Advance Classes

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Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character's roll in both combat and role play.

All Advance Classes are formatted the same. First there is a description of the Class that may have some 'flavor text'. Then there are Requirements, Restrictions, Class Information (which includes a table), and lastly Class Features.

All Advance classes require your character to be at least level 2. Requirements are centered around what Core Class you picked but that doesn't limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.

Restrictions can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is 'Armor Proficiency (heavy)'. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn't mean you get too pick another one. It is simply gone.

Editing Character Sheet (Path): Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: "Character Classes and Levels". This is the same place you put your 'Path' or 'Core Class'. You can also specify what Advance Class you are and what level you have in it.

Ambassador

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

Choose to play as an Ambassador 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 Ambassador, 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 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).

Restrictions:

  1. Feats: The Ambassador cannot have Armor Proficiency (heavy) or (power) feats, nor have Firearms, Heavy Proficiency
  2. Weapons: The Ambassador cannot use melee/martial weapons with affinity

Class Information:

Ability Affinity: Charisma and Wisdom

Class Skills: The Ambassador’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 Ambassador 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 Ambassador must pick a faction type that most closely resembles the type of faction that the Ambassador swears allegiance too. The list is located here. This will add extra bonuses too the Ambassador.

Table: The Ambassador
Class Level Special Technique Usage by Level
0* 1st 2nd 3rd
1st Diplomatic immunity 1 - - -
2nd Open arms 1 - - -
3rd Upper Management 1 1 - -
4th Information access 2 1 - -
5th Stipend 2 1 - -
6th Bonus feat 2 2 1 -
7th Restricted access,
Extra Attack
2 2 1 -
8th Stipend 2 3 1 1
9th 3 3 2 1
10th Select consuls 3 3 2 1
*Level 0 Techniques can be preformed at will infinity with the Technique Novice Feat.


Ambassador's Class Features

Diplomatic Immunity
Rename to Plenipotentiary
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.
Upper Management
Gains the Manager feat for free.
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 Credit bonus increase of +5.
Bonus Feat
At 6th level the Ambassador gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat.
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 Study checks.
Select Consuls
At 10th level, the Ambassador 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 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 “attachés" privileges.

Ambassador's Allegiances

Corporation[s] Entity

Corporation or group/federation of corporations can be big enough to have galactic influence they may have Ambassadors on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Ambassador'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 Ambassador 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 Ambassador could be sent to peacefully resolve the situation. Ambassador'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 Ambassador 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. Ambassador'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 Ambassadors 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 Ambassador is more likely to get promoted. Advantage bonus too Profession checks. The Ambassador also gets an advantage bonus to the Intimidate checks when dealing with government agencies. The Ambassador 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. Ambassadors are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Ambassadors 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 Ambassador 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 Ambassador 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 Ambassadors 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 Ambassadors to make there will known to the people, governments, and corporations. Sometimes Ambassadors are sent to work in secret while others walk openly and proudly about there faith. Ambassadors would likely swear alliance solely because their convictions are true.
Bonus: Strong Convictions: The Ambassador who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Ambassador gets a +1 bonus to Int and Wis Modifiers when someone is attempting to Bluff,Intimidate or use Diplomacy against them.

Combat Medic

"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 as the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh. No Army is complete without some medical services. Some way to deal with 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. Many after years of service take there skill to the frontiers of space. Death is assaulting peoples of the Great Ring of Life 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), Choose two [Profession (Wis), Survival (Wis), Treat Injury (Wis)]

Table:
Class
Level
Special
1st Medic!
2nd Helpful Hand
3rd Imbue Resistance
4th Brew Concoction
5th Extra Attack
6th Bonus Feat
7th Light Feet
8th Never gonna let you go
9th Concentration
10th -


Combat Medic's Class Features

Medic!

At 1st level Combat Medic is able to move quickly to people that need 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.

Helpful Hand

At 2nd 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. 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 6th level the advantage is increased to 2 advantage bonuses stacked with +4 HP even if fail and at 10th it is 3 advantage bonuses stacked and +8 HP even if fail.

Imbue Resistance

At 3rd level the Combat Medic gains the ability to brew concoctions that he can take himself or give to other team mates as a standard action that provides DR for a certain damage type. The rules work the same as the Xenophile's XenoBiology Talent under the 'Resistance' effect. Except it works for hominoids and thus team members.

Brew Concoction

At 4th level the Combat Medic is able to use their Pharmaceutical Craft skill to quickly craft concoctions that he can take himself or give to others as a standard action that provides boots to a single Ability's Mod. These are called Booster Drugs. For Constitution this simply provides a temporary boost in health. The drug can also be used to heal Ability damage instead of providing a temporary boost. It takes the Combat Medic 1 hour to brew one dose of a drug and 3 hours to for it to be masterworked. The Combat Medic still requires 3 ranks in the craft skill for it to be masterworked. A normal brew will add +2 to an ability mod or ones Advantage Dies worth of temporary HP. A masterworked brew will add +4 to an ability mod and 2dAD worth of temporary HP. This can also be used to brew anything under the Pharmaceutical Craft skill 2x faster then normal.

At 10th level the Combat Medic can brew anything under the Pharmaceutical Craft skill 4x faster then normal. And the Booster Drugs brewed now provide +4 for normal brews and +6 for masterworked. The Temporary HP is also 2dAD for normal and 3dAD for masterworked.

NOTE: The Booster Drugs can be bought but they are considered illegal and for military use only. A Combat Medic will still need to use the crafting rules and the pharmaceutical crafting rules which means it requires pharmaceutical crafting materials. The price of these items are $200 for one dose of the normal and $600 for masterworked.

Hyper active

At 7th 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.

Never gonna let you go

At 8th 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.

Concentration

At 9th level the combat Medic has gained enough experience and training to resistance certain Mind Affecting techniques and conditions to that they can ignore whats going on in the battlefield and focus on treating the wounded. The Combat Medic gains an advantage bonus when doing Wisdom saving throws or against Mind Affecting attacks. If there is a Mind Affecting attack that does not require a saving throw then the attack takes disadvantage against the Combat Medic.

Dimension Knight

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 traveled too a new dimension and now looked tried from her experiences 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 including her's. Mars. 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. Intimidate (Cha), Choose Any One Knowledge(Int), Study (Int), Sense Motive (Wis), and Survival (Wis).

Feat Bonuses: Advance Melee Weapon Proficiency, 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!)

Table: The Dimension Knight
Class
Level
Special
1st Detect Rift
Gate Traveler
2nd Order Talent
3rd Armor Bonus
4th Extra Attack
5th No Place Like Home
6th Order Talent
7th Weapon Training
8th Extra Attack
9th Order Talent
10th Bend SpaceTime

Dimension Knight's Class Features

Detect Rift
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. 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.
Gate Traveler
'Gates' are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and useable 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 otherwise undetectable Gates and make them temporarily useful to them and possibly 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 30. 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.
Lastly 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. A Characters must make this check. Which is a DC 15 + additional difficulty for an unstable Gate 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.
Armor Bonus
At 3rd level the Dimension Knight gains the Armor Proficiency (heavy) feat for free.
No Place Like Home
A Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area's energy. This is done over the course of at least 7 days using a Survival Check ever day of a DC of 15. They do not have to be consecutive. Once this is complete the Dimension Knight can teleport herself (And anyone of her choosing within a 5ft radius) back to this location no matter where she is in the universe or which dimension she is in. 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 after a teleportation happens or any other Spacetime disturbance happens at the 'marked' location which the Dimension Knight can sense. This also means that the Dimension Knight can only do this teleportation once per day and must rest before using ANY other Dimension Knight talents. The Dimension Knight also needs to have been at this location before.
There is no going back. This cannot be done while in combat and requires 1 minute of concentration to preform.
Weapon Training
At 7th level the Dimension Knight is allowed to choose a Feat under the 'Melee Weapon Combat' category for free.
Bend SpaceTime
Using there advanced gifts the Dimension Knight can bend Spacetime slightly to help get gain accuracy. The Player rolls twice for whatever dice rolls are associated with the combat action and then takes the highest rolls. If the Dimension Knight can attack multiple times in that round this only counts for the first action. The Dimension Knight can only do this 1 + 1 every 5 levels of Dimension Knight per combat encounter. So at level 10 they can do this 3 times.

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. Still unknown too this day of exactly how or why this power was ever given Dimensional heroes 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 necessary. 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 Peoples 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 that is when 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 Chaos. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Chaos banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. 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 Chaos 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 Chaos 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.
Dimensional Jump
At level 2 the Unity Knight can preform a jump as a simple action up to 30ft + 5ft per Dimension Knight level. This 'jump' instantly teleports the Character to the location which doesn't even have to be in line of site. At level 5 the Dimension Knight can take along additional people as long as they are touching her. At level 10 the Dimension Knight can even take large and in motion objects such as a vehicle as long as its touching and the Dimension Knight no longer needs to go with.
Warping Shield
At 6th level the Unity Knight can use their ability to warp spacetime to create a barrier around themselves. This give them a bonus +3 AC. At level 10 this goes up to +4. This takes a full action to preform. It lasts for 1d4 turns.
The Cosmos's Judgement
At 9th level the Unity Knight can use their ability to warp spacetime to produce terrible amounts of damage onto a target. If the target is another Knight then the Knight can preform a Survival Check as a saving throw against the DC of 5 + Knight Level + Str Mod to only receive half damage. The attack is a Touch Attack and the damage is: 6d10 (negate any and all DR). An Unity Knight can do this once per 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.
Disruption
At level 2 the Divergent Knight can disrupt space to make it unstable or dangerous for FTL (Faster Then Light) travel. This can cause spaceships that fly through this disruption to fall out of stability and slow down to sub-light speeds until the engines can be repaired. This also can cause certain types of power systems that depend on gravity or anti-matter to fail to run or not run at max efficiency. In combat this is a full round action. The Knight can generate a 15ft radius field of disrupted space for 1d6 turns. People within that space that have power suits will be unable to use anything evolving force fields or anti-gravity. And any Psionic Talents or techniques will have to roll a Wisdom check against a DC15 or be unable to preform. All other Characters will have to take a Wisdom check of DC12 + 1/2 Divergent Knight's lvl round up. If failed they gain the condition Nauseated for one round. This is a Mind Affecting talent.
The Divergent Knight can only preform this 1/4 Divergent Knight's lvl round up. Only a full rest can the Knight recover the uses again.
Warp Bubble
This is a powerful invisible force that wraps around a target and grapples them. This talent acts like the Grapple Technique. The Technique ability is Strength. The Save DC is 10 + Strength Mod + 1/2 Divergent Knight level. If caught in the bubble the target is considered grappled and must make a strength check every turn to get out of it. Each round the Divergent Knight must spend a full round action concentrating on keeping the bubble. For each turn the target is in the bubble the Divergent Knight can do damage equal to 1d10 + Strength Mod. At level 10 this goes up to 2d10 + Strength Mod.
Shatter Dimension
At level 9 the Divergent Knight can with a full round action cause a sudden a deadly shock of sub-space energy that creates a small temporary rift into nothingness. Like a micro black hole that latest for less then a micro second the devastation it wrecks within a 20ft radius is intense. A Dexterity saving through of DC20 reduces the damage too half. The range is 30ft + 5ft per Strength Mod. The Damage is: 1d8 per Strength Mod max 7.(negate any and all DR)
The Order of Chaos
In the "Gate Traveler" Talent the Chaos Knight gets to add an advantage bonus to Survival checks when traveling through a dimensional Gate.
Travel Safely
At level 2 the Chaos Knight can peer into a gate with a Perception check against a DC20 to determine what conditions await her on the other side. Determine if its safe or not. With a successful survival check when traveling through a Gate the Chaos Knight can actually change the course of the Gate slightly to avoid danger. How far can be determined by how far the survival check beat the DC and up to the GM.
Blink
This allows a Chaos Knight to simply disappear from reality. They can super rapidly blink in and out to gain 50% concealment for 1d4 + Wisdom rounds. Making all targets have to take disadvantage when attacking. The Chaos Knight can also choose to simply disappear for 1d4 + Wisdom rounds. To them no time has changed and thus any effects on them act as if no time has passed. At level 10 this changes to 1d6 + Wisdom rounds and targets take double disadvantage.
Into Chaos
At 9th level the Chaos Knight can preform a dangerous move that causes energy from the closest other dimension to break into the current dimension. This is a full round action. It can be preformed only once per day and requires full rest before doing again. 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 Chaos' attack is 100ft and the Chaos Knight has to have line of sight. This can only be performed once per day.

Dogfighter

The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Dogfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible. On the canvas of stars that makes up the milky-way the scene is illuminated in flashes by weapon fire almost seaming to twinkle. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible.

If a Dogfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as some of the greatest pilots.

Choose the Dogfighter if you want your character to be an astrogatin', battleship-hatin' fighter jockey with confident skills in the pilot seat.


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

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

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


Restrictions:

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

Class Information:

Ability Affinity: Dexterity and Wisdom

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

Feat Bonuses: Spaceship Operations and Spaceship Helm Officer

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


Dogfighter's Class Features:

Pilot Training
Automaticaly gains the Spaceship Helm Officer and Guide feats. The Dogfighter uses his training and knowledge to better adept himself with all sorts of different starships. The Dogfighter has advantage when piloting any ship.
Defender Of The Universe
Starting at 2nd level, a Dogfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a starship he is piloting. Also while in combat the Dogfighter can once per day use this talent to gain advantage when attacking.
Do a barrel roll!
At 3rd level the Dogfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a Major +4 bonus to AC until this next turn. The Dogfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.
At 6th level the acrobatic maneuver only takes a standard action.
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 weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Dogfighter may use this ability once per day at 4th level, twice per day at 7th level, and three times per day at 10th level.
To the max!
At 5th level and beyond, a Dogfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet. The Dogfighter must be piloting the ship to increase its tactical speed. They also allows increases the Dogfighter's base speed by 10ft.
Vehicle Junky
At 6th level the Dogfighter gains the Drive By Attack feat.
Intimidating Reputation
Any Dogfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At level 7 The Dogfighter gets an advantage bonus too Intimidate Skill checks. Also if the Dogfighter is in the pilot set of a crewed ship and another player attempts to Intimidate the enemy they can make reference too there skilled Pilot at the helm and gain the same bonus. The Dogfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.
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. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Dogfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.
Expert Pilot
At 10th level any ship the Dogfighter pilots has the Feint Function and the Ram function gains a +1 bonus.

Dreadnought

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 Dexterity OR Ability: Constitution Score 16+ OR Ability: Dexterity 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), Ride (Dex)

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

Table: The Dreadnought
Class Level Special
1st Fearless, stability, unhindered
2nd Ability surge (1/day), steamroller
3rd Master defender (+2)
4th Extra Attack
5th Ability surge (2/day), knockdown
6th Bonus Feat
7th Master defender (+4)
8th Ability surge (3/day), heavy artillery
9th Extra Attack
10th Master defender (+6)


Dreadnought's Class Features

The following class features pertain to the Dreadnought advanced class.

Fearless
The Dreadnought is immune to fear effects.
Stability
The Dreadnought is incredibly sure-footed. She gains a +4 stability bonus to saving against being tripped, overrun, knocked prone.
Unhindered
The Dreadnought treats any suit of armor worn as though its armor penalty is 2 better.
Ability Surge
At 2nd level, the Dreadnought can temporarily increase her Strength, but at a penalty to AC. At 5th and 8th level, she can use this ability more frequently.
The Dreadnought gains a +4 bonus to Strength modifier, but takes a –2 penalty to AC. Activating ability surge is a free action, and the surge lasts for a number of rounds equal to half the Dreadnought’s class level round up. Following the ability surge, the Dreadnought is fatigued for as many rounds as she surged, but may negate this penalty as a free action by spending an Inertia point. The Dreadnought may use the ability surge once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level. At 5th level the bonus is +5 and at 8th level it is +6.
Steamroller
Starting at 2nd level, the Dreadnought does not need to move before making an overrun Technique against an opponent.
Master Defender
Starting at 3rd level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +2 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 +4 at 7th level and +6 and 10th level.
Knockdown
At 5th level and beyond, whenever the Dreadnought is allowed to apply her Strength modifier to damage, she forces the target of her successful attack to make at a Constitution save (DC = damage dealt) or be knocked prone by the force of the blow. If the Dreadnought has 'Extra Attacks' this only counts for the last attack.
Heavy Artillery
Beginning at 8th 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.

Dreadnought Ideologies

Law and Order

Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnaught 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. Dreadnaughts 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: I Am The Law!: The Dreadnought gains the Diplomatic Immunity Class Feature from the Ambassador when dealing with *known* criminals.

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.

Duty and Doctrine

Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnaught 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 Dreadnaught 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.

Survival of the Fittest

Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnaught 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 Dreadnaught gets a Misc +1 bonus too the Survival skill.

Vigilante

Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnaught is most feared by governments and other factions. A Vigilante Dreadnaught 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 Dreadnaught 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 Dreadnaught gets the Knowledge Current Events as a class skill with a Misc +1 bonus too it automatically.

Engineer

Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make this 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. In the middle of a battle if the teams firearms prove useless because of the atmosphere. 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), Demolitions (Int), Choose Any Three Knowledge(Int), Study(Int)

Table: The Engineer
Class Level Special
1st Builder, improve kit (+1)
Superior Repair
2nd Quick craft
3rd Sabotage
One with Machines
4th Improve kit (+2), Reconfigure weapon
5th Craft XP reserve, quick craft
Extra Attack
6th Craft XP reserve
Bonus Feat
7th Craft XP reserve, improve kit (+3), quick fix
8th Craft XP reserve, weapon upgrade
9th Craft XP reserve
10th Craft XP reserve, Unflustered

Engineer's Class Features

Builder
At 1st level, the Engineer gains the bonus feat Builder.
Improve Kit
An engineer can use his know-how to upgrade an electrical or mechanical tool kit at no additional cost. This upgrade makes them Masterworked. At 4th and 7th level these kits masterwork bonus is increased. However you can only sell these kits for there original non mastercrafted prices.
At 4th level the bonus to mastercraft kits goes up to 2 stacked Advantage bonuses. At 7th level this goes up to 3 stacked Advantage bonuses.
Superior Repair
At 1st level, an Engineer learns improved ways of repairing robots, vehicles, starships, and cybernetic attachments.

An Engineer with a mechanical tool kit and an appropriate facility (a workshop, garage, or hangar) can repair damage to a robot, vehicle, mecha, starship, or cybernetic attachment. (Without a mechanical tool kit, the Engineer takes a –4 penalty on the Repair check.) With 1 hour of work, the engineer can restore a number of hit points based on his Repair check result, as shown in Table: Superior Repair. If damage remains, the Engineer may continue to make repairs for as many hours as needed to fully repair the damaged robot, vehicle, mecha, starship, or cybernetic attachment.

Table: Superior Repair:
Repair Check Result Damage Repaired
Less than 20 None
20–29 2d6 + Engineer class level
30–39 3d6 + Engineer class level
40 4d6 + Engineer class level
Quick Craft
At 2nd level, an engineer learns how to craft ordinary scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build an ordinary scratch-built item, the Engineer reduces the building time by one-quarter. At 5th level, the Engineer reduces the building time of ordinary objects and mastercraft objects by half.
Sabotage
At 3rd level and beyond, the Engineer can sabotage an electrical or mechanical object so that it operates poorly. The Engineer must succeed on a Disable Device check (DC 20) to accomplish the downgrade, and sabotaging a mastercraft object is slightly harder (DC 20 + the mastercraft object’s bonus feature). Noticing the Engineer’s handiwork without first testing the sabotaged device requires a successful Search check (DC = the Engineer’s Disable Device check result). Fixing the sabotaged item requires a successful Repair.
Sabotage Device: As a full-round action, the Engineer can reconfigure a device with electrical or mechanical components so that anyone who uses it suffers a penalty equal to the Engineer’s class level on skill checks made to use the device.
Sabotage Weapon: As a full-round action, the Engineer can sabotage a weapon so that it misfires or breaks the next time it is used. A sabotaged weapon cannot be used effectively until repaired. This use of sabotage also applies to vehicle and starship weapons. An Engineer cannot sabotage a weapon used or on a person. However one can sunder the weapon first and then sabotage it for later.
One with Machines
At 3rd level the Engineer gets the Armor Proficiency (Powered) 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 mastercraft weapon is slightly harder (DC 20 + the weapon’s mastercraft bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration imposes a –1 penalty on attack rolls made with the weapon but grants one of the following benefits indefinitely:
Changed Rate of Fire: The reconfiguration changes the weapon’s rate of fire. A semiautomatic-only weapon switches to an automatic-only weapon, or vice versa. This benefit applies only to a ranged weapon with either a semiautomatic or automatic fire setting.
Greater Ammo Capacity: The reconfigured weapon can hold 50% more ammunition than normal. This benefit applies only to weapons that take ammunition.
Greater Concealment: The reconfiguration grants a +2 bonus on Sleight of Hand checks made to conceal the reconfigured weapon.
Greater Range Increment: The reconfigured weapon’s range increment increases by 10 feet. This benefit applies only to weapons with range increments.
Signature Shooter: The weapon is reconfigured for a single individual’s use only and is treated as a unique exotic weapon. Anyone else who uses the weapon takes a –4 nonproficient penalty on attack rolls.
Weapons can be reconfigured multiple times; each time a weapon is reconfigured, it imparts a new benefit but takes another -1 penalty. Undoing an Engineer’s weapon reconfiguration requires 1 hour and a successful Disable Device check (DC 20 + the Engineer’s class level). The reconfiguration must still follow the rules laid out in the Weapons page.
The Weapon's price is still the normal price if not cheaper as it appear it has been tinkered with.
Craft XP Reserve
Starting at 5th level, an Engineer with the Mastercrafter feat can build mastercraft electronic and mechanical devices without investing as much of himself in the process.
At 5th level and every level thereafter, an Engineer gains a special reserve of experience points equal to 100 × his Engineer class level. These extra experience points are separate from experience gained through level advancement and can only be used to make mastercraft items; they do not count toward level gain.
An Engineer must spend the extra experience points he gains at each level, for when the Engineer gains a level, he loses any unspent experience points in his reserve.
Bonus Feat
At 6th level the Engineer can gain a Bonus Feat for free if eligible
Quick Fix
At 7th level, the Engineer can repair a mechanical or electrical device in combat as a full round action. However, cutting the repair time increases the Repair check DC by 5.
Weapon Upgrade
At 8th level, an Engineer can upgrade handheld or robot-installed weapons, as well as weapon systems aboard vehicles, mecha, or starships.
Table: Weapon Upgrade :
Handheld/Robot Weapon Upgrade DC
Weapon also dazes target for 1 round 25
Weapon also knocks target prone 30
Weapon leaves target shaken for 1d4 rounds 35
Weapon also stuns target for 1d4 rounds 40
Vehicle/Mecha/Starship Weapon Upgrade DC
Weapon deals an extra two dice of damage 25
Weapon ignores 5 points of target’s hardness/DR 30
Weapon’s critical hit multiplier increases by 1 35
Weapon ignores 10 points of target’s hardness/DR 40
The Engineer must spend 1 hour tinkering with the weapon, after which he must succeed at a Craft (mechanical) check. The DC varies depending on how the weapon is modified, as shown in Table: Weapon Upgrade. If the skill check fails, the attempt to modify the weapon also fails, although the Engineer may try again. (The engineer may take 20 on the skill check, but the upgrade takes 20 hours to complete.) An upgraded weapon has a 10% chance of breaking after each time it is used; it cannot be used again until repaired, and repairing it requires 1 hour and a successful Repair check (DC 40).
Unflustered
A 10th-level Engineer can perform complicated tasks as free actions.
During any round in which the Engineer uses the Computer Use, Craft, Demolitions, 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.

Electro-Mancer

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], Decipher Script(Int), Disable Device(Int), Perception(Wis), Study(Int)

Feat Bonuses: Technique, Novice

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

Table: The Electro-Mancer
Class Level Special Technique Usage by Level
0* 1st 2nd 3rd 4th 5th
1st Electric Attack 2 1 - - - -
2nd Talent 3 1 1 - - -
3rd Extra Attack 3 2 1 - - -
4th Talent 3 3 2 - - -
5th Improved Electric Attack 4 3 2 1 - -
6th Talent 4 4 3 1 - -
7th 4 4 3 2 - -
8th Talent 4 5 4 2 1 -
9th Extra Attack 4 6 4 3 2 1
10th Talent
Greater Electric Attack
4 6 5 3 2 2
*Level 0 Techniques can be preformed at will infinity with the Technique Novice Feat.

Electro-Mancer's Class Features

Electric Attack
Starting at level one the Electro-Mancer gets an 'natural' attack ability. The attack is completely electric based and acts like a Ranged attack except you use Int as the modifier instead of Dex.

Damage is: 1d6 + 1/2 Electro-Mancer level. (Your Dex/Str do not factor into this attack.)

Improved Electric Attack
Starting at level five the Electro-Mancer improves his natural attack ability by changing the hit die.

Damage is: 1d8 + 1/2 Electro-Mancer level.

Greater Electric Attack
At level 10 the Electro-Mancer again improves his natural attack ability by changing the hit die.

Damage is: 1d10 + 5. (The Electro-Mancer's max level is 10. 1/2 of 10 is 5)

Talent Trees:

The two following talent trees focus on two different styles for the Electro-Mancer. At 2nd, 4th, 6th, 8th, 10th the Electro-Mancer gets to pick a new talent.

Close Combat Expert

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.
NOTE: As a close range combat expert your Electric Attack is no longer a Ranged attack but a Melee attack.
  1. Quickened Electric Attack: The Electric attack is now considered a light weapon and can be used as a Bonus attack.
  2. Imbued Force: Sacrificing a lvl 2 Technique the Electro-Mancer can get an advantage bonus to any Melee/Ranged attack. The Mancer is able to do this as many times as he has 2nd level techniques.
  3. Quicken Imbue Weapon: Permanently removing the use of one lvl 1 Technique per day once this talent is taken the Electro-Mancer 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.
  4. Electrified Focus: Permanently removing the use of a lvl 4 Technique per day once this talent is taken the Electro-Mancer can pump the weapon hit die up to the next level. Which will bring it to d10. At level 10 this now goes to d12.
  5. Electric Speed: Permanently removing the use of a lvl 5 Technique per day once this talent is taken the Electro-Mancer now has the 'Spring Attack' feat even if he does not qualify. This will now allow the Electro-Mancer to move and attack and possibly move again in the same round. However the movement cannot add up to more then 30 feet and only counts as ground movement not other move actions.

Electric Savant

Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer's ranged Technique abilities.
  1. Electric Savant: Add your 1/2 the character's Int modifier (round down) to the number of Techniques can be used in every level. (Not learned however, this is just how many times a technique of a certain level can be used between resting.) This only counts if the character is already able to preform a Technique at that level. So a Level 1 Electro-Mancer with the Electric Savant tree does not add the Electric Savant bonus to level 2 and above techniques.
  2. Circuit Integration: A Misc +1 to Computer Use, and +1 to Decipher Script skill, can access simple electronics wirelessly as a fast action even in combat. A range of 5 ft per Int mod.
  3. Electric Meditation: Declare a full round action to focus on electric energy. And for 1/2 the Electro-Mancer's level of rounds afterwards add an advantage bonus to all electric biased checks and techniques even including damage.
  4. Sheer Force: Declaring a full round action the Electro-Mancer can preform two techniques in one turn. However the character can only use this talent once between rests.
  5. Electric Master: The Electro-Mancer can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage, treated as a fast action, double range). The Electro-Mancer can do this as many times as 1/2 the Int Mod a day (in between rests).
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)

Field Officer

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), Language (none), 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.

Table: The Field Officer
Class Level Special Technique Usage by Level
0* 1st 2nd 3rd
1st Leadership 2 - - -
2nd Uncanny Survival 2 1 - -
3rd 3 1 1 -
4th Tactical Expertise
Extra Attack
3 2 1 -
5th 4 2 2 1
6th Commanding Presence 4 3 2 1
7th Tactical Mastery 5 3 3 2
8th Commanding Presence 5 4 3 2
9th Extra Attack 6 4 4 3
10th Tactical Master 6 5 4 3
*Level 0 Techniques can be preformed at will infinity with the Technique Novice Feat.

Field Officer's Class Features

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

Leadership
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 DC10 + Number of effected allies. If successful the allies get an advantage bonus too Accuracy checks for the next 1 + 1/2 Field Officer Level (round down) of rounds. The Field Officer cannot take 10 or 20. If done in combat this is a full round action.
Uncanny Survival
Beginning at 2nd 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.
Tactical Expertise
Starting at 4th level, as a full-round action, a Field Officer can use his tactical knowledge to coordinate allies. Allies to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.
The Field Officer must make a Knowledge (tactics) check with a DC equal to 15 + the number of allies affected. He cannot take 10 or take 20 on the check. If the check succeeds, all affected allies gain a competence bonus on attack rolls or AC equal to the Field Officer’s Charisma bonus. The Field Officer chooses which of the two benefits to impart and must impart the same benefit to all affected allies. The benefits last for 1 round.
If the check fails, the Field Officer’s allies gain no benefit, but the action is still spent.
A Field Officer cannot apply the benefits of this ability to himself.
Commanding Presence
At 6th level the Field Officer can now add his Character's Affinity die to Diplomacy and Intimidate checks.
Tactical Mastery
At 7th level, the Field Officer requires less time to direct his allies. This ability is similar to tactical expertise (see Tactical Expertise, above) but only needs a free action.
Tactical Master
The Field Officer can preform two Techniques in one turn as long as both Techniques do not require a Full Round. The Field Officer can only preform this twice in a 24 hour period and requires full rest before being able to use this Talent again.

Helix Warrior

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: Combat Martial Arts 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.

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

Helix Warrior's Class Features

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

Haul
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.
Light Sleeper
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.
Survivor
When a Helix Warrior spends an Inertia point to modify the result of a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll(s).
Darkvision
Beginning at 2nd level, a Helix Warrior gains darkvision. She can see in 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 90 feet at 5th level and 120 feet at 8th 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 2nd , 5th, and 8th level.

Strong As An Ox
At 4th level and beyond, the Helix Warrior’s carrying capacity increases as if she were one size category larger (Large instead of Medium-size, for example). This also negates the 'Clunky' attribute of a weapon if the attribute was given based on weight.
Superior Conditioning
Beginning at 5th 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.
Improved Reaction
At 7th level, a Helix Warrior gains a Moderate +2 competence bonus to Initiative. As well as an advantage bonus to Dexterity Checks while in combat. If the Helix Warrior is along without any other members in the team or the team is nothing both Helix Warriors (regardless of level as long as one of them is at least level 7) then the party gains an additional +1 to the average Initiative score.
Decisive Attack
At 10th level, once per encounter the Helix warrior may roll an additional damage die and take the best result, discarding the lower roll(s). For example if the damage is 2d8. Roll the d8 twice and take the highest roll. That highest roll is now considered your first highest roll. Then roll the pair a 2nd time and take the highest again.

Shield Splicer

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)

Feat Bonuses: Technique, Novice

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

Extra Info: At level 1 the Shield Splicer either becomes a Shield wielder or a Shield Defender. 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.

Table: The Shield Splicer
Class Level Special Technique Usage by Level
0* 1st 2nd 3rd 4th 5th
1st Shield Manipulator 2 1 - - - -
2nd Talent 3 1 1 - - -
3rd Extra Attack 3 2 1 - - -
4th Talent 3 3 2 - - -
5th Mind over Shield 4 3 2 1 - -
6th Talent 4 4 3 1 - -
7th 4 4 3 2 - -
8th Talent 4 5 4 2 1 -
9th Extra Attack 4 6 4 3 2 1
10th Talent 4 6 5 3 2 2
*Level 0 Techniques can be preformed at will infinity with the Technique Novice Feat.

Shield Splicer's Class Features

Shield Manipulator
Starting at Level 1 the Shield Splicer is able to imbue himself with a shield that provides a bonus to AC. The bonus increases over time as the Shield Splicer levels up. The AC bonus is 1/2 the Shield Splicer level round down. This Talent cannot be extended to Character level. To activate this talent is a Simple Action. This Shield lasts for 10 minutes.
Mind over Shield
Starting at 5th level the Shield Splicer is able to absorb damage that is going through the shield. So the shield can act like DR as on top of providing an AC bonus. This causes energy built up in the shield to flow back into the suit and cybernetic systems which have to be directly linked to the brain and nervous system of the Character. This can cause Con damage and if the shield shatters it can possibly cause the Shield Splicer to pass out.
The save for Mind over Shield is 1d20 + Conn Mod. The DC is 1/2 the Damage dealt. The penalty is 1 Conn damage +1 for every 5 points under the DC the Player rolled. If the shield is shattered then if the roll fails an extra penalty is 1d4 turns where the Character is unconscious due to a black out from the pain and shock. The shield can be shattered if the Shield Splicer tries to adsorb a Critical Hit and fails, damage that is above 20 points for a single hit and the saving throw fails and lastly if the Saving throw is a critical failure. The DR adsorbed is 1 + 1 for every 2 points that the Player surpassed the DC with the saving throw. So if the Shield Splicer tries to resist damage from a hit that provided 10 points of damage the DC is 5. If the Player rolls a 15 and has a Conn Mod of +2 then they have a 17. So 17 - 5 is 12. 12/2 is 6. The DR is 1 + 6 which is 7. So the Shield Splicer gets hit for 3 points of damage while his shield adsorbs 7 points.

Talent Trees:

The two following talent trees focus on two different play styles for the Shield Splicer. One type is for people with a focus on Constitution while the other is on Wisdom. At 2nd, 4th, 6th, 8th, 10th the Electro-Mancer gets to pick a new talent.

Shield Wielder(Wis)
This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class.
  1. Shield Attack: The Shield Splicer gets the ability to mold a shield into a small concentrated sphere to cause damage at a range. Sense the shield is connected directly too the mind of the wielder the damage can only be enhanced by how much pain the user can mentally handle. Ranged (30ft + 5ft per Wisdom Mod) Touch Melee Attack Damage: 1d6 + Wisdom Mod
  2. Shield Wielder Novice: The Shield Splicer can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques
  3. Improved Shield Attack: The Shield Splicer's Shield Attack has now been improved upon. Ranged (60ft + 5ft per Wis Mod) Touch Melee Attack Damage: 1d8 + Wis Mod (DR2) (DRX means ignore DR on the target)
  4. Shield Wielder Master: The Shield Splicer can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques
  5. Greater Shield Attack: The shield Splicer's Shield Attack has now been improved too its ultimate form. Ranged(90ft 5ft per Wis Mod) Touch Melee Attack, Damage: 1d10 + Wis Mod (DR4)
Shield Defender(Conn)
This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.

Note: At level 1 the Shield Defender talent tree grants the Shield Splicer the Skill Treat Injury as a Class skill.

  1. Imbue Person with Shield: The Shield Splicer can shape a personal shield around the body of a person. This shield is especially shaped for that person unlike other person shield devices. The shield is disassociated with the Splicer and is instead powered and connected to the target by a small device planted by the shield Splice. To planet the device the Shield Splicer has to touch the target. The device can be recovered and recharged. The shield lasts for 4 turns + 1 turn for ever 2 levels of Shield Defender. The shield has a Total DR of 2 + 2 for ever 5 levels of Shield Splicer. This can be preformed 1 + 1 for every 3 levels of Shield Splicer.
  2. Shield Master: Advantage to any Check or Saving through that has to do with dealing with Shield Technology. (This does not include Techniques or combat situations)
  3. Substitution: As a standard action the Shield Splicer can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to preform the 'Mind over Shield' talent as an extra action by sacrificing a standard action in her next turn.
  4. Extra Life: As a touch attack the Shield Splicer can put a small shield protection device on a target. Much like the 'Imbue Person with Shield' talent except this shield doesn't provide Total DR. This shield simply takes damage until its HP runs out and it shatters. The device used is broken but the shatter shield doesn't effect the Shield Splicer. The HP is 5 + 2 per 2 levels of Shield Splicer. This can be preformed once per encounter.
  5. Healing Chamber: As a full round action the Shield Splicer can generate a 3d shield that surrounds themselves with a 10ft 2 Square radius. The shield doesn't provide Total DR but takes damage until its HP runs to zero like the Extra Life shield. The shield has 5 + 2 per 2 levels of Shield Splicer. The Shield Splicer must always be touching the shield either on the outside or inside. Shattering the shield doesn't effect the Shield Splicer. The shield splicer can only preform this 1 + Conn Mod times in between full rest.

Space Marine

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 it with space ship battles, or close quarters combat in a space station. 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 excels at combat in space and is part of a bigger faction or organization.

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: Constitution Score 16+ and Dexterity score of 10+

Restrictions:


Class Information:

Ability Affinity: Dexterity, Constitution

Class Skills: Acrobatics (Dex), Athletics (Str), Demolitions (Int), Intimidate (Cha), Pilot (Dex), Profession (Wis), Ride (Dex), Survival (Wis)

Feat Bonuses: Acrobatics

Table:
Class
Level
Special
1st Gun Bros, Iron Gut
2nd Team Work
3rd Suppressing Fire
4th Prey
5th Extra Attack
6th Combat Expert
7th Multi Talented
8th Bonus Feat
9th Prey +
10th Extra Attack


Space Marine's Class Features

Gun Bros

At 1st level the Space Marine gets the Advanced Firearms Proficiency feat for free.

Iron Gut

At 1st level the Space Marine's training allows them to fight in different gravity or zero gravity environments without taking penalties.

Team Work

At 2nd level the Space Marine gets training that makes them better at attacking in teams. If to Space Marines target the same enemy on the same round they both gain an advantage bonus to hit. This stacks ontop of Flanking.

This also grants an extra Inertia point if both members hit there target successfully.

Suppressing Fire!

At 3rd level regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode.

Prey

At 4h level the Space Marine can selected a target to be their 'prey' as a simple action. To re-target another before the Space Marines current prey dies requires a full round action. This ability allows them to gain advantage while targeting them and allows them to do an extra 1d6 damage.

At 9th level the Space Marine gains double advantage and deals 2d6 extra damage.

Combat Expert

At 6th level the Space Marine can now learn an Advanced Combat Technique.

Multi Talented

At 7th level the pick another talent from either the Combat Medic, Dogfighter, Field Officer or Dreadnought. The Talent has to be available to a 7th level character or below and will always act as if the Class level was 7th.

Swindler

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 like religion 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. 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 10+

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), Escape Artist (Dex), Choose Two Knowledges (Int), Perform (Act) (Cha), Language (none), Perception (Wis), Sleight of Hand (Dex).

Feat Bonuses: Deceptive

Table: The Swindler
Class Level Special Technique Usage by Level
0* 1st 2nd 3rd
1st Cheat Fate
Sneak Attack +1d6
1 - - -
2nd Thousand Faces 1 1 - -
3rd Extra Attack 2 1 1 -
4th Fortune's Favour (5%)
Sneak Attack +2d6
2 2 1 -
5th Warp Probability
Lucky Strike(+2)
3 2 1 1
6th 3 3 2 1
7th Fortune's Favour (10%) 4 3 2 1
8th Sneak Attack +3d6 4 4 2 2
9th Extra Attack
Lucky Strike(+4)
5 4 3 2
10th Fortune's Favour (15%)
Turn Back Time
5 5 3 2
*Level 0 Techniques can be preformed at will infinity with the Technique Novice Feat.


Swindler's Class Features

The following class features pertain to the Swindler advanced class.

Cheat Fate
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.
Sneak Attack
At 1st level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d6 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 Talent can only be used with weapons the Character has an Affinity with and only on opponents that are unaware of the Character or flanked.
The extra damage increases to +2d6 at 5th level and +3d6 at 8th 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). At level 5th level the Swindler gets an advantage bonus to Disguise. A 10th level the advantage is stacked with with another advantage bonus.
Fortune's Favor
At 4th 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. If the Swindler comes across loot or a stash of items and is the first one to touch the container or enter the room then there the predetermined (by GM) value of any non-specific items (Specific items are Weapons/Armour/General Equipment are not effected) go up by 10%. This includes Money, random items of attire, jewellery.
This talent only applies once per day and is either random by rolling a percentile dice and getting anything above 50% or alternate rules (so you do not have to roll so much) simply the first time the Swindler encounters a situation where this applies. Rolling a Profession Check, Selling an Item, finding Loot.
At 7th level this goes up to 20% and at 10th level its 30%.
Warp Probability

At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As an extra action during another creature’s turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, 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. The player rolls the Swindler's 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.

At 8th level, the range of this ability increases to 60 feet

Lucky Strike
At 5th level the Swindler gets a Moderate +2 bonus to confirm critical hits.
At 9th level the bonus becomes Major +4 bonus to confirm crits.
Turn Back Time
At 8th level the Swindler can re-roll a Saving throw once per day. The Player must announce they are using this ability before they roll the saving throw. The Swindler can choose what roll they wish to take.

Technosavant

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), Demolitions (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

Table: The Technosavant
Class Level Special
1st Technocant
2nd Robomancer, Technophile
3rd Extra Attack
4th Cybermancer
5th
6th Super CyberSurgeon
7th Virtual Houdini
8th Build Prototype
9th Extra Attack
10th


Technosavant's Class Features

The following class features pertain to the Technosavant advanced class.

Technocant
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 for every 3 levels of Technosavant Class the Character has. Characters without the Technocant skill can translate written Technocant with a successful Decipher Script check (DC 20). Characters without the Technocant skill can translate spoken Technocant with a successful Intelligence check (DC 20), although any character with the linguist talent can add her Smart hero levels to the check.
Robomancer
At 2nd 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.
Technophile
At 2nd level, the Technosavant adds one-half her Technosavant class level to any Knowledge (technology) check made to identify an unfamiliar piece of technology or alien artifact.
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.
Virtual Houdini
A Technosavant of 7th level or higher can perform small wonders with a computer. She gains the following benefits when using the Computer Use skill:
Find File, Degrade Programming, or Write Program: When attempting to find a file, degrade a computer program, or write a program, a Technosavant who exceeds the Computer Use check DC by 5 or more accomplishes her intended task in half the normal time (minimum 1 round). And gains the team an extra Inertia point.
Cover Tracks: A Technosavant who successfully covers her tracks while hacking into a computer system imposes a –10 penalty (instead of the normal –5 penalty) on any attempt made to identify her.
The Technosavant also is allowed to apply her Character's Affinity die to the Computer Use skill.
Build Prototype
At 8th level, a Technosavant can build robots, robotic components, and cybernetic attachments of any Tech Level. However, the Craft check DCs for such items are increased by +5 per tech level higher then her own.

Techno Hoarder

A Techno Hoarder values some sort of technology or geeky knowledge and collects things that are associated with whatever that may be. They often have large rooms full of all sorts of stuff. Spare computer parts, half built robots. Their computers may have tons of programs some not even finished. They often start projects only to find a new hobby that interests them. They do not have the focus or time needed to build a truly great robot companion although they make think about it a lot and have some great ideas to contribute. They most valuable trait is knowledge and a whole lot of spare parts to do something with it.

Salvage
A Techno Hoarder at level 1 gains the Salvage feat for free.
A Techno Hoarder of 8th level or higher can use the Salvage feat to salvage a wrecked vehicle, mecha, starship, robot, or cybernetic attachment in half the usual time (see the Salvage feat description for details).
Skilled Salvager
A Techno Hoarder of 4th level or higher has a special knack for scavenging useful components from destroyed vehicles, mecha, starships, robots, and cybernetic attachments.
When using the Salvage feat, the Techno Hoarder gains a bonus on her Perception/Study checks equal to one-half her Techno Hoarder class level.
Down With Robots
A Techno Hoarder 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.
At 8th level, the bonus to damage against robots increases to +2d6, and the bonus on grapple checks against robots is now 2 advantage bonuses stacked.
Exotic Weapon Adept
Starting at 5th level, the Techno Hoarder becomes more adept at handling exotic weapons without any formal training. She suffers only a –2 penalty (instead of the usual –4 penalty) when wielding an exotic melee weapon or exotic ranged weapon with which she is not proficient.
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 one 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.
Field MARS Surgeon
At level 4 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 10th level.
Advanced MARS Surgeon
At level 8 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.

Tracer

"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.

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. Computer Use (Int), Choose Any Two Knowledges (Int), Perception (Wis), Stealth (Dex), Sense Motive (Wis), Study (Int), Survival (Wis)

Feat Bonuses: Track

Table: The Tracer
Class Level Special
1st Target Species,
Swift Strike +1d6
2nd Urban Tracking
3rd Master Tracker(+2)
4th Uncanny Stealth (full speed)
5th Extra Attack
Swift Strike +2d6
Swift Tracking
6th Bonus feat
7th Uncanny Stealth (Charge/Sprint)
8th Swift Strike +3d6
9th Master Tracker(+4)
10th Extra Attack
Study Target

Tracer's Class Features

The following class features pertain to the Tracer advanced class.

Target Species
At 1st level, a Tracer selects a species or specific kind of creature his “target species". The Tracer must have previously encountered at least one member of the target species to select it.
An expert tracker, the Tracer gains an advantage bonus on Bluff, Intimidate, and Sense Motive checks when using these skills against members of the target species. Likewise, he gets an advantage bonus on weapon accuracy rolls against such creatures.
A Tracer may change his target species but it cannot be done while in combat and takes 24 hours to take effect. And the same rule that he must have previously encountered one member of the target species.
At 7th level the Tracer gets to have two Target Species.
Swift Strike
At 1st level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra points of damage worth 1 Advantage Die on successful ranged weapon attacks made against an unaware or flanked target. 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 Talent can only be used with weapons the Character has an Affinity with ad only on opponents that are unaware or flanked.
The extra damage increases to 2 Advantage die at 5th level and 3 Advantage die at 8th level.
Urban Tracking
At 2nd level, the Tracer gain the ability to use the following Knowledge skills regardless of training when trying to track down a target. (Culture, Civics, Current Events)
Master Tracker
At 3rd 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 9th level the bonus becomes 2 advantage bonuses stacked.
Uncanny Stealth
Tracers learn to move quickly yet quietly.
At 4th level, a Tracer no longer suffers the –5 penalty on Stealth checks while moving at full speed.
At 7th level, a Tracer suffers only a –10 penalty on Stealth checks while running or charging (instead of the normal –20 penalty).
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
The Tracer gets a free Bonus Feat at 6th level. All rules still apply the Character has to be eligible for the feat to take it.
Study Target
At 10th level the Tracer can study an enemy opponent for a full round action. This provides an advantage bonus against accuracy checks for the next 4 rounds. A Tracer can only do this once per encounter.

Xenophile

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 (pharmaceutical)(Int), Diplomacy (Cha), Choose Any Three Knowledges (Int), Language (none), Ride (Dex), Handle Animal (Char), Study (Int), Treat Injury (Wis).

Feat Bonuses: Xenomedic

Table: The Xenophile
Class Level Special
- - Xeno-Master -
* Xeno Philotherian *
1st - Xenolore, Xenotype(1st) -
* Xenolore, Xeno Imprinting *
2nd - Xenoresistance (+1) -
*Extra Attack, XenoBiology *
3rd -
4th - Xenotype (2nd) -
* Xeno Training(1st) *
5th - Xenodefense(+1), Xenoresistance (+2) -
* Extra Attack *
6th Bonus Feat
7th - Xenotype (3rd) -
* Xeno Training(2nd) *
8th - Xenoresistance (+3) -
9th - Extra Attack -
* Advanced XenoBiology *
10th - Xenodefense(+2), Xenotype (4th) -
* Xeno Training(3rd) *

Xenophile's Class Features

The following class features pertain to the Xenophile advanced class.

Xenolore
A Xenophile can make a Knowledge 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. Other Character's can preform Knowledge checks as well. However the DC is 12 + Hit Dice. Also Xenophiles can preform this Knowledge checks without Knowledge being trained as long as its for studying an Alien creature.
The type of Knowledge check depends on the xenomorph’s creature type, as shown below:
  • Knowledge (arcane lore): Fey, magical beasts.
  • Knowledge (earth and life sciences): Aberrations, animals, dragons, elementals, giants, humanoids, monstrous humanoids, oozes, plants, vermin.
  • Knowledge (technology): Constructs.
  • Knowledge (theology and philosophy): Outsiders, undead.
Bonus Feat
The Xenophile gets a free Bonus Feat at 6th level. All rules still apply the Character has to be eligible for the feat to take it.

Xeno-Master

Extra-Attacks
At 3rd and 9th level the Xeno-Master gets an extra attack.
Xenotype
Table: Xenotypes
Selected Xenotype Special Prerequisite
Aberration Knowledge (earth and life sciences) 6 ranks
Animal None
Construct Knowledge (technology) 3 ranks
Dragon Knowledge (earth and life sciences) 4 ranks
Elemental Knowledge (earth and life sciences) 4 ranks
Fey Knowledge (arcane lore) 5 ranks
Giant None
Humanoid1 None
Magical beast Knowledge (arcane lore) 5 ranks
Monstrous humanoid Knowledge (earth and life sciences) 3 ranks
Ooze Knowledge (earth and life sciences) 3 ranks
Outsider Knowledge (theology and philosophy) 5 ranks
Plant None
Undead Knowledge (theology and philosophy) 4 ranks
Vermin None
A Xenophile studies the behaviors and weaknesses of particular xenomorphs and knows how to exploit them. The Rank number in the table to the right is how many ranks in that skill are required to pick that type of alien creature.
At 1st level, a Xeno-Master may select a type of creature (also called a “xenotype”) from among those given on Table: Xenotypes. She must meet the special prerequisite to choose a xenotype, as specified in the table. Due to her extensive study of the chosen type of foe and training in the proper techniques for combating or negotiating with such creatures, the Xenophile gains an advantage bonus on Bluff, Intimidate, Perception, Sense Motive, and Survival checks when using these skills against members of the chosen xenotype. Likewise, she gets an advantage bonus on weapon damage rolls against such creatures.
At 4th, 7th, and 10th level, the Xenophile may select an additional xenotype from those given on the table. A Xenophile who chooses humanoids as a xenotype must also specify a particular species.
Xenoresistance
At 2nd level, a Xenophile gains a Minor +1 bonus on saving throws to resist the extraordinary, spell-like, or supernatural attacks of species other than her own. This bonus increases to Moderate +2 at 5th level and Major +4 at 8th level.
Xenodefense
At 5th level, during her action, the Xenophile can designate an opponent and receive a Moderate +1 insight bonus (counts a Misc bonus) to there AC against any subsequent attacks from that opponent. The opponent must belong to one of the Xenophile’s chosen xenotypes (see Xenotype, above).
The Xenophile can select a new opponent as a standard action. At 10th level, the insight bonus to AC increases to a Moderate +2.

Xeno Philotherian

Extra-Attacks
At 5th level the Xeno Philotherian gets an extra attack.
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.
XenoBiology
At 2nd level The Xeno Philotherian has gained knowledge from studying her creature companion. And can use her knowledge to craft (Craft Chemical skill) (using a Chemistry Field Kit) different Chemical injections that can be giving too the animal as a touch action. The chemicals can be crafted to preform different things such as restore HP, provide resistance, enhance an ability. However this items are experimental and have an short expiration date. They will need to attended (re-mixed, completely redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time and can mostly use materials gathered in the environment (when suitable). If not the materials follow the same price as normal.
Over time the Xeno Philotherian gets better and preparing these concoctions and can prepare more of them a day. Number of concoctions prepared per day is: 3 + 1/2 Xeno Philotherian level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short self life.) The effect lasts for Xeno Philotherian's Int Mod turns.
The level of the crafted concoction is based on the Craft Chemical Skill Rank.
Effects:
  1. Restore HP: Acts like a Treat Injury skill check to heal for Xd8. X = 1/2 the Xeno Philotherian class level round up.
  2. Toxin Flush: Removes unwanted/foreign toxins form the animal body. The chemical compound has a 50% chance of successfully removing any poisons that are effecting the animal.
  3. Imbue Strength or Speed: Gets a Xd4 temporary bonus to either Strength Ability Score or Dexterity Ability Score. X = 1/3 Xeno Philotherian class level.
  4. Resistance: Grants a DR to just one of the damage types. Chemical,Electrical,Kinetic,Thermal. The DR is Int Mod + 1/2 Xeno Philotherian class level.
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.
Advanced XenoBiology
At 9th level the Xeno Philotherian starts to take the concoctions made for her animal companion to the next level. She starts to experiment on other creatures including herself. She can now craft both positive and negative effecting injections. If she uses them on any target other then her animal companion then the Player must roll a percentile dice. 0-10% the effect is opposite. 11-30% there is no effect. 31-100% the intended effect happens.
The effects if negative are the opposite of the list of 'Effects' in the XenoBiology Talent above.

Prestige Classes

A Prestige Classes is a special class type that attempts to grow and add onto an Advance Class to make it a more specific and themed. It can also be a group of Advance Classes that when combined generate a particular theme. The Prestige class then attempts to add new features and abilities keeping within the spirit of the theme. Usually only having 3 to 5 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to MultiClass in order to meet the requirements.

You can review available Prestige Classes here.

ArchTypes

An ArchType Class is a cover or re-write to a portion of an already existing Advance Class/Prestige Class. Much like a Prestige Class this is designed to be more specific to a roll. However instead of making a whole new class that requires its own leveling an ArchType slightly modifies an existing class. The big difference between Prestige and ArchType is ArchTypes are modifications of a Class and require that the Player declare they are going to attempt to be that specific ArchType. Where as Prestige Classes are independent classes that do not modify only expand upon previous classes.

ArchTypes are great for helping make your existing Character better fit the person you are attempting to roll play. While Prestige is good at getting a Character to progress to the next stage in their advancement.

You can see a list of available ArchTypes here.

Multi-Class Advance Classes

Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level(Unless they are Multi-Core Classing). If you are a level 10 Strength Hero then you are a level 10 Hero. Core class levels do not compete with all other class types. As you level up you always level up your Core Class. You can choose another Core Class and thus have Mutli Core Classes and the rules for this are explained here.

Here we will talk about Multi-Classing Advance Classes

For all other class types levels do compete as your character advances. If you level up from a level 4 Strong Hero to a level 5 Strong Hero who happens to also be a level 3 Dogfighter then you can add another level in your Dogfighter class. However if you wanted to MutliClass and also become say a Tracer level 1 you can. Except you will have to sacrifice taking a new level in Dogfighter. So in the end you will be a level 5 Strong Hero with 3 levels in Dogfighter and 1 level in Tracer.

As the player advances his Character they will want to take more then one class type. Classes are only lvl 1 - lvl 10. While the Character's max level is 20. There are also Prestige classes that are designed to continue to advance a Character with a more specific theme and usually require levels in mutli classes. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes.

Here are some extra rules for Multi-Classing an Advance Class:

  1. Players may only pick talents out of whatever classes gained a new level.
  2. The character gains no bonus for having classes with the same class skill.
  3. Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.
(NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)


The same goes for Prestige classes. And ArchTypes are just modifications to existing Advance Classes so the same rule applies.

You can MultiClass as long as your Character meets the requirements.

There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.