roll (3/day),<br \>Extra Attack
|10th||2||Shake, rattle, and roll (3/day),<br \>Extra Attack

Revision as of 06:17, 15 August 2014

AMBASSADOR

The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are conceivable.

Requirements

To qualify to become an Ambassador, a character must fulfill the following criteria.

  1. Skills: Diplomacy 6 ranks, Knowledge (civics) 6 ranks, Knowledge (theology and philosophy) 6 ranks. Charismatic Hero Talents: Charm, favor.
  2. Allegiance: An Ambassador must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Ambassador breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).


Class Information:

Ability Affinity: Charisma and Intelligence

Hit Die: 1d6

Action Points: The Ambassador gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills: The Ambassador’s class skills are as follows. Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, history, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Research (Int), Sense Motive (Wis), and Speak Language (none).

Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for non-humans).

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


Class Features:

Diplomatic Immunity
Starting at 1st level, if the Ambassador is arrested for a crime, she can make a Diplomacy check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how authorities react if the Ambassador succeeds. See Table: Diplomatic Immunity for Diplomacy check DCs based on the severity of the crime. If one of the Ambassador’s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Ambassador may intercede on the consul’s behalf. One may aid the other’s Diplomacy check. An Ambassador who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.
Table: Diplomatic Immunity
Severity of Crime Examples DC Effect of Successful Diplomacy Check
Class 5 Disturbing the peace, public intoxication, noninjurious traffic violation 15 –2 penalty on subsequent Diplomacy checks in that area
Class 4 Possession of controlled substance, injurious traffic violation, operating business without a license, operating a vehicle or starship without a license, assault without a deadly weapon 20 –5 penalty on subsequent Diplomacy a checks in that area
Class 3 Attempted bribery of a public official, robbery or grand theft, aiding and abetting a known felon, assault with a deadly weapon, possession of a concealed weapon 25 –10 penalty on subsequent Diplomacy checks in the area
Class 2 Murder or manslaughter, fraud, smuggling, assault against a public official, trafficking in controlled substances 30 Deportation within 2d6 hours
Class 1 Conspiracy against the government, murder of a public official, sabotage of public utilities 35 Detention pending the diplomatic action by character’s affiliated government


Open Arms
Beginning at 2nd level, the Ambassador is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Ambassador class level on all Diplomacy checks.
Bonus Feats
At 3rd, 6th, and 9th level, the Ambassador gets a bonus feat. The bonus feat must be selected from the following list, and the Ambassador must meet all the prerequisites of the feat to select it. Attentive, Defensive Martial Arts, Dodge, Educated, Improved Initiative, Low Profile, Oathbound, Renown, Trustworthy.
Information Access
Starting at 4th level, the Ambassador can make Gather Information checks without spending money or making Wealth checks, provided she is dealing with individuals or organizations that are helpful, friendly, indifferent, or unfriendly toward her or those she represents. Dealing with individuals or organizations that are hostile requires the Ambassador to make Wealth checks as usual when using the Gather Information skill.
Stipend
Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 5th level, and again at 8th level, the Ambassador gains a one-time Wealth bonus increase of +4.
Restricted Access
At 7th level, the Ambassador gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +5 bonus on Computer Use checks made to defeat computer security and a +5 bonus on Research checks.
Select Consuls
At 10th level, the Ambassador may appoint a number of individuals equal to her Reputation bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Ambassador may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Ambassador to invoke or revoke a consul’s or attaché’s privileges.

DOGFIGHTER

The fastest path into this advanced class is from the Fast hero basic class, though other paths are certainly possible. Requirements To qualify to become a Dogfighter, a character must fulfill the following criteria. Skills: Pilot 6 ranks. Feat: Starship Operation (ultralight). Base Reflex Save: +2. Class Information The following information pertains to the Dogfighter advanced class. Hit Die The Dogfighter gains 1d8 hit points per level. The character’s Constitution modifier applies. Action Points The Dogfighter gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class. Class Skills The Dogfighter’s class skills are as follows. Bluff (Cha), Computer Use (Int), Craft (electronic, mechanical) (Int), Knowledge (popular culture, streetwise, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Repair (Int). Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).

Table: The Dogfighter
Class Level Efficiency
Bonus
Special
1st 0 Bonus feat
2nd 1 Defender of the universe
3rd 1 Bonus feat
Extra Attack
4th 1 Shake, rattle, and roll (1/day)
5th 1 To the max!,
6th 2 Bonus feat
Extra Attack
7th 2 Shake, rattle, and roll (2/day)+
8th 2 Keep it together
9th 2 Bonus feat
Extra Attack
10th 2 Shake, rattle, and roll (3/day),
Extra Attack


Dogfighter's Class Features:

The following class features pertain to the Dogfighter advanced class. Bonus Feats At 1st, 3rd, 6th, and 9th level, the Dogfighter gets a bonus feat. The bonus feat must be selected from the following list, and the Dogfighter must meet all the prerequisites of the feat to select it. Blind-Fight, Brawl, Gearhead, Improved Brawl, Improved Feint, Spacer, Starship Battle Run, Starship Dodge, Starship Feint, Starship Gunnery, Starship Mobility, Starship Operation, Starship Strafe, Zero-G Training. Defender Of The Universe Starting at 2nd level, a Dogfighter applies his Reputation bonus to the die result whenever he spends an action point to modify an attack roll, skill check, ability check, or saving throw made aboard a starship. Shake, Rattle, And Roll At 4th level, a Dogfighter learns how rock an enemy starship with weapons fire. The Dogfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). A starship damaged by the Dogfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and gunners included) aboard the shaken ship take a –2 penalty on attack rolls, saving throws, and skill checks for 1 round. A Dogfighter may use this ability once per day at 4th level, twice per day at 7th level, and three times per day at 10th level. To the max! At 5th level and beyond, a Dogfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet. The Dogfighter must be piloting the ship to increase its tactical speed. Keep It Together At 8th level, a Dogfighter can continue to operate a starship even after it has been reduced to negative hit points and has begun breaking apart. The ship may take one move action or one attack action each round. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Dogfighter and all other personnel aboard the ship are considered shaken, taking a –2 penalty on attack rolls, saving throws, and skill checks.

Multiclass