Advance Classes

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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.


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 fulfil the following criteria.

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


Restrictions:

  1. Feats: The Ambassador cannot have Armor Proficiency (heavy) or (power) feats.

Class Information:

Ability Affinity: Charisma and Wisdom

Action Points: The Ambassador gains a number of action points equal to 3 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills: The Ambassador’s class skills are as follows. Diplomacy (Cha), Intimidate (Cha), Profession (Wis), Sense Motive (Wis), and Language (none). Choose Two Knowledge Skills: [(behavioral sciences, civics, current events, history, theology and philosophy)](Int).

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
Affinity
Bonus
Special
1st 0 Diplomatic immunity
2nd 0 Open arms
3rd 0
4th 1 Information access
5th 1 Stipend
6th 1 Bonus feat
7th 1 Restricted access,
Bonus Attack
8th 1 Stipend
9th 1
10th 2 Select consuls


Ambassador's Class Features

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


Open Arms
Beginning at 2nd level, the Ambassador is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Ambassador class level on all Diplomacy checks.
Information Access
Starting at 4th level, the Ambassador can make Gather Information checks without spending money or making Wealth checks, provided she is dealing with individuals or organizations that are helpful, friendly, indifferent, or unfriendly toward her or those she represents. Dealing with individuals or organizations that are hostile requires the Ambassador to make Wealth checks as usual when using the Gather Information skill.
Stipend
Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 5th level, and again at 8th level, the Ambassador gains a one-time Wealth bonus increase of +4.
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. A Major +4 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 Moderate +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. Moderate +2 bonus too Profession checks. The Ambassador also gets a Minor +1 to Intimidate checks when dealing with government agencies. The Ambassador also gets Knowledge Local as a class skill with a Moderate +2 bonus when using it.

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 Moderate +2 bonus too it. The Ambassador also gets a Moderate +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 globe 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 small or medium sized government has a Moderate +2 advantage bonus to Wisdom saves. Also the Ambassador gets a Minor +1 bonus to Int and Wis Modifiers when someone is attempting to Bluff,Intimidate or use Diplomacy against them.

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 the 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 spacetime to not cause inter-dimensional gates. 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 fulfil the following criteria.

  1. Skills: Survival 2 Ranks, Athletics 2 Ranks
  2. Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)


Restrictions:

Class Information:

Ability Affinity: Strength and Wisdom

Action Points: The Dimension Knight gains a number of action points equal to 3 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills: The Dimension Knight’s class skills are as follows. Intimidate (Cha), Choose One Knowledge: [(civics, history, theology and philosophy)] (Int), Study (Int), Sense Motive (Wis), and Language (none).

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
Affinity
Bonus
Special
1st 0 Detect Rift
Gate Traveler
2nd 1 Order Talent
3rd 1 Extra Attack
4th 1
5th 1 No Place Like Home
6th 1
7th 1
8th 2 Extra Attack
9th 2 Order Talent
10th 2 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.
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 +10 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 much make this check. Which is a DC 15 + additional difficulty for an unstable Gate. The Dimension Knight can there total Character Affinity Bonus too the check because of their expertise.
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 Knights average score of Survival checks used to make the location. The process has to be 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.
Bend SpaceTime
Using there advanced gifts the Dimension Knight can bend Spacetime slightly to help get an advantage. When declared the combat action becomes a full round if it already is a full round action this Talent cannot be used. The Player rolls twice for whatever dice rolls are associated with the combat action and then takes the highest rolls. The Dimension Knight can only do this 1 + 1 every 5 levels of Dimension Knight.

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 they 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 and more and more people emerged with these powers and once again sides are starting 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 identify themselves and such to try 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 Affinity bonus too "stabilize" and "close" actions on any spacetime anomalies.
Dimensional Jump
At level 2 the Unity Knight can preform a jump as a full round 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. However it *HAS* to be a location the Character has been before. 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.
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: 6d6 (negate any and all DR) A unity Knight can do this 2 + Wisdom Mod times a day and will need full rest before attempting anymore.
The Order of Divergent
In the "Gate Traveler" Talent the Divergent Knight gets to add their Character Affinity bonus 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 maxim efficiency. In combat this is a full round action that provokes and Attack of Opportunity. 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.
Shatter Dimension
At level 9 the Divergent Knight can with a full round action that provokes and Attack of Opportunity 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 60ft + 5ft per Strength Mod. The Damage is: 5d8 (negate any and all DR)
The Order of Chaos
In the "Gate Traveler" Talent the Chaos Knight gets to add a Major +4 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.
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 and provokes an Attack of Opportunity. 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: 6d6. If 31-60% its an explosion with a radius of 20ft and 5d8 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 explosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 350ft radius in to a random alternate universe. The Gate will only stay open for 1d2 hours and then will collapse causing massive damage within roughly 1,000 miles radius.

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 fulfil the following criteria.

  1. Skills: Pilot 2 ranks.
  2. Feat: Starship Operation (ultralight).
  3. Dexterity Modifier of: +2.


Restrictions:

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

Class Information:

Ability Affinity: Dexterity and Wisdom

Action Points: The Dogfighter gains a number of action points equal to 3 + one-half his character level, rounded down, every time he attains a new level in this class.

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

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


Dogfighter's Class Features:

Pilot Training
The Dogfighter uses his training and knowledge to better adept himself with all sorts of different starships Any penalties for flying a ship not proficient in is halved.
Defender Of The Universe
Starting at 2nd level, a Dogfighter applies his new found skills in the forum of a bonus to the die result whenever he spends an action point to modify an attack roll, skill check, ability check, or saving throw made aboard a starship. The bonus is equal to his Dogfighter class level divided by 2 round down. So (Class Level / 2) round down.
Do a barrel roll!
At 3rd level the Dogfighter can spend an action point to preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a Moderate +2 bonus to AC until this next turn.
At 6th level the acrobatic maneuver only takes a standard action. At 9th level the acrobatic maneuver can be done as a free 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 gunners included) aboard the shaken ship take a –2 penalty on attack rolls, saving throws, and skill checks for 1 round. A Dogfighter may use this ability once per day at 4th level, twice per day at 7th level, and three times per day at 10th level.
To the max!
At 5th level and beyond, a Dogfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet. The Dogfighter must be piloting the ship to increase its tactical speed.
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 a Major +4 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.
Keep It Together
At 8th level, a Dogfighter can continue to operate a starship even after it has been reduced to negative hit points and has begun breaking apart. The ship may take one move action or one attack action each round. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Dogfighter and all other personnel aboard the ship are considered shaken, taking a –2 penalty on attack rolls, saving throws, and skill checks.

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 fulfil the following criteria.

  1. Skill: Intimidate 2 ranks.
  2. Feat: Improved Damage Threshold.
  3. Hero Talents: Any one Tough Hero or Fast Hero talent.
  4. 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

Action Points: The Dreadnought gains a number of action points equal to 3 + one-half her character level, rounded down, every time he attains a new level in this class.

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

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

Table: The Dreadnought
Class Level Affinity Bonus Special
1st +0 Fearless, stability, unhindered
2nd +1 Ability surge (1/day), steamroller
3rd +2 Extra Attack
4th +3 Master defender (+2)
5th +3 Ability surge (2/day), knockdown
6th +4
7th +5 Master defender (+4)
8th +6 Ability surge (3/day), heavy artillery
9th +6 Extra Attack
10th +7 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 Major +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack.

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 +8 morale bonus to Strength, 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 the Dreadnought’s class level. 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 action 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.

Steamroller

Starting at 2nd level, the Dreadnought does not need to move before making an overrun attempt against an opponent. She also gains a +2 bonus on any trip attack made against an opponent who blocks her overrun attempt.

Master Defender

Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +2 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total AC)

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 Fortitude save (DC = damage dealt) or be knocked prone by the force of the blow.


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 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 time of government that may be. He 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 king. 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: A Minor +2 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: A Moderate +2 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 Moderate +2 bonus too Survival skill checks.

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 Dreadnaught gets a Moderate +2 bonus to Intimate and Bluff checks. The Dreadnaught also gets the Knowledge Current Events as a class skill.

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 fulfil the following criteria.

  1. Skills: Computer Use 1 rank, Craft (electrical) 2 ranks, Craft (mechanical) 2 ranks, Knowledge (technology) 1 rank, Repair 1 rank.


Restrictions:


Class Information:

Ability Affinity: Intelligence and Wisdom

Action Points:The Engineer gains a number of action points equal to 3 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills: The Engineer’s class skills are as follows. Computer Use (Int), Craft (Electronic, Mechanical, Structural)(Int), Disable Device (Int), Demolitions(Int), Knowledge (Physical sciences, Technology)(Int), Study(Int)

Table: The Engineer
Class Level Affinity
Bonus
Special
1st 0 Builder, improve kit (+1)
2nd 0 Quick craft, superior repair
3rd 0 Sabotage
4th 1 Improve kit (+2), Reconfigure weapon
5th 1 Craft XP reserve, quick craft
Extra Attack
6th 1 Craft XP reserve
Bonus Feat
7th 1 Craft XP reserve, improve kit (+3), quick fix
8th 2 Craft XP reserve, weapon upgrade
9th 2 Craft XP reserve
10th 2 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.
Electrical Tool Kit, Basic: For the cost of a basic electrical tool kit, an Engineer can assemble a mastercraft (+1) version of the kit that grants a +1 equipment bonus on all Repair checks made to fix electrical devices.
Electrical Tool Kit, Deluxe: For the cost of a deluxe electrical tool kit, an Engineer can assemble a mastercraft (+1) version that grants a +3 equipment bonus (instead of the usual +2 equipment bonus) on all Repair checks made to fix electrical devices and a +1 equipment bonus on all Craft (electrical) checks.
Mechanical Tool Kit, Basic: For the cost of a basic mechanical tool kit, an Engineer can assemble a mastercraft (+1) version of the kit that grants a +1 equipment bonus on all Repair checks made to fix mechanical devices.
Mechanical Tool Kit, Deluxe: For the cost of a deluxe mechanical kit, an Engineer can assemble a mastercraft (+1) version that grants a +3 equipment bonus (instead of the usual +2 equipment bonus) on all Repair checks made to fix mechanical devices and a +1 equipment bonus on all Craft (mechanical) and Craft (structural) checks.
At 4th level the bonus to mastercraft kits goes up to +2. At 7th level this goes up to +3
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.
Superior Repair
At 2nd level, an Engineer learns improved ways of repairing robots, vehicles, mecha, 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
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.


Reconfigure Weapon
At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfiguring a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfiguring 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. 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.


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 half the normal time; see the Repair skill description for normal repair times. 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 without provoking attacks of opportunity from adjacent foes.
During any round in which the Engineer uses the Computer Use, Craft, Demolitions, Disable Device, or Repair skill, he can first make a Concentration check (DC 15) to use the desired skill without provoking attacks of opportunity. Making the Concentration check doesn’t cost the Engineer an action. He may take 10 on the Concentration check, but he cannot take 20.

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. 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 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 powerful 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 fulfil the following criteria.

  1. Base Class: Must have at least two levels in either the Path of Intelligence or the Path of Dexterity.
  2. Skills: 2 ranks in Computer Use, 2 ranks in Craft (Electronic), 2 ranks in Tech


Restrictions:

  1. Advance Class: Cannot also be a Shield Splicer

Class Information:

Ability Affinity: Intelligence and Dexterity

Action Points: The Electro-Mancer gains a number of action points equal to 3 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills: Computer Use(Int), Craft(Electronic, Mechanical), Decipher Script(Int), Disable Device(Int), Perception(Wis), Tech(RD)

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

Table: The Electro-Mancer
Class Level Affinity
Bonus
Special Technique Usage by Level
0* 1st 2nd 3rd 4th 5th
1st 0 Electric Attack 2 1 - - - -
2nd 1 Talent 3 1 1 - - -
3rd 1 Extra Attack 3 2 1 - - -
4th 1 Talent 3 3 2 - - -
5th 1 Improved Electric Attack 4 3 2 1 - -
6th 1 Talent 4 4 3 1 - -
7th 2 4 4 3 2 - -
8th 2 Talent 4 5 4 2 1 -
9th 2 Extra Attack 4 6 4 3 2 1
10th 2 Talent
Greater Electric Attack
4 6 5 3 2 2
*This only applies to how many the Character can learn. Level 0 Techniques can be cast at will infinity.

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 like normal.)

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
Starting 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 play 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.
  1. Quickened Electric Attack: The Electro-Mancer no longer invokes an attack of opportunity against his target when using Electric Attack when applicable. However this only accounts for his target. If other enemies are near Electric Attack is an Ranged attack and invoking an attack of opportunity may still apply.
  2. Imbued Force: Sacrificing a lvl 2 Technique the Electro-Mancer can get a +4 to any Melee/Ranged attack for the number of rounds equal to the characters Int Mod.
  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 and does not invoke an attack of opportunity. 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: +2 to Computer Use, and +2 to Decipher Script (Considered as a Misc Moderate Advantage), 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 round afterwards add a +4 Major Advantage bonus to all electric biased checks and techniques 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.

Explorer

Uncharted star system, newly discovered ancient civilization, new planet that no sentient being has landed on. The explorer thrives at bring first, in the unknown, or simply for the challenge of it all. Some have their own agendas or work with an organization. But wither its money, frame or simply personal need, the Explorer's investigative abilities and curiosity is both impressive and dangerous. Explorers are driven too unravelling the secrets of vanished alien civilizations, mapping new star systems, surveying distant planets for colonization, digging for ancient treasures or even trying to travel beyond this dimension.

If Explorers aren't out alone they are found acting as scouts and guides in the far reaches of space.

Choose the Explorer if you want your Character to excel at exploration and uncovering secrets in places where most others fear to go.


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 an Explorer, a character must fulfil the following criteria.

  1. Skills: Has to have 2 of the follow Knowledge skills (life sciences, history, physical sciences, current events or theology and philosophy) with at least 1 rank per skill, Survival 2 rank.
  2. Hero Talent: A talent in Dedicated Hero or Charismatic Hero


Restrictions:


Class Information:

Class Affinity: Wisdom and Charisma

Action Points: The Explorer gains a number of action points equal to 3 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills: The Explorer’s class skills are as follows. Decipher Script(Int), Choose Two Knowledges: [(Arcane lore, Art, Life sciences, History, Theology and Philosophy)](Int), Perception(Wis), Pilot(Dex), Language(RD), Study(Int), Survival(Wis).


Table: The Explorer
Class Level Affinity Bonus Special
1st +0 Explorer lore, survivalist
2nd +1 Resolve, skilled searcher
3rd +1 Extra Attack
4th +1 Trap sense (+1)
5th +1 Extra step
6th +1 Bonus Feat
7th +2 Trap sense (+2)
8th +2 Explorer’s evasion
9th +2 Extra Attack
10th +2 Extra step, trap sense (+3)


Explorer's Class Features

The following class features pertain to the Explorer advanced class.

Explorer Lore

An Explorer picks up stray and obscure facts during her adventures. Starting at level 1 the Explorer may make a special Explorer lore check with a bonus equal to her Explorer class level + her Intelligence modifier to see whether or not she knows some relevant knowledge about notable people, legendary items, or noteworthy places. If the Explorer has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check. She may take 10 but cannot take 20 on this check. An Explorer lore check does not reveal the powers of a magic or psionic item but may give some hint as to its general function; an Explorer may not take 10 or take 20 on this check.


Table: Explorer Lore
DC Type of Knowledge Examples
10 Common, known by at least a substantial minority of the local population. A local official’s hobbies and interests; common legends or rumors about a powerful place of mystery.
20 Uncommon but available, known by only a few people in the area. The coordinates of an known but uncharted world; legends or rumors about a powerful psionic artifact.
25 Obscure, known by few, hard to come by. The customs of a documented alien species; the true homeworld of an ancient royal dynasty.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the knowledge’s significance. The most likely location of a long-lost pharaoh’s tomb; the history of a powerful artifact and its creator; the likely coordinates of a fabled but as-yet-undiscovered planet.


Survivalist

At 1st level, the Explorer gains the bonus feats Guide and Track.

Resolve

Beginning at 2nd level, an Explorer gains a morale bonus equal to one-half her Explorer class level (rounded down) on saving throws to resist fear effects and Intimidate checks.

Skilled Searcher

When actively searching for secret doors or traps, an Explorer of 2nd level or higher gains a bonus on her Perception checks equal to one-half her Explorer class level (rounded down).

Trap Sense

At 4th level, an Explorer gains an intuitive sense that alerts her to danger from traps, giving her a Minor +1 bonus on Dexterity saves made to avoid traps.

These bonuses rise to Moderate +2 at 7th level and Major +4 at 10th level.

Extra Step

An Explorer of 5th level or higher can spend an action point to take an extra 5-foot step during her turn, as a free action. This extra 5-foot step does not provoke attacks of opportunity.

At 10th level, the Explorer can take the extra 5-foot step without spending an action point.

Bonus Feat
At 6th level the Explore gets a free additional Bonus Feat of her choice as long as she is eligible.
Explorer’s Evasion

If an Explorer of 8th level or higher is exposed to any effect that normally allows a character to attempt a Dexterity saving throw for half damage, the Explorer suffers no damage if she makes a successful saving throw. If the Explorer already has evasion, she gains improved evasion instead. Improved evasion works similar to evasion, except the Explorer suffers only half damage on a failed saving throw.

Field Officer

An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawls up the soldier's legs to their minds 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 could of been sitting. 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 mean 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 fulfil the following criteria.

  1. Affinity Bonus: +1
  2. Skills: Diplomacy 2 ranks, Knowledge (tactics) 2 ranks.


Restrictions:


Class Information:

Ability Affinity: Charisma and Wisdom

Action Points: The Field Officer gains a number of action points equal to 3 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills: The Field Officer’s class skills are as follows. Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Choose One Knowledge: [(Behavioral Sciences, Civics, History, Streetwise, Tactics, Philosophy)], Language (none), Sense Motive (Wis), Treat Injury(Wis)

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 Affinity
Bonus
Special Technique Usage by Level
0* 1st 2nd 3rd
1st 0 Leadership 2 - - -
2nd 0 Uncanny Survival 2 1 - -
3rd 0 3 1 1 -
4th 1 Tactical Expertise
Extra Attack
3 2 1 -
5th 1 4 2 2 1
6th 1 Commanding Presence 4 3 2 1
7th 1 Tactical Mastery 5 3 3 2
8th 2 Commanding Presence 5 4 3 2
9th 2 Extra Attack 6 4 4 3
10th 2 Tactical Master 6 5 4 3
*This only applies to how many the Character can learn. Level 0 Techniques
can be preformed at will infinity.

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 a Moderate +2 too Accuracy checks for the next 1d4 rounds + 1/2 Field Officer Level (round down) The Field Officer cannot take 10 or 20. If done in combat the action can provoke an Attack of Opportunity.
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 Total Affinity bonus 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 requires an attack action instead of a full-round action. The bonus added is now the Charisma bonus + Field Officer Affinity Bonus. (The Affinity Bonus the Field Officer Class provides too the overall Character not the total Affinity bonus)
Tactical Master
The Field Officer can spend an Action point to be able to 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

Must 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 that blocks possible work that some scientists consider to be 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. There 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 fulfil the following criteria.

  1. Affinity Bonus: +1
  2. Skill: Athletics 3 ranks.
  3. Feat: Endurance.


Restrictions:

Class Information:

Ability Affinity: Strength and Dexterity

Action Points: The Helix Warrior gains a number of action points equal to 3 + one-half her character level, rounded down, every time she attains a new level in this class.

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


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

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 can make Perception checks even while asleep, without penalty. (A sleeping character normally takes a –15 penalty on Perception checks.)
Survivor
When a Helix Warrior spends an action 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 on initiative checks against an opposing foe.
Decisive Attack
At 10th level, when a Helix Warrior spends an action point to modify the result of an attack roll, she may roll an additional damage die and take the best result, discarding the lower roll(s).

Shield Splicer

The Acarions 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 Acarion's ground troop superiority away. As a response the Acarions 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 fulfil the following criteria.

  1. Base Class: Must have at least two levels in either the Path of Constitution or the Path of Wisdom.
  2. Skills: 2 ranks in Tech

Restrictions:

  1. Advance Class: Cannot also be an Electro-Mancer

Class Information:

Ability Affinity: Constitution and Wisdom

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

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

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

Extra Info: At level 1 the Shield Splicer either becomes a Shield wielder or a Shield Defender. The choice is based on what base class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both base 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 Affinity
Bonus
Special Technique Usage by Level
0* 1st 2nd 3rd 4th 5th
1st 0 Shield Manipulator
Mind over Shield
2 1 - - - -
2nd 1 Talent 3 1 1 - - -
3rd 1 Extra Attack 3 2 1 - - -
4th 1 Talent 3 3 2 - - -
5th 1 4 3 2 1 - -
6th 1 Talent 4 4 3 1 - -
7th 2 4 4 3 2 - -
8th 2 Talent 4 5 4 2 1 -
9th 2 Extra Attack 4 6 4 3 2 1
10th 2 Talent 4 6 5 3 2 2
*This only applies to how many the Character can learn. Level 0 Techniques
can be preformed at will infinity.

Shield Splicer's Class Features

Shield Manipulator
Starting at Level 1 the Shield Splicer is able to Manipulate 5ft 2d square of shield. The shield is two way. Meaning that it attempts to adsorb damage going both directions. The shield has a Total DR of 1 per Shield Splicer level. The Shield Splicer is also able to manipulate the shape of the shield within 5ft per level of Shield Splicer. To activate the shield is a Standard Action and it does provoke an Attack of Opportunity. This ability can be used infinitely without rest.
The shield cannot assume a 3d shape unless specified otherwise. Meaning that it has to be a 2d plane. Kinda like a sheet of paper or a window. The shield is only barely visible and normally has a slight orange hue. The shield can be reshaped as a free action as well as deactivated as a free action.
The shield moves relative too the Character and can interact with physical and energetic objects in the surrounding environment. Meaning that when a Character moves the shield moves with the Character. If the shield was put up in front of an ally and the Splicer moves to the left the Shield also moves too the left. The ally will have to move with the shield or be left without its defence. If the Splicer makes a shield to defend an ally to the right of them that has a wall too their right and then the Shield Splicer attempts to move to the right the shield will attempt to move into the wall. The Shield is locked to the relative position of Splicer so if the shield cannot go into the wall the Splicer cannot move to the right without disabling the shield or forcing it. The shield itself cannot be forced to move and thus cannot cause the Shield Splicer to move. The Shield Splicer can feel what the shield touches and thus will know that there is a wall there that he/she cannot walk into.
A shield cannot hold up more then roughly 10lbs of weight. So if the shield is moving across the ground and comes across a can it should be able to easily move it as long as the can weights less then 10bls. The Splicer can also feel the can and with a free action reshape the shield to avoid it.
A Shield Splicer's shield is designed to absorb energy not completely block it. This means that it cannot be targeted directly unless specified otherwise. However this doesn't mean that the more damage a shield absorbs the harder it is to absorb more damage. Once a shield absorbs to much energy it shatters. Forcing a shield into a large physical object such as a wall or the other way around such as forcing a large object to cohabit the space the shield is in can instantly cause massive amounts of energy to be absorbed into the shield shattering it. Shattering a shield will cause the Player to have to roll a Constitution Save or suffer Conn damage and pass out for 1d4 turns.
A shields HP is: 10 + 2 per level of Shield Splicer. The damage normally absorbed by a shield's Total DR doesn't count against HP. HP of a shield only counts when using other talents like Mind over Shield or certain techniques.
Mind over Shield
Starting at level one the Shield Splicer is able to absorb damage that is going through the shield. So instead of the shield acting like Total DR it takes the damage directly to its HP. (Shields HP is: 10 + 2 per level of Shield Splicer) 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 the the damage dealt. The penalty is 1 Conn damage for ever 5 points under the DC the Player rolled. Minimum of 1 point. 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.

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(Con)
This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Base 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 (15ft) Touch Melee Attack Damage: 1d6 + Con 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 (30ft) Touch Melee Attack Damage: 1d8 + Con Mod (DR2)
  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) Touch Melee Attack, Damage: 1d10 + Con Mod (DR4)
Shield Defender(Wis)
This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Base 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: +2 Moderate 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 even out of turn by sacrificing a standard action in her next turn. This also causes any shield created by the 'Shield Manipulator' talent to instantly dissolve.
  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 10 + 2 per 2 levels of Shield Splicer. This can be preformed 1 + 1 for ever 3 levels of Shield Splicer.
  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 10 + 2 per 2 levels of Shield Splicer. The Shield Splicer cannot move more then 5ft or the shield dissolves. Shattering the shield doesn't effect the Shield Splicer.

Space Monkey

Astronauts? What civilization would be without them? They would be backwater, Tech Level 0 or worse -1. One of the defining moments and perhaps the most significant in terms of its neighbors is when a Civilization becomes space worthy. And this is achieved by Astronauts. As a Civilization continues its prestigious climb into space it begins to realize that some of its citizens are more comfortable in the harshness of space. Long veterans of space flight and adventuring usually start to personify space as a harsh mistress and other titles. Different Civilizations have different names for these people but the common name is Space Monkey.

Comfort and willingness to go into the dangerous far reaches of space isn't the only reason these Space Monkeys become valuable to there society. Its there talent and knack for all things space. Its one thing to just survive in space, its another thing to thrive in it. When a Nation, or mega-corporation needs to tame a hostile world, moon or build a massive jump station in the deep reaches of space to help connect distance parts of a fast empire or trade route the Space Monkey is the perfect person for the job. Willing to take on almost any challenge for cash Space Monkey's are seen all over the galaxy making space a safer or at least easier place to leave for the rest of civilization. Often caught on the fringe of space having to deal with problems with nothing but a Monkey Wrench (Possible where the name came from) they are great at adapting to the situation.

Choose Space Monkey if you want a Character who can survive and thrive in the far-flung reaches of space. Far from modern civilization, risking it all for adventure and/or money.


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 Space Monkey, a character must fulfil the following criteria.

  1. Starting Occupation: Astronaut Trainee.
  2. Skills: Craft either Mechanical or Structural with 1 rank, Survival 2 ranks, Athletics 1 Rank.
  3. Hero Talent: Any one talent from either the Tough Hero or Strong Hero


Restrictions:


Class Information:

Ability Affinity: Constitution and Strength

Action Points: The Space Monkey gains a number of action points equal to 3 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills: The Space Monkey’s class skills are as follows. Athletics (Str), Computer Use (Int), Craft both (Mechanical, Structural)(Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Escape Artist (Dex), Choose One Knowledge: [(Physical Sciences, Technology)](Int), Pilot (Dex), Perception (Wis), Survival (Wis), Treat Injury (Wis)


Table: The Space Monkey
Class Level Affinity
Bonus
Special
1st 0 Hibernation Trance
2nd 0 Monkey's Wrench
3rd 1 Extra Attack
Space Suitable(1)
4th 1 Monkey's Unite
5th 1 Know Location (+2)
6th 1 Bonus feat
7th 2 Monkey Shines
8th 2 Know Location (+4),
Space Suitable(2)
9th 2 Extra Attack
The Pilot is a Monkey
10th 2 Monkey Shot

Space Monkey's Class Features

The following class features pertain to the Space Monkey advanced class.

Hibernation Trance
A Space Monkey can enter a deep trance that allows him to gain the full benefits of sleep or bed rest in half the usual time.
Monkey’s Wrench
Space Monkeys use tools expertly and creatively. Starting at 2nd level, a Space Monkey gains a competence bonus equal to one-half his Space Monkey class level on skill checks made when using a tool kit. This bonus stacks with the tool kit’s normal equipment bonus.
Space Suitable
At 3rd level, a Space Monkey becomes more comfortable in armour. He treats any suit of armour as though its armour penalty and maximum Dexterity bonus were 1 better.
At 8th level the armour penalty and maximum Dexterity bonus are 2 better.
Monkeys Unite
Space Monkeys fight better together. Starting at 4th level, a Space Monkey gains a Minor +1 morale bonus on attack rolls when fighting adjacent to another Space Monkey.
Furthermore, a Space Monkey gains an additional Moderate +1 morale bonus on attack rolls against an opponent flanked by another Space Monkey; this bonus is in addition to the usual Moderate +2 bonus for flanking.
Know Location
At 5th level, a Space Monkey gains a Moderate +2 competence bonus on Navigate and Survival checks to avoid becoming lost. This bonus increases to Major +4 at 8th level.
Bonus Feat
At 6th level the Space Monkey can pick a Bonus Feat for free. The Character still has to be eligible for the Feat.
Monkey Shines
Upon reaching 7th level, a Space Monkey has learned sneaky tactics. He can use the Bluff technique of feinting in combat as a free action, allowing him to feint and attack in the same round.
If the Space Monkey also has the Improved Feint feat, he gains a Major +4 bonus (instead of the feat’s usual Moderate +2 bonus) on Bluff checks made to feint in combat.
The Pilot is a Monkey
At 9th level the Space Monkey only takes 1/2 penalty for flying craft that he isn't proficient in.
Monkey Shot
By spending an action point at the end of his turn, a 10th-level Space Monkey gains an extra attack while still applying his Affinity Bonus. (Remember that a character can spend only one action point per round.)

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 through 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 fulfil the following criteria.

  1. Skills: Bluff 2 ranks, Disguise 1 rank, Sleight of Hand 1 rank.
  2. Hero Talents: A talent from with the Charismatic or Dexterity Base Class trees.

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.

Class Information:

Ability Affinity: Charismatic and Dexterity

Action Points: The Swindler gains a number of action points equal to 3 + one-half his character level, rounded down, every time he attains a new level in this class. (The Swindler’s ability to manipulate probability entitles him to a higher number of action points per class level than other advanced classes.)

Class Skills: The Swindler’s class skills are as follows. Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Choose Two Knowledges: [(behavioral sciences, business, civics, current events, history, popular culture, streetwise)](Int), Perform (act) (Cha), Language (none), Perception (Wis), Sleight of Hand (Dex).


Table: The Swindler
Class Level Affinity
Bonus
Special Technique Usage by Level
0* 1st 2nd 3rd
1st 0 Cheat Fate 1 - - -
2nd 0 Thousand Faces 1 1 - -
3rd 1 Extra Attack 2 1 1 -
4th 1 Fortune's Favour (5%) 2 2 1 -
5th 1 Lucky Strike(+2) 3 2 1 1
6th 1 3 3 2 1
7th 2 Fortune's Favour (10%) 4 3 2 1
8th 2 4 4 2 2
9th 2 Extra Attack
Lucky Strike(+4)
5 4 3 2
10th 2 Fortune's Favour (15%) 5 5 3 2
*This only applies to how many the Character can learn. Level 0 Techniques
can be preformed at will infinity.


Swindler's Class Features

The following class features pertain to the Swindler advanced class.

Cheat Fate
Fortune favours the Swindler. Once per day, he may reroll 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 reroll, even if it’s worse than the original roll.
Thousand Faces
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).
Fortune's Favour
At 4th level the Swindler's luck at obtaining wealth seams to be unnaturally high. He gets a Major +4 advantage bonus too profession checks. A Moderate +2 bonus to Diplomacy checks when attempting to sell and 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 5%. 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 10% and at 10th level its 15%.
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.

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. Noting 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 fulfil the following criteria.

  1. Skills: Computer Use 2 ranks, Craft (electrical or mechanical) 2 ranks, Disable Device 1 rank, Knowledge (technology) 1 rank.


Restrictions:

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

Class Information:

Ability Affinity: Intelligence and Wisdom

Action Points: The Technosavant gains a number of action points equal to 3 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills: The Technosavant’s class skills are as follows. Computer Use(Int), Craft both (Electrical, Mechanical)(Int), Demolitions(Int), Disable Device(Int), Drive(Dex), Choose one Knowledge: [(Physical Sciences, Popular Culture, Technology)](Int), Language(none), Study(Int),

Table: The Technosavant
Class Level Affinity
Bonus
Special
1st 0 Technocant
2nd 0 Robomancer, Technophile
3rd 1 Extra Attack
4th 1 Cybermancer
5th 1
6th 1 Super CyberSurgeon
7th 2 Virtual Houdini
8th 2
9th 2 Extra Attack
10th 2 Build Prototype


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 2. It goes up automatically by 1 for every 2 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 a +4 competence 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).
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.
Build Prototype
At 10th level, a Technosavant can build robots, robotic components, and cybernetic attachments of a Progress Level one step higher. However, the Craft check DCs for such items are increased by +10.

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.
Skilled Salvager
A Techno Hoarderof 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 Hoardergains a competence bonus on her Search checks equal to one-half her Techno Hoarderclass 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 a +4 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 improves to +8.
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.
Expeditious Salvager
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).

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 partially worships you. Ok ok... it defiantly worships me. 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 will be explained in the <INSERT SECTION HERE> page. (Yeah.. i know). Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is 1/2 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. 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 bonus + Character 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 a Major +4 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, truant 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 fulfil the following criteria.

  1. Affinity Bonus: +1.
  2. Skills: Perception 2 ranks, Study 1 rank, Knowledge (Behavioral Sciences or Streetwise) 1 rank, Survival 1 rank.
  3. Feat: Track.


Restrictions:


Class Information:

Ability Affinity: Wisdom and Dexterity

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

Class Skills: The Tracer’s class skills are as follows. Computer Use (Int), Drive (Dex), Choose Two Knowledges: [(Behavioral Sciences, Civics, Streetwise, Tactics)](Int), Perception (Wis), Stealth (Dex), Sense Motive (Wis), Study (Int), Survival (Wis).


Table: The Tracer
Class Level Affinity
Bonus
Special
1st 0 Target Species, Urban Tracking
2nd 1 Swift Strike +1d6
3rd 1 Extra Attack
Master Tracker(+2)
4th 1 Uncanny Stealth (full speed)
5th 1 Swift Strike +2d6
6th 2 Bonus feat
7th 2 Uncanny Stealth (Charge/Sprint)
8th 2 Swift Strike +3d6
9th 2 Extra Attack
Master Tracker(+4)
10th 2 Swift Tracking

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 a +2 bonus on Bluff, Intimidate, Perception, Sense Motive, and Survival checks when using these skills against members of the target species. Likewise, he gets a +2 bonus on weapon accuracy rolls against such creatures.
A Tracer may spend an action point to change his target species but it cannot be done while in combat and takes 24 hours to take effect.
At 5th level the Tracer gets to have two Target Species. At 10th the Tracer gets 3 target species.
Urban Tracking
At 1st level, a Tracer gains the bonus feat Urban Tracking.
Swift Strike
At 2nd level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed 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 ad only on opponents that are unaware of the Character.
The attack cannot come from a location that the target can see such as the front of the target. It has to be from behind or if from the side it has to be a flanking attack. Meaning that on the other side of the target there is something else attacking or in anyway keeping the attention of the target. More about flanking here. In the Opponent becomes aware of the Tracer at any time the Tracer will have to relocate and attempt to hide using a Stealth check against the Target's Perception check in order for the Target to become unaware of the Character.
The extra damage increases to +2d6 at 5th level and +3d6 at 8th level.
Master Tracker
At 3rd level the Tracer gets a Moderate +2 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 a Major +4.
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).
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.
Swift Tracking
At 10th 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, but takes a –5 penalty on the check when doing so.

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 Intelligence(Smart Hero), though other paths are possible.

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

  1. Skills: Knowledge (Life Sciences) 2 ranks, Knowledge (Technology) 1 ranks.
  2. Hero Talent: Talent from either The Smart Hero or Charismatic Hero.

Restrictions:

  1. Class: Cannot also be a Technosavant.

Class Information:

Ability Affinity: Intelligence and Charisma

Action Points: The Xenophile gains a number of action points equal to 3 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills: The Xenophile’s class skills are as follows. Computer Use (Int), Craft (pharmaceutical)(Int), Diplomacy (Cha), Choose Two Knowledges: (Arcane lore, Behavioral Sciences, Life Sciences, History, Technology)](Int), Language (none), Sense Motive (Wis), Study (Int), Treat Injury (Wis).


Table: The Xenophile
Class Level Affinity
Bonus
Special
- - - Xeno-Master -
* Xeno Philotherian *
1st 0 - Xenolore, Xenotype(1st) -
* Xenolore, Xeno Imprinting *
2nd 0 - Xenoresistance (+1) -
* XenoBiology *
3rd 0 - Extra Attack -
4th 1 - Xenotype (2nd) -
* Xeno Training(1st) *
5th 1 - Xenodefense(+1), Xenoresistance (+2) -
* Extra Attack *
6th 1
7th 1 - Xenotype (3rd) -
* Xeno Training(2nd) *
8th 2 - Xenoresistance (+3) -
9th 2 - Extra Attack -
* Advanced XenoBiology *
10th 2 - 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 10 + 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 15 + 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.


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) 7 ranks
Animal None
Construct Knowledge (technology) 4 ranks
Dragon Knowledge (earth and life sciences) 4 ranks
Elemental Knowledge (earth and life sciences) 4 ranks
Fey Knowledge (arcane lore) 3 ranks
Giant None
Humanoid1 None
Magical beast Knowledge (arcane lore) 5 ranks
Monstrous humanoid Knowledge (earth and life sciences) 5 ranks
Ooze Knowledge (earth and life sciences) 5 ranks
Outsider Knowledge (theology and philosophy) 4 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.
At 1st level, a Xenophile 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 a +2 bonus on Bluff, Intimidate, Perception, Sense Motive, and Survival checks when using these skills against members of the chosen xenotype. Likewise, she gets a +2 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. In addition, at each such interval, the bonus against any one xenotype (including the one just selected, if desired) increases by 2. 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 on any 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 15 + 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 Xeno Philotherian can only have one at a time.
The Xeno creature rule are located <insert location here> (I know!). The creature starts out as level one and its level is equal to 1/2 the Xeno Philotherian level round up.
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 level of the crafted concoction is based on the Craft Chemical Skill Rank.
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.

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 Base Class Level is also the Character Level(Unless they are Multi-Base Classing). If you are a level 10 Strength Hero then you are a level 10 Hero. Base class levels do not compete with all other class types. As you level up you always level up your Base Class. You can choose another Base Class and thus have Mutli Base 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. The additional Affinity bonus is calculated by adding the two Advance classes Affinity Bonus together. Then add that too the Base Hero Affinity Bonus for the total Affinity score.
  2. Players may only pick talents out of whatever classes gained a new level.
  3. The character gains no bonus for having classes with the same class skill.
  4. 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.