Archetypes & Training: Difference between revisions

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An Archetype modifies the Modern Hero base class. An Archetype can be chosen at 1st level, each has its own special Training abilities.Any Archetype Training slot can also be used to gain a Talent in its place. Unless otherwise noted, all Archetype Training are extraordinary abilities.
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
== '''Engineer''' ==
ADVANCED CLASSES


Engineers can range from craftsmen to scientist. The following are Training for the Engineer.
AMBASSADOR
The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are conceivable.
Requirements
To qualify to become an Ambassador, a character must fulfill the following criteria.
Skills: Diplomacy 6 ranks, Knowledge (civics) 6 ranks, Knowledge (theology and philosophy) 6 ranks.
Charismatic Hero Talents: Charm, favor.
Allegiance: An Ambassador must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Ambassador breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).
Class Information
The following information pertains to the Ambassador advanced class.
Hit Die
The Ambassador gains 1d6 hit points per level. The character’s Constitution modifier applies.
Action Points
The Ambassador gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Class Skills
The Ambassador’s class skills are as follows.
Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, history, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Research (Int), Sense Motive (Wis), and Speak Language (none).
Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).


;<u>Advanced Training - Advanced Engineering</u>
Table: The Ambassador
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Defense Bonus
Reputation Bonus
1st
+0
+0
+0
+2
Diplomatic immunity
+1
+1
2nd
+1
+0
+0
+3
Open arms
+1
+1
3rd
+2
+1
+1
+3
Bonus feat
+2
+1
4th
+3
+1
+1
+4
Information access
+2
+2
5th
+3
+1
+1
+4
Stipend
+3
+2
6th
+4
+2
+2
+5
Bonus feat
+3
+2
7th
+5
+2
+2
+5
Restricted access
+4
+3
8th
+6
+2
+2
+6
Stipend
+4
+3
9th
+6
+3
+3
+6
Bonus feat
+5
+3
10th
+7
+3
+3
+7
Select consuls
+5
+4


:'''Prerequisite''': Reconfigure
Class Features
The following class features pertain to the Ambassador advanced class.
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


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


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


:'''Prerequisite''': Advanced Training - Advanced Engineering
Table: The Dogfighter
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Defense Bonus
Reputation Bonus
1st
+0
+0
+2
+0
Bonus feat
+1
+0
2nd
+1
+0
+3
+0
Defender of the universe
+1
+1
3rd
+2
+1
+3
+1
Bonus feat
+2
+1
4th
+3
+1
+4
+1
Shake, rattle, and roll (1/day)
+2
+1
5th
+3
+1
+4
+1
To the max!
+3
+2
6th
+4
+2
+5
+2
Bonus feat
+3
+2
7th
+5
+2
+5
+2
Shake, rattle, and roll (2/day)+
4
+2
8th
+6
+2
+6
+2
Keep it together
+4
+3
9th
+6
+3
+6
+3
Bonus feat
+5
+3
10th
+7
+3
+7
+3
Shake, rattle, and roll (3/day)
+5
+3


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


These special abilities are based in technology rather magic, but with the same game modifications. The GM will decide if a certain magical effect can be replicated in a technology version.
DREADNOUGHT
The fastest path into this advanced class is from the Tough hero basic class, though other paths are possible.
Requirements
To qualify to become a Dreadnought, a character must fulfill the following criteria.
Skill: Intimidate 6 ranks.
Feat: Improved Damage Threshold.
Tough Hero Talents: Any two Tough hero talents.
Class Information
The following information pertains to the Dreadnought advanced class.
Hit Die
The Dreadnought gains 1d12 hit points per level. The character’s Constitution modifier applies.
Action Points
The Dreadnought gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Class Skills
The Dreadnought’s class skills are as follows.
Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Profession (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level: 3 + Int modifier (2 + Int modifier for nonhumans).


For all skill checks, the appropriate craft skill is used instead of the Spellcraft skill.
Table: The Dreadnought
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Defense Bonus
Reputation Bonus
1st
+0
+2
+0
+1
Fearless, stability, unhindered
+0
+0
2nd
+1
+3
+0
+2
Ability surge (1/day), steamroller
+1
+0
3rd
+2
+3
+1
+2
Bonus feat
+1
+0
4th
+3
+4
+1
+2
Master defender (+2)
+1
+1
5th
+3
+4
+1
+3
Ability surge (2/day), knockdown
+2
+1
6th
+4
+5
+2
+3
Bonus feat
+2
+1
7th
+5
+5
+2
+4
Master defender (+4)
+2
+2
8th
+6
+6
+2
+4
Ability surge (3/day), heavy artillery
+3
+2
9th
+6
+6
+3
+4
Bonus feat
+3
+2
10th
+7
+7
+3
+5
Master defender (+6)
+3
+3


If a certain spell is required to create a special ability, you use any spell, but the spell level is base on the chart below using the character's Craft skill ranks.
Class Features
{| class="wikitable"
The following class features pertain to the Dreadnought advanced class.
! style="text-algin:left;|Craft Ranks
Fearless
! Spell Level
The Dreadnought is immune to fear effects.
Stability
The Dreadnought is incredibly sure-footed. She gains a +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 Defense. 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 Defense. 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.
Bonus Feats
At 3rd, 6th, and 9th level, the Dreadnought gets a bonus feat. The bonus feat must be selected from the following list, and the Dreadnought must meet all the prerequisites of the feat to select it.
Action Boost, Advanced Combat Martial Arts, Advanced Firearms Proficiency, Advanced Two-Weapon Fighting, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Brawl, Burst Fire, Cleave, Combat Expertise, Combat Martial Arts, Combat Reflexes, Endurance, Frightful Presence, Great Cleave, Improved Brawl, Improved Bull Rush, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Knockout Punch, Improved Trip, Improved Two-Weapon Fighting, Knockout Punch, Mobility, Power Attack, Run, Spring Attack, Strafe, Streetfighting, Sunder, Toughness, Two-Weapon Fighting, Ultra Immune System.
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 Defense (in addition to the dodge bonus to Defense gained while fighting defensively or engaged in total defense).
The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.
The bonus increases to +4 at 7th level and +6 and 10th level.
Knockdown
At 5th level and beyond, whenever the Dreadnought is allowed to apply her Strength modifier to damage, she forces the target of her successful attack to make at a 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.


|-
ENGINEER
|10||0
The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible.
|-
Requirements
|12||0
To qualify to become an Engineer, a character must fulfill the following criteria.
|-
Skills: Computer Use 6 ranks, Craft (electrical) 6 ranks, Craft (mechanical) 6 ranks, Knowledge (technology) 6 ranks, Repair 6 ranks.
|13||1
Class Information
|-
The following information pertains to the Engineer advanced class.
|14||1
Hit Die
|-
The Engineer gains 1d6 hit points per level. The character’s Constitution modifier applies.
|15||2
Action Points
|-
The Engineer 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.
|16||2
Class Skills
|-
The Engineer’s class skills are as follows.
|17||3
Computer Use (Int), Craft (electronic, mechanical, structural) (Int), Disable Device (Int), Drive (Dex), Knowledge (physical sciences, technology) ( Int) , Navigate ( Int) , Pilot (Dex) , Profession (Wis), Read/Write Language (none), Repair (Int), Search (Int), Speak Language (none).
|-
Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).
|18||3
|-
|19||4
|-
|20||4
|-
|21||5
|-
|22||5
|-
|23||6
|-
|24||6
|-
|25||7
|-
|26||7
|-
|27||8
|-
|28||8
|-
|29||9
|-
|30||9
|}


Table: The Engineer
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Defense Bonus
Reputation Bonus
1st
+0
+1
+1
+0
Builder, improve kit (+1)
+0
+0
2nd
+1
+2
+2
+0
Quick craft, superior repair
+1
+0
3rd
+2
+2
+2
+1
Bonus feat
+1
+1
4th
+3
+2
+2
+1
Improve kit (+2), reconfigure weapon, sabotage
+1
+1
5th
+3
+3
+3
+1
Craft XP reserve, quick craft
+2
+1
6th
+4
+3
+3
+2
Bonus feat, craft XP reserve
+2
+2
7th
+5
+4
+4
+2
Craft XP reserve, improve kit (+3), quick fix
+2
+2
8th
+6
+4
+4
+2
Craft XP reserve, weapon upgrade
+3
+2
9th
+6
+4
+4
+3
Bonus feat, craft XP reserve
+3
+3
10th
+7
+5
+5
+3
Craft XP reserve, unflustered
+3
+3


 
Class Features
 
The following class features pertain to the Engineer advanced class.
To use the spell to create a special ability, you must make a Craft (skill required) check DC 10 + spell level.
Builder
 
At 1st level, the Engineer gains the bonus feat Builder.
All engineered special abilities items are considered non-magical.
Improve Kit (+1)
 
An engineer can use his know-how to upgrade an electrical or mechanical tool kit at no additional cost.
Keep in mind to convert all GP prices to USD: 1 silver piece is to 1 US dollar. Example: 1 gold piece is equal to 10 US dollars
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.
;<u>Breakthrough</u>
Electrical Tool Kit, Deluxe: For the cost of a deluxe electrical tool k it, 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.
:'''Benefit''': An Engineer receives credit for an engineering breakthrough that earns him recognition of his or her peers.
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.
 
Quick Craft
:The Engineer gains 10 points in Fame with a Faction.This can be taken again.
At 2nd level, an engineer learns how to craft ordinary scratch-built electronic, mechanical, and structural objects more quickly than normal.
;<u>Engineering Improvisation</u>
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.
:'''Benefit''': An Engineer gains the ability to improvise solutions using common objects and engineering know-how. This ability lets the Engineer create objects in a dramatic situation quickly and cheaply, but that have a limited duration.
Superior Repair
 
At 2nd level, an Engineer learns improved ways of repairing robots, vehicles, mecha, starships, and cybernetic attachments.
By combining common objects with a Craft check that corresponds to the function desired, the Engineer can build a tool or device to deal with any situation.
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
Electronic devices, special tools, weapons, mechanical devices and more can be built with engineering improvisation.
Repair Check Result
 
Damage Repaired
It takes a full-round action to make an object with engineering improvisation. The object, when put into use, lasts for a number of rounds equal to the Engineer's ranks in the Craft skill (or for each Hero Point used) before it breaks down. It can't be repaired.
Less than 20
;<u>Improve Kit</u>
None
 
20–29
:'''Prerequisite''': See below
2d6 + Engineer class level
 
30–39
:'''Benefit''': An Engineer can improve any skill tool kit with an extra +2 circumstance bonus. The Engineer will need to the same skill as the tool kit in order to improve the tool kit.
3d6 + Engineer class level
;<u>Improved Quick Craft</u>
40+
 
4d6 + Engineer class level
:'''Prerequisite''': Quick Craft
Bonus Feats
 
At 3rd, 6th, and 9th level, the Engineer gets a bonus feat. The bonus feat must be selected from the following list, and the Engineer must meet all the prerequisites of the feat to select it.
:'''Benefit''': An Engineer learns how to craft objects more quickly than normal.
Aircraft Operation (spacecraft), Builder, Cautious, Gearhead, Mastercrafter, Salvage, Surface Vehicle Operation, Vehicle Expert, Zero-G Training.
 
Improve Kit (+2)
When using any Craft skill, the Engineer reduces the time usage by 1/2.
At 4th level, the Engineer can assemble mastercraft (+2) electrical and mechanical tool kits. This ability works as the 1st-level improve kit class feature, except the equipment bonuses improve by an additional +1.
;<u>Improvised Tool Master</u>
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.
:'''Benefit''': An Engineer does not need a tool kit for any of his Craft skills.
 
If the Engineer uses a kit he receives an additional +2 bonus to skill checks.
;<u>Quick Craft</u>
 
:'''Benefit''': An Engineer learns how to craft objects more quickly than normal.
 
When using any Craft skill, the Engineer reduces the time required by 1/4.
;<u>Reconfigure</u>
 
:'''Prerequisite''': Superior Repair
 
:'''Benefit''': An Engineer knows how to temporarily create an item with an Engineered Special Ability (item creation feats are not required.)
 
Engineered Special Abilities are the same as Magic items Special Abilities, but are based in technology rather magic with these modifications (the GM will decide if a magical effect can be replicated in a technology version.
 
For all skill checks, the appropriate craft skill is used instead of the Spellcraft skill.
 
Engineered Special Abilities items are considered non-magical.
 
The Engineer must spend 1 hour working with the item to temporary upgrade it. There is no cost, but the Engineered Special Ability only last for 1 round or use, per level or Hero Point spent.
;<u>Reconfigure Weapon</u>
 
:'''Benefit''': 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 craft 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:
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).
Sabotage
At 4th 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.
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.
Improve Kit (+3)
At 7th level, the Engineer can assemble mastercraft (+3) electrical and mechanical tool kits. This ability works as the 4th-level improve kit class feature, except the equipment bonuses improve by an additional +1.
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.


*    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.
EXPLORER
*    Greater Ammo Capacity: The reconfigured weapon can hold 50% more ammunition than normal. This benefit applies only to weapons that take ammunition.
The fastest path into this advanced class is from the Dedicated hero basic class, though other paths are possible.
*    Greater Concealment: The reconfiguration grants a +2 bonus on Sleight of Hand checks made to conceal the reconfigured weapon.
Requirements
*    Greater Range Increment: The reconfigured weapon's range increment increases by 1 range increment. This benefit applies only to weapons with range increments.
To qualify to become an Explorer, a character must fulfill the following criteria.
*    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 non-proficient penalty on attack rolls.
Skills: Knowledge (earth and life sciences) 6 ranks, Knowledge (history, physical sciences, or theology and philosophy) 4 ranks, Search 4 ranks, Survival 6 ranks.
 
Dedicated Hero Talent: Aware.
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).
Class Information
;<u>Sabotage</u>
The following information pertains to the Explorer advanced class.
 
Hit Die
:'''Benefit''': The Engineer can sabotage an 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 Perception check (DC = the Engineer's Disable Device check result). Fixing the sabotaged item requires a successful Craft check.
The Explorer gains 1d8 hit points per level. The character’s Constitution modifier applies.
 
Action Points
*    Sabotaging a Device: As a full-round action, the Engineer can reconfigure so that anyone who uses it suffers a penalty equal to the Engineer's class level on skill checks made to use the device.
The Explorer gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
*    Sabotaging a Weapon: As a full-round action, the Engineer can sabotage a weapon so that it has the broken condition the next time it is used. A sabotaged weapon cannot be used effectively until repaired. This use of sabotage also applies to vehicles.
Class Skills
 
The Explorer’s class skills are as follows.
;<u>Superior Repair</u>
Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Disable Device (Int), Drive (Dex), Gather Information (Cha), Handle Animal (Cha), Investigate (Int), Jump (Str), Knowledge (arcane lore, art, earth and life sciences, history, physical sciences, theology and philosophy) (Int), Listen (Wis), Navigate (Int), Pilot (Dex), Read/Write Language ( none) , Research (Int) , Ride ( Dex) , Search ( Int) , Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis).
 
Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).
:'''Prerequisite''': Engineering Improvisation
 
:'''Benefit''': An Engineer can convert a non-masterwork item into its masterwork equivalent.
 
A normal firearm becomes a masterwork firearm, a suit of armor becomes a masterwork suit of armor, a set of tools becomes masterwork tools, etc.
 
The Engineer must spend 1 hour working with the item to upgrade it.
;<u>Unflustered</u>
 
:'''Benefit''': Engineer can perform complicated tasks without provoking attacks of opportunity from adjacent foes.
 
During any round in which the Engineer uses a craft skill, he can use the desired skill without provoking attacks of opportunity.
 
== '''Infiltrator''' ==
 
Infiltrators are modern day Rogues and spies. The following are Training for the Infiltrator.
;<u>Advanced Training - Infiltrator</u>
 
:'''Benefit''': The Infiltrator gains access to Advanced Training. You also gain any one of the Combat feats.
;<u>Advanced Training - Rogue Training</u>
 
:'''Prerequisite''': Advanced Training Infiltrator
 
:'''Benefit''': The Infiltrator gains access to the Rogue Talents for Advance Training.
;<u>Contacts</u>
 
:'''Benefit''': The Infiltrator is well-enough wired into the social system to be able to get the names and numbers of individuals with particular abilities and talents.
 
The Infiltrator can use Hero Points in place of Prestige Points when dealing with Factions other than his own. The Infiltrator's Fame score will be count as ½ when used with other factions.
;<u>Covert Attack</u>
 
:'''Benefit''': The Infiltrator gains the Rogue's Sneak Attack class feature.
 
If an Infiltrator can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.
 
The Infiltrator's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or when the Infiltrator flanks her target. This extra damage is 1d6 and increases by 1d6 every two levels thereafter. Should the Infiltrator score a critical hit with a covert attack, this extra damage is not multiplied. Ranged attacks can count as covert attacks only if the target is within 30 feet.
 
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike) an Infiltrator can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a covert attack, not even with the usual –4 penalty.
 
The Infiltrator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An Infiltrator cannot covert attack while striking a creature with concealment.
;<u>False Allegiance</u>
 
:Prerequisite: Contacts
 
:'''Benefit''': The Infiltrator can fits in with whatever group he chooses to be with.
 
The Infiltrator can successfully emulate another Faction. The enables the Infiltrator to use his Fame and Prestige Points total in the false faction as he would in his faction.
;<u>Fortune's Favor</u>
 
:'''Benefit''': The Infiltrator cannot be caught flat-footed, even if the attacker is unseen. He still loses his Dexterity bonus to AC if immobilized.
 
The Infiltrator with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
;<u>Resources</u>
 
:'''Benefit''': The Infiltrator is considered to have considerable material resources either at hand or easily and cheaply acquired.
 
The Infiltrator doesn't need to spend Prestige Points to buy Faction restricted items, but will need the required Fame score and the money to buy the items.
;<u>Poison Expert</u>
 
:'''Benefit''': The Infiltrator is trained in the use of poison and cannot accidentally poison themselves when preparing a poison.
 
The Infiltrator gains a +1 saving throw bonus against poisons. This bonus increases by +1 every two levels.
;<u>Thousand Faces</u>
 
:'''Prerequisite''': Covert Attack
 
:'''Benefit''': The Infiltrator can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.
;<u>Up My Sleeve</u>
 
:'''Benefit''': The Infiltrator becomes a master at hiding weapons on his body. He adds ½ his level to all Sleight of Hand skill checks made to prevent others from noticing them.
;<u>Word on the Street</u>
 
:'''Benefit''': You gain a +3 bonus to Diplomacy and Knowledge (streetwise) skill.
 
If you have 10 or more ranks in one of these skills, the bonus increases to +6 for that skill
 
== '''Investigator''' ==
 
An investigator varies from detectives to journalists. The following are Training abilities for the Investigator.
;<u>Advanced Training - Investigator</u>
 
:'''Prerequisite''': Analyze Clue
 
:'''Benefit''': The Investigator gains access to Advanced Training. You also gain any one of the General feats.
;<u>Advanced Training - Coax Information</u>
 
:'''Prerequisite''': Advanced Training - Investigator
 
:'''Benefit''': An Investigator with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her.
;<u>Advanced Training – Fast Picks</u>
 
:'''Prerequisite''': Advanced Training - Investigator
 
:'''Benefit''': An Investigator with this talent can use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.
;<u>Advanced Training – Hard to Fool</u>
 
:'''Prerequisite''': Advanced Training - Investigator
 
:'''Benefit''': Once per day, an Investigator can roll two dice while making a Sense Motive check and take the better result. He must choose to use this talent before making the Sense Motive check.
 
:'''Special''': An Investigator can use this ability one additional time per day for every 5 levels he possesses.
;<u>Advanced Training – Slippery Mind</u>
 
:'''Prerequisite''': Advanced Training - Investigator</u>
 
:'''Benefit''': This ability represents the Investigator's ability to wriggle free from mind affecting abilities that would otherwise control or compel her. If an Investigator with slippery mind is affected by a mind affecting ability and fails her saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on her saving throw.
;<u>Advanced Training – Thoughtful Reexamining</u>
 
:'''Prerequisite''': Advanced Training - Investigator
 
:'''Benefit''': Once per day, an Investigator with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check.
;<u>Analyze Clue</u>
 
:'''Benefit''': The Investigator can use Perception to follow tracks as per the Survival skill. This function allows the Investigator to extract extra information from material he or he has found.
 
The base (DC15) is modified by the time that has elapsed since the clue was left and whether or not the scene was disturbed.
{| class="wikitable"
! style="text-algin:left;"|Circumstances
! DC Modifier
 
|-
|Every day since event (max modifier +10)||+2
|-
|Scene is outdoors||+5
|-
|Scene slightly disturbed||+2
|-
|Scene moderately disturbed||+4
|-
|Scene extremely disturbed||+6
|}
 
 
:'''Benefit''': The Investigator can collect and prepare evidentiary material for a lab.
 
To collect a piece of evidence, make a Perception check (DC 15). If the Investigator succeeds, the evidence is usable by a crime lab.
 
If the Investigator fails, a crime lab analysis still can be done, but the lab takes a –5 penalty on any necessary check.
 
If the Investigator fails by 5 or more, the lab analysis simply cannot be done.
 
On the other hand, if the Investigator succeeds by 10 or more, the lab gains a +2 circumstance bonus on its checks to analyze the material.
 
Collecting evidence generally takes 1d4 minutes per object and to fully examine a topic takes 1d4 hours.
;<u>Deduction</u>
 
:Prerequisite: Analyze Clue
 
:'''Benefit''': An Investigator becomes so attuned at solving mysteries that he finds a way to put two and two together and rarely misses a clue.
 
The Investigator can know a specific piece of information from a clue or character, including: alignment, faction, archetype, level etc.
 
The Investigator can add his ranks in a related knowledge skill the clue in any Perception checks.
;<u>Informants</u>
 
:Prerequisite: Networking
 
:'''Benefit''': The Investigator may have a number of individuals equal to his Fame score as Informants.
 
Informants are NPCs that can provide information and help to the Investigator. How much information and help is up to the Gamemaster.
;<u>Interrogate</u>
 
:'''Benefit''': The Investigator can know if someone is knowingly lying.
 
Once a day, per ranks in the Intimidation skill (or for one Hero Point) you question the target, backed up by the threat of pain. You may ask one question per two ranks in the Intimidation skill. The target can either answer the question or take 1d4 points of damage plus your ranks in the Intimidation skill. The target is not compelled to answer truthfully, but the threat of pain gives it a –4 penalty on Bluff checks to convince you when it is lying.
 
This effect lasts for 1 round per ranks in the Intimidation skill and is a standard action to initiate, but not maintain.
;<u>Networking</u>
 
:'''Benefit''': The Investigator is well-enough wired into the social system to be able to get the names and numbers of individuals with particular abilities and talents.
 
The Investigator doesn't need to spend Prestige Points to buy Faction restricted items, but will need the required Fame score and the money to buy the items.
;<u>Pursue</u>
 
:'''Benefit''': The Investigator adds half his level to Knowledge (streetwise) and Perception skill checks.
;<u>Trap finding</u>
 
:'''Benefit''': An Investigator gains the Trap Finding Rogue class ability.
 
An Investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An Investigator can use Disable Device to disarm any type of traps.
;<u>Urban Tracking</u>
 
:'''Benefit''': The Investigator can use the Perception in place of survival to track an individual in an urban setting.
 
The DC check depends on the community population and the conditions:
{| class="wikitable"
! style="text-algin:left;"|Population
! DC
 
|-
|Fewer than 2,000||5
|-
|2,000-9,000||10
|-
|10,000-49,000||15
|-
|50,000-99,000||20
|-
|100,000-499,000||25
|-
|500,000+||30
|}
{| class="wikitable"
|+Conditions and DC Modifiers to Tracking
! style="text-algin:left;"|Condition
! DC Modifier
 
|-
|Every three persons in the group being sought||-1
|-
|Per 24 hrs. the quarry has been missing or sought||+1
|-
|Tracked quarry "lies low"||+5
|-
|The individual being sought Fame||-1 for every 10 ranks of Fame
|}
;<u>Word in the Streets</u>
 
:'''Benefit''': You gain a +3 bonus to Diplomacy and Knowledge (streetwise) skill.
 
If you have 10 or more ranks in one of these skills, the bonus increases to +6 for that skill
 
== '''Martial Artist''' ==
 
The Martial Artist varies from MAA fighters to the classic monk. The following are Training for the Martial Artist.
;<u>Advanced Training - Martial Artist</u>
 
:'''Prerequisite''': Inner Power
 
:'''Benefit''': The Martial Artist gains access to Advanced Training. You also gain any one of the Style feats.
;<u>Advanced Training - Ancestor Training</u>
 
:'''Prerequisite''': Advanced Training - Martial Artist
 
:'''Benefit''': The Martial Artist gains access to the Monk class features. You may use a Training slot for one Monk class feature.
;<u>Dodge</u>
 
:'''Benefit''': The Martial Artist can avoid damage from many area-effect attacks.
 
If a Martial Artist makes a successful Reflex saving throw against an attack that normally deals damage on a successful save, he instead takes no damage.
 
Dodge can be used with any type of armor. A helpless Martial Artist does not gain the benefit of Dodge.
;<u>Expert in Your Field</u>
 
:'''Benefit''': The Martial Artist is considered to be a master of her particular art, whether this is as a scholar with a detailed knowledge of the art's history, or as a practitioner, such as a professional MMA fighter.
 
The Martial Artist uses his level in place of his base attack bonus when calculating his Combat Maneuver.
;<u>Flurry of Blows</u>
 
:'''Benefit''': A Martial Artist can make a flurry of blows as a full-standard action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a martial arts weapons (same as Monk weapons, such as kama, nunchaku, quarterstaff, sai, shuriken and siangham) as if using the Two-Weapon Fighting feat (even if the Martial Artist does not meet the prerequisites for the feat).
 
For one Hero Point spent, the Martial Artist can make one additional attacks when he uses flurry of blows.
 
A Martial Artist applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A Martial Artist may substitute disarm, sunder and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A Martial Artist cannot use any weapon other than an unarmed strike or a special martial arts weapon as part of a flurry of blows.
;<u>High Jump</u>
 
:'''Benefit''': The Martial Artist adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps.
 
In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 Hero Point as a swift action, a Martial Artist gains a +20 bonus on Acrobatics checks made to jump for 1 round.
;<u>Imbue Weapon</u>
 
:'''Prerequisite''': Inner Power and Stunning Arm
 
:'''Benefit''': The Martial Artist may use any martial art weapons (same as Monk weapons such as kama, nunchaku, quarterstaff, sai, shuriken and siangham) and may channel his Inner Power in a new weapon ability. Choose one of the following powers:
;<u>Crushing Fall</u>
 
When you succeed at a trip or disarm combat maneuver, you may spend 1 Hero Point from as a swift action to deal damage to your opponent.
;<u>Stunning Mark</u>
 
You may spend 1 Hero Point as a swift action to execute your Stunning Arm attack as a free attack rather than a normal melee attack.
;<u>Winds of Change</u>
 
You may spend 1 Hero Point as an immediate action to deflect one missile weapon that round.
;<u>Zen Combat</u>
 
You may spend 1 Hero Point as a swift action to substitute your Wisdom score for your Strength or Dexterity for all melee or ranged attacks you make that round.
;<u>Inner Power</u>
 
:'''Prerequisite''': Living Weapon
 
:'''Benefit''': A Martial Artist can use his Hero Points the same as a Monk's Ki pool class feature.
;<u>Iron Fist</u>
 
:'''Prerequisite''': Inner Power
 
:'''Benefit''': The Martial Artist may use an unarmed attack to overcome damage reduction.
 
For one Hero Point spent, the Martial Artist can overcome one point of damage reduction type (Bludgeoning, piercing, or slashing).
;<u>Living Weapon</u>
 
:'''Benefit''': The Martial Artist's attacks may be with fist, elbows, knees and feet. This means that a Martial Artist may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Martial Artist striking unarmed. A Martial Artist may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
 
A Martial Artist's unarmed attacks can deal lethal or nonlethal damage, with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
 
A Martial Artist's unarmed attack is treated as both a manufactured weapon and a natural weapon for the purpose of effects that enhance or improve either manufactured weapons or natural weapons.
 
A Martial Artist also can deal more damage with his unarmed strikes than a normal person would.
{| class="wikitable"
! style="text-algin:left;"|Level
! Damage (Small)
! Damage (Large)
 
|-
|1st–3rd||1d4||1d8
|-
|4th–7th||1d6||2d6
|-
|8th–11th||1d8||2d8
|-
|12th–15th||1d10||3d6
|-
|16th–19th||2d6||3d8
|-
|20th||2d8||4d8
|}
 
 
For every Hero Point spent, the Martial Artist can increase his unarmed base damage by 1 dice and lasts for 1 round per level of the Hero and is a move action to initiate but not maintain.
;<u>Stunning Arms</u>
 
:'''Prerequisite''': Inner Power
 
:'''Benefit''': The Martial Artist can use this Training ability with unarmed strikes or attacks with a special martial art weapons (same as Monk weapons, such as kama, nunchaku, quarterstaff, sai, shuriken and siangham).
 
The Martial Artist must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt).
 
Stunning Arms forces a foe damaged by your attack to make a Fortitude saving throw and the Martial Artist can increase the save difficulty by adding Hero Points to the DC. For one Hero Point spent increase the DC by 1 Point.
 
DC 10 + 1/2 your character level + Hero Points Spent
 
This is in addition to dealing damage normally.
 
A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character can't take actions, loses any Dexterity bonus to AC and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained and no more than once per round.
 
== '''Personality''' ==
 
A Personality varies from a celebrity to political leaders. The following are Training for a Personality.
;<u>Advanced Training - Personality</u>
 
:'''Prerequisite''': Compelling Performance
 
:'''Benefit''': The Personality gains access to Advanced Training. You also gain any one of the Performance feats.
;<u>Advanced Training – Call of the Bard</u>
 
:'''Prerequisite''': Advanced Training - Personality
 
:'''Benefit''': The Personality can use Hero Points the same as a Bard's Performance and gain access to the Bard class features.
 
You may use a Training slot for one Bard class feature.
;<u>Celebrity Access</u>
 
:'''Benefit''': The Personality can use his faction Prestige Points outside of his faction. The Prestige Points can be used when dealing with individuals, other factions, events or any other restricted person, place, or thing.
;<u>Celebrity Immunity</u>
 
:'''Benefit''': If the Personality is arrested for a crime, the hero can make spend one Prestige Point to invoke her celebrity status and not suffer the usual legal penalty or punishment.
 
If one of the Personality's entourage (see the Entourage training, below) is arrested for a crime and unable to secure her own release, the Personality may intercede on the entourage's behalf. This will cost the Personality two Prestige Points.
;<u>Compelling Performance</u>
 
:'''Prerequisite''': Winning Smile
 
:'''Benefit''': A Personality's force of personal magnetism increases to the point that he or he can arouse a single emotion of her choice—despair, hope, or rage—in a target.
 
For one Hero Point spent, the emotion affects one target within sight and/ or sound of the Personality's performance.
 
This effect lasts for 1 round per level of the hero and is a full round action to initiate but not to maintain.
 
The target makes a Will saving throw.
 
DC is 10 + ranks in a Perform skill
 
If the target succeeds at the saving throw, he or he is immune to the compulsion of this performance. If the target fails, he or he reacts to the emotion as described below.
 
*    Despair: The target takes a –2 morale penalty on saving throws, attack rolls, ability checks, skill checks and weapon damage rolls.
*    Hope: The target gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks and weapon damage rolls.
*    Rage: The target gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves and a –1 penalty to Armor Class. In a dramatic situation, the target is compelled to fight, regardless of the danger.
 
;<u>Entourage</u>
 
:'''Benefit''': The Personality may appoint a number of ordinary individuals equal to her Fame score as an entourage. These appointed individuals gain all the benefits of Celebrity Access, Celebrity Immunity and Ultimate Access.
 
The Personality may revoke these privileges at any time and appoint replacements as he sees fit. It takes 1d4 hours for a Personality to invoke or revoke an Entourage's privileges.
 
If Fame is permanently lost, the Personality will also lose one member of her Entourage.
;<u>Restricted Access</u>
 
:'''Prerequisite''': Celebrity Access
 
:'''Benefit''': The Personality gains clearance to access restricted files or classified information from any allied Faction.
 
The Personality doesn't need to spend Prestige Points to buy restricted items, but will need the required Fame score and the money to buy the items.
;<u>Royalty</u>
 
:'''Benefit''': A Personality's activities in the public eye generate extra income.
 
The Personality adds 1/2 his level to Fame score and to any Profession skill (minimum +1).
;<u>Sow Distrust</u>
 
:'''Benefit''': A Personality can turn one character against another. The Personality must spend a Hero Point per target.
 
The targets must be able to hear and understand the Personality.
 
The target makes a Will save.
 
DC 10 + Personality's ranks in a Charisma based skill.
 
If the target fails the save, his or her attitude toward the other designated character worsens by one step: helpful turns to friendly, friendly to indifferent, indifferent to unfriendly, unfriendly to hostile.
 
The target makes a Will save whenever the Personality uses this talent against him. As long as the target continues to fail the Will save, the Personality can continue taking full-round actions to worsen the target's attitude toward a designated character. When the target's attitude drops to hostile, he or he attacks the designated character.
 
A successful Will save doesn't restore previous attitude shifts, but it does render the target immune for 24 hours to further attempts by the Personality to sow distrust.
;<u>Talk Down</u>
 
:'''Benefit''': A Personality can talk her way out of trouble.
 
Prior to the start of hostilities or during combat, for one Hero Point spent, the Personality can talk down an opponent. The target must be able to hear her voice.
 
That opponent immediately stops fighting and reverts to an indifferent attitude regarding the Personality. Any hostile action by the Personality or by one of the Personality's allies, directed at the opponent allows the opponent to act as he or he sees fit.
 
To initiate this talent, the Personality must spend a full-round action. Then the opponent makes a Will saving throw.
 
DC 10 + Personality's ranks in a Charisma based skill.
 
If the save fails, the opponent stops fighting. If the save succeeds, the opponent continues as normal.
;<u>Winning Smile</u>
 
:'''Benefit''': A Personality develops such a force of personal magnetism that he or he can convince a single target to regard him as a trusted friend.
 
The target makes a Will saving throw to avoid being persuaded by the Personality's words and actions. The DC is 10 + 1/2 class level + Charisma bonus.
 
This ability doesn't enable the Personality to control the target, but the target perceives the Personality's words and actions in the most favorable way. A target remains won over for 1 minute per Personality level.
 
After the duration expires, the GM determines the reaction and attitude of the target based on what the Personality compelled the target to do.
 
== '''Physician''' ==
 
A physician varies from a medic to a doctor. The following are Training for a Physician.
;<u>Advanced Training - Advanced Healing</u>
 
:'''Prerequisite''': Healer
 
:'''Benefit''': A Physician gains access to Advanced Training. You also gain the Healing Domain and all of its powers. This is not magical in nature but a representation of modern medical procedures.
;<u>Advanced Training – Medical Procedure</u>
 
:'''Prerequisite''': Advanced Training - Advanced Healing
 
:'''Benefit''': A Physician knows how to “cast” a spell from the Healing Domain. This is not magical but a representation of modern medical procedures. The GM will decide if a certain spell can be replicated in a modern medical adaptation.
 
To cast the healing spell for a medical procedure, the character must use 1 Hero Point and make a Heal check DC 10 + spell level.
 
The level of spell the Physician can employ is based on his ranks in the Heal skill.
{| class="wikitable"
! style="text-algin:left;"|Heal Ranks
! Spell Level
 
|-
|10||0
|-
|12||0
|-
|13||1
|-
|14||1
|-
|15||2
|-
|16||2
|-
|17||3
|-
|18||3
|-
|19||4
|-
|20||4
|-
|21||5
|-
|22||5
|-
|23||6
|-
|24||6
|-
|25||7
|-
|26||7
|-
|27||8
|-
|28||8
|-
|29||9
|-
|20||9
|}
 
 
All medical healing is considered non-magical.
;<u>Calming Touch</u>
 
:'''Benefit''': For one Hero Point per individual, the Physician can relieve the individual of a condition. Your touch can remove the dazed, fatigued, shaken, or staggered condition.
Healer
 
:'''Benefit''': The Physician can heal Hit Point damage 1d4 per ranks the Heal skill.
 
In addition, for another Hero Point spent, the Physician can increase his healing dice by one (from a d4 to a d6).
;<u>Medical Miracle</u>
 
:'''Prerequisite''': Minor Medical Miracle
 
:'''Benefit''': A Physician can revive a character reduced to –10 hit points or lower. If the Physician is able to administer aid within 10 rounds of the character's death, he or he can make a Heal check.
 
Heal skill - DC 20 + the negative Hit Points
 
If the check succeeds, the dead character can make a Fortitude save (DC 10 + the negative Hit Points) to stabilize and be restored to 1d6 hit points.
 
If the Physician fails the skill check or the patient fails the Fortitude save, the dead character can't be restored.
;<u>Medical Quick Fix</u>
 
:'''Benefit''': For one Hero Point spent, the Physician cures 1d4 points of temporary ability damage to one of the subject's ability scores.
;<u>Medical Specialist</u>
 
:'''Benefit''': The Physician adds 1/2 his level to Craft (pharmaceutical) and Heal skill (minimum +1).
;<u>Minor Medical Miracle</u>
 
:'''Prerequisite''': Medical Specialist
 
:'''Benefit''': A Physician can save a character reduced to –10 hit points or lower. If the Physician is able to administer aid within 5 rounds of the character's death, he or he can make a Heal check.
 
Heal skill - DC 15 + the negative Hit Points
 
If the check succeeds, the dead character can make a Fortitude save (DC 15 + the negative Hit Points) to stabilize and be restored to 0 hit points.
 
If the Physician fails the skill check or the patient fails the save, the dead character can't be saved.
;<u>Reduce Condition</u>
 
:'''Prerequisite''': Calming Touch
 
:'''Benefit''': For one Hero Point per individual, the Physician can relieve the individual of a condition. Your touch can remove the exhausted, nauseated, sickened, or stunned condition.
;<u>Reduce Disease</u>
 
:'''Prerequisite''': Medical Specialist
 
:'''Benefit''': A Physician can cure a disease from which the subject is suffering.
 
The Physician must make a Craft (pharmaceutical) check against the DC of each disease affecting the target.
;<u>Reduce Toxin</u>
 
:'''Prerequisite''': Medical Specialist
 
:'''Benefit''': A Physician can detoxify any sort of poison, drug, or toxin in the individual or object touched.
 
The Physician must make a Craft (pharmaceutical) check against the DC of each poison affecting the target. Success means that the poison is neutralized.
 
A cured individual suffers no additional effects from the poison and any temporary effects are ended, but the check does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.
;<u>Therapy</u>
 
:'''Prerequisite''': Medical Specialist
 
:'''Benefit''': For one Hero Point spent, the Physician cures 1 point of permanent ability damage to one of the subject's ability scores.
 
This takes one month to heal. This is reduced by 1 day per each rank in the Heal skill.
 
== '''Soldier''' ==
 
A Soldier is a trained military professional. The following are Training abilities for a Soldier.
;<u>Advanced Training - Soldier</u>
 
:'''Prerequisite''': Training - Leadership
 
:'''Benefit''': The Soldier gains access to Advanced Training. You also gain any one of the Teamwork feats.
;<u>Advanced Training – Art of War</u>
 
:'''Prerequisite''': Advanced Training - Soldier
 
:'''Benefit''': The Soldier gains access to the Battle Herald class features. You may use a Training slot for one Battle Herald class feature.
;<u>Close Combat Shot</u>
 
:'''Benefit''': A Soldier gains the ability to make a ranged attack with firearm while in a threatened area without provoking an attack of opportunity.
;<u>Commanding Presence</u>
 
:'''Benefit''': A Soldier can use a Hero Point to enable an ally and weaken a single foe's resolve.
 
Enabling an ally requires one Hero Point.
 
The Soldier can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned.
 
The Soldier cannot use this ability on himself.
 
Weakening a foe's resolve requires one Hero Point and a Knowledge (tactics) roll.


The target gets Willpower save equal to the Knowledge (tactics) roll; if the save fails the target is shaken.
Table: The Explorer
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Defense Bonus
Reputation Bonus
1st
+0
+1
+1
+1
Explorer lore, survivalist
+1
+0
2nd
+1
+2
+2
+2
Resolve, skilled searcher
+1
+0
3rd
+2
+2
+2
+2
Bonus feat
+2
+1
4th
+3
+2
+2
+2
Trap sense (+1)
+2
+1
5th
+3
+3
+3
+3
Extra step
+3
+1
6th
+4
+3
+3
+3
Bonus feat
+3
+2
7th
+5
+4
+4
+4
Trap sense (+2)
+4
+2
8th
+6
+4
+4
+4
Explorer’s evasion
+4
+2
9th
+6
+4
+4
+4
Bonus feat
+5
+3
10th
+7
+5
+5
+5
Extra step, trap sense (+3)
+5
+3


This effect lasts for a number of rounds equal to the Soldier's skill total in Knowledge (tactics).
Class Features
;<u>Defensive Position</u>
The following class features pertain to the Explorer advanced class.
Explorer Lore
An Explorer picks up stray and obscure facts during her adventures. She 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.


:'''Benefit''': For one Hero Point spent, the Soldier can increase one individual's cover or concealment.
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 Search checks equal to one-half her Explorer class level (rounded down).
Bonus Feats
At 3rd, 6th, and 9th level, the Explorer gets a bonus feat. The bonus feat must be selected from the following list, and the Explorer must meet all the prerequisites of the feat to select it.
Action Boost, Advanced Two-Weapon Fighting, Aircraft Operation (spacecraft), Archaic Weapons Proficiency, Attentive, Brawl, Dodge, Educated, Endurance, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Heroic Surge, Improved Feint, Improved Knockout Punch, Improved Two-Weapon Fighting, Jack of All Trades, Knockout Punch, Mobility, Nimble, Renown, Spacer, Streetfighting, Studious, Track, Two-Weapon Fighting, Vehicle Expert.
Trap Sense
At 4th level, an Explorer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Defense against attacks made by traps.
These bonuses rise to +2 at 7th level and +3 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.
Explorer’s Evasion
If an Explorer of 8th level or higher is exposed to any effect that normally allows a character to attempt a Reflex 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.


*    Partial Cover upgrades to Improved Cover
FIELD OFFICER
*    Improved Cover upgrades to Total Cover
The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible.
*    Concealment upgrades to Total Concealment
Requirements
To qualify to become a Field Officer, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Diplomacy 6 ranks, Knowledge (tactics) 6 ranks.
Feat: Personal Firearms Proficiency.
Class Information
The following information pertains to the Field Officer advanced class.
Hit Die
The Field Officer gains 1d8 hit points per level. The character’s Constitution modifier applies.
Action Points
The Field Officer 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 Field Officer’s class skills are as follows.
Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, history, physical sciences, tactics, theology and philosophy), Read/Write Language (none), Sense Motive (Wis), Speak Language (none).
Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).


This effect lasts for a number of rounds equal to the Soldier's skill total in Knowledge (tactics).
Table: The Field Officer
;<u>Favored Terrain</u>
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Defense Bonus
Reputation Bonus
1st
+1
+0
+0
+2
Leadership
+1
+1
2nd
+2
+0
+0
+3
Uncanny survival
+1
+1
3rd
+3
+1
+1
+3
Bonus feat
+2
+1
4th
+4
+1
+1
+4
Tactical expertise
+2
+2
5th
+5
+1
+1
+4
August leadership
+3
+2
6th
+6
+2
+2
+5
Bonus feat
+3
+2
7th
+7
+2
+2
+5
Tactical mastery
+4
+3
8th
+8
+2
+2
+6
Commanding presence
+4
+3
9th
+9
+3
+3
+6
Bonus feat
+5
+3
10th
+10
+3
+3
+7
Action trust
+5
+4


The Soldier may select a type of terrain. The Soldier gains a +2 bonus on initiative checks and Knowledge (geography) Perception, Stealth and Survival skill checks when he is in this terrain.
Class Features
The following class features pertain to the Field Officer advanced class.
Leadership
By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him.
A Field Officer cannot use this ability on himself.
Uncanny Survival
Beginning at 2nd level, a Field Officer can add one-half his class level to his Defense for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed Defense, as well.) He must declare he is doing this at the beginning of his turn, and the Defense bonus lasts until his next round of actions.
Bonus Feats
At 3rd, 6th, and 9th level, the Field Officer gets a bonus feat. The bonus feat must be selected from the following list, and the Field Officer must meet all the prerequisites of the feat to select it.
Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Combat Expertise, Dodge, Improved Initiative, Iron Will, Mobility, Precise Shot, Quick Draw, Renown, Shot on the Run.
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 a dodge bonus to Defense equal to the Field Officer’s Reputation 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.
August Leadership
The Field Officer gains this ability at 5th level. It works like the leadership ability (see above), except the Field Officer adds his Charisma bonus and his Reputation bonus to the ally’s skill check.
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.
Commanding Presence
At 8th level and beyond, a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve.
Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.
The Field Officer cannot use this ability on himself.
Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check) . If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours.
Action Trust
At 10th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies.
As a free action, a Field Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12).
The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself).
Any character may transfer some or all of her action points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these action points become the Field Officer’s to spend as he sees fit.


A Soldier traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
HELIX WARRIOR
The fastest path into this advanced class is from the Strong hero basic class, though other paths are possible.
Requirements
To qualify to become a Helix Warrior, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skill: Knowledge (tactics) 3 ranks.
Feat: Endurance.
Class Information
The following information pertains to the Helix Warrior advanced class.
Hit Die
The Helix Warrior gains 1d10 hit points per level. The character’s Constitution modifier applies.
Action Points
The Helix Warrior gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Class Skills
The Helix Warrior’s class skills are as follows.
Balance (Dex), Climb (Str), Computer Use (Int), Demolitions (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Navigate (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level: 3 + Int modifier (2 + Int modifier for nonhumans).


This may be taken again to choose a different terrain.
Table: The Helix Warrior
{| class="wikitable"
Class Level
! style="text-algin:left;"|Favored Terrains
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Defense Bonus
Reputation Bonus
1st
+1
+1
+0
+1
Haul, light sleeper, survivor
+1
+0
2nd
+2
+2
+0
+2
Darkvision (60 ft.)
+1
+0
3rd
+3
+2
+1
+2
Bonus feat
+2
+1
4th
+4
+2
+1
+2
Strong as an ox
+2
+1
5th
+5
+3
+1
+3
Darkvision (90 ft.), superior conditioning
+3
+1
6th
+6
+3
+2
+3
Bonus feat
+3
+2
7th
+7
+4
+2
+4
Improved reaction
+4
+2
8th
+8
+4
+2
+4
Darkvision (120 ft.)
+4
+2
9th
+9
+4
+3
+4
Bonus feat
+5
+3
10th
+10
+5
+3
+5
Decisive attack
+5
+3


|-
Class Features
|Cold (ice, glaciers, snow and tundra)
The following class features pertain to the Helix Warrior advanced class.
|-
Haul
|Desert (sand and wastelands)
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
|Forest (coniferous and deciduous)
Helix Warriors are light sleepers and can make Listen checks even while asleep, without penalty. (A sleeping character normally takes a –10 penalty on Listen checks.)
|-
Survivor
|Jungle
When a Helix Warrior spends an action point to modify the result of a saving throw, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).
|-
Darkvision
|Mountain (including hills)
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-andwhite 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.
|Plains
Bonus Feats
|-
At 3rd, 6th, and 9th level, the Helix Warrior gets a bonus feat. The bonus feat must be selected from the following list, and the Helix Warrior must meet all the prerequisites of the feat to select it.
|Planes (pick one, other than Material Plane)
Advanced Combat Martial Arts, Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Blind-Fight, Combat Expertise, Combat Reflexes, Combat Throw, Dead Aim, Defensive Martial Arts, Elusive Target, Exotic Firearms Proficiency, Far Shot, Great Fortitude, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Nerve Pinch, Surface Vehicle Operation, Ultra Immune System, Weapon Focus, Whirlwind Attack, Zero-G Training.
|-
Strong As An Ox
|Swamp
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).
|-
Superior Conditioning
|Underground (caves and dungeons)
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, paralyzed, shaken, and stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all.
|-
Improved Reaction
|Urban (buildings, streets and sewers)
At 7th level, a Helix Warrior gains a +2 competence bonus on initiative checks.
|-
Decisive Attack
|Water (above and below the surface)
At 10th level, when a Helix Warrior spends an action point to modify the result of an attack roll, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).
|}


;<u>Soldier's Grit</u>
SPACE MONKEY
The fastest path into this advanced class is from the Tough hero basic class, though other paths are possible.
Requirements
To qualify to become a Space Monkey, a character must fulfill the following criteria.
Starting Occupation: Astronaut Trainee.
Skills: Craft (mechanical or structural) 6 ranks, Survival 6 ranks.
Tough Hero Talent: Any one talent from the Unbreakable Talent Tree.
Class Information
The following information pertains to the Space Monkey advanced class.
Hit Die
The Space Monkey gains 1d10 hit points per level. The character’s Constitution modifier applies.
Action Points
The Space Monkey 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 Space Monkey’s class skills are as follows.
Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (mechanical, structural) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Escape Artist (Dex), Jump (Str), Knowledge (earth and life sciences, technology) (Int), Navigate (Int), Pilot (Dex), Repair (Int), Search (Int), Survival (Wis), Treat Injury (Wis), Tumble (Dex).
Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).


:'''Benefit''': A Soldier can use his Hero Points the same as the Gunslinger class feature Grit and can use any Gunslinger ability associate with Grit.
Table: The Space Monkey
;<u>Leadership</u>
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Defense Bonus
Reputation Bonus
1st
+0
+2
+1
+0
Hibernation trance
+1
+0
2nd
+1
+3
+2
+0
Monkey’s wrench
+1
+0
3rd
+2
+3
+2
+1
Bonus feat
+2
+0
4th
+3
+4
+2
+1
Monkeys unite
+2
+0
5th
+3
+4
+3
+1
Know location (+2)
+3
+1
6th
+4
+5
+3
+2
Bonus feat
+3
+1
7th
+5
+5
+4
+2
Monkey shines
+4
+1
8th
+6
+6
+4
+2
Know location (+4), space suitable
+4
+1
9th
+6
+6
+4
+3
Bonus feat
+5
+2
10th
+7
+7
+5
+3
Monkey shot
+5
+2


:'''Benefit''': The Soldier provides Leadership to all of his allies within sight and voice range of his position.
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.
Bonus Feats
At 3rd, 6th, and 9th level, the Space Monkey gets a bonus feat. The bonus feat must be selected from the following list, and the Space Monkey must meet all the prerequisites of the feat to select it.
Acrobatic, Advanced Firearms Proficiency, Aircraft Operation (spacecraft), Archaic Weapon Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Blind-Fight, Brawl, Builder, Combat Reflexes, Force Stop, Gearhead, Improved Brawl, Improved Bull Rush, Improved Feint, Improved Knockout Punch, Jack of All Trades, Knockout Punch, Power Attack, Run, Spacer*, Streetfighting, Toughness, Vehicle Dodge, Vehicle Expert, Weapon Focus, Zero-G Training.
Monkeys Unite
Space Monkeys fight better together. Starting at 4th level, a Space Monkey gains a +1 morale bonus on attack rolls when fighting adjacent to another Space Monkey.
Furthermore, a Space Monkey gains a +1 morale bonus on attack rolls against an opponent flanked by another Space Monkey; this bonus is in addition to the usual +2 bonus for flanking.
Know Location
At 5th level, a Space Monkey gains a +2 competence bonus on Navigate and Survival checks to avoid becoming lost. This bonus increases to +4 at 8th level.
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 move action, allowing him to feint and attack in the same round.
If the Space Monkey also has the Improved Feint feat, he gains a +4 bonus (instead of the feat’s usual +2 bonus) on Bluff checks made to feint in combat.
Space Suitable
At 8th level, a Space Monkey becomes more comfortable in armor. He treats any suit of armor as though its armor penalty and maximum Dexterity bonus were 1 better.
Monkey Shot
By spending an action point at the end of his turn, a 10th-level Space Monkey gains an extra attack at his full attack bonus. (Remember that a character can spend only one action point per round.)


For one Hero Point per individual spent; the Soldier's allies are treated as if they possessed the same teamwork feats as the Soldier, for the purpose of determining whether the Soldier receives a bonus from his teamwork feats.
SWINDLER
The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible.
Requirements
To qualify to become a Swindler, a character must fulfill the following criteria.
Skills: Bluff 6 ranks, Disguise 4 ranks, Gamble 6 ranks.
Charismatic Hero Talents: Any two of the following talents: Charm, Coordinate, Fast-Talk.
Class Information
The following information pertains to the Swindler advanced class.
Hit Die
The Swindler gains 1d6 hit points per level. The character’s Constitution modifier applies.
Action Points
The Swindler gains a number of action points equal to 7 + 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), Forgery (Int), Gamble (Wis), Gather Information (Cha), Knowledge (behavioral sciences, business, civics, current events, history, popular culture, streetwise, theology and philosophy) (Int), Perform (act) (Cha), Read/Write Language (none), Research (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Tumble (Dex).
Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).


The soldier's allies also receive any bonuses from these feats.
Table: The Swindler
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Defense Bonus
Reputation Bonus
1st
+0
+0
+1
+2
Cheat fate
+0
+0
2nd
+1
+0
+2
+3
Thousand faces
+1
+0
3rd
+2
+1
+2
+3
Bonus feat
+1
+1
4th
+3
+1
+2
+4
Fortune’s favor (+2)
+1
+1
5th
+3
+1
+3
+4
Warp probability (30 ft.)
+2
+1
6th
+4
+2
+3
+5
Bonus feat
+2
+2
7th
+5
+2
+4
+5
Fortune’s favor (+4)
+2
+2
8th
+6
+2
+4
+6
Warp probability (60 ft.)
+3
+2
9th
+6
+3
+4
+6
Bonus feat
+3
+3
10th
+7
+3
+5
+7
Fortune’s favor (+6)
+3
+3


Positioning and actions must still meet the prerequisites listed in the teamwork feat for to receive the listed bonus.
Class Features
;<u>Tactical Aid</u>
The following class features pertain to the Swindler advanced class.
Cheat Fate
Fortune favors 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).
Bonus Feats
At 3rd, 6th, and 9th level, the Swindler gets a bonus feat. The bonus feat must be selected from the following list, and the Swindler must meet all the prerequisites of the feat to select it.
Action Boost, Blind-Fight, Confident, Deceptive, Educated, Elusive Target, Low Profile, Nimble, Renown, Trustworthy.
Fortune’s Favor
Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of Dodge on his turn.
The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.
Warp Probability
At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.
At 8th level, the range of this ability increases to 60 feet.


:'''Benefit''': For each Hero Point spent, the Soldier increases one individual's attack bonus by 1.
TECHNOSAVANT
The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible.
Requirements
To qualify to become a Technosavant, a character must fulfill the following criteria.
Skills: Computer Use 6 ranks, Craft (electrical or mechanical) 6 ranks, Disable Device 6 ranks, Knowledge (technology) 6 ranks.
Class Information
The following information pertains to the Technosavant advanced class.
Hit Die
The Technosavant gains 1d6 hit points per level. The character’s Constitution modifier applies.
Action Points
The Technosavant gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Class Skills
The Technosavant’s class skills are as follows.
Computer Use (Int), Craft (electrical, mechanical) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Knowledge (behavioral sciences, earth and life sciences, physical sciences, popular culture, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read/ Write Language (none), Repair (Int), Research (Int), Speak Language (none), Spot (Wis).
Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).


This is a move action to initiate, but not to maintain.
Table: The Technosavant
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Defense Bonus
Reputation Bonus
1st
+0
+0
+1
+1
Salvage, Technocant
+1
+0
2nd
+1
+0
+2
+2
Robomancer, technophile
+1
+0
3rd
+2
+1
+2
+2
Bonus feat
+2
+0
4th
+3
+1
+2
+2
Cybermancer, skilled salvager
+2
+1
5th
+3
+1
+3
+3
Down with robots (+1d6/+4), exotic weapon adept
+3
+1
6th
+4
+2
+3
+3
Bonus feat
+3
+1
7th
+5
+2
+4
+4
Super cybersurgeon, virtual Houdini
+4
+2
8th
+6
+2
+4
+4
Down with robots (+2d6/+8), expeditious salvager
+4
+2
9th
+6
+3
+4
+4
Bonus feat
+5
+2
10th
+7
+3
+5
+5
Build prototype
+5
+3


This effect lasts for a number of rounds equal to the Soldier's skill total in Knowledge (tactics).
Class Features
;<u>Tactical Defense</u>
The following class features pertain to the Technosavant advanced class.
Salvage
A Technosavant gains the Salvage feat for free.
Technocant
A Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains Read/Write Technocant and Speak Technocant as free skills. Characters without the Read/Write Technocant skill can translate written Technocant with a successful Decipher Script check (DC 20). Characters without the Speak 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.
The Read/Write Technocant and Speak Technocant skills each cost 1 skill rank.
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.
Bonus Feats
At 3rd, 6th, and 9th level, the Technosavant gets a bonus feat. The bonus feat must be selected from the following list, and the Technosavant must meet all the prerequisites of the feat to select it.
Alien Weapon Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (powered), Builder, Craft Cybernetics, Cybernetic Surgery, Cybertaker, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Gearhead, Mastercrafter, Vehicle Expert.
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.
Skilled Salvager
A Technosavant of 4th level or higher has a special knack for scavenging useful components from destroyed vehicles, mecha, starships, robots, and cybernetic attachments.
When using the Salvage feat, the Technosavant gains a competence bonus on her Search checks equal to one-half her Technosavant class level.
Down With Robots
A Technosavant of 5th level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Technosavant deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Technosavant 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 Technosavant 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.
Super Cybersurgeon
At 7th 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.
Expeditious Salvager
A Technosavant 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).
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.


:'''Benefit''': For each Hero Point spent, the Soldier increases one individual's Armor Class by 1.
TRACER
The fastest path into this advanced class is from the Dedicated hero basic class, though other paths are possible.
Requirements
To qualify to become a Tracer, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Investigate 6 ranks, Knowledge (behavioral sciences or
streetwise) 6 ranks, Survival 6 ranks.
Feat: Track.
Class Information
The following information pertains to the Tracer advanced class.
Hit Die
The Tracer gains 1d8 hit points per level. The character’s Constitution modifier applies.
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.
Climb (Str), Computer Use (Int), Disable Device (Int), Disguise (Cha), Drive (Dex), Gather Information (Cha), Hide (Dex), Investigate (Int), Jump (Str), Knowledge (behavioral sciences, civics, streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Pilot (Dex), Research (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).


This is a move action to initiate, but not to maintain.
Table: The Tracer
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Defense Bonus
Reputation Bonus
1st
+1
+0
+2
+0
Target species, Urban Tracking
+1
+0
2nd
+2
+0
+3
+0
Swift strike +1d6
+2
+1
3rd
+3
+1
+3
+1
Bonus feat
+2
+1
4th
+4
+1
+4
+1
Uncanny stealth (full speed)
+2
+1
5th
+5
+1
+4
+1
Swift strike +2d6
+3
+2
6th
+6
+2
+5
+2
Bonus feat
+3
+2
7th
+7
+2
+5
+2
Uncanny stealth (charge/run)
+ 4
+2
8th
+8
+2
+6
+2
Swift strike +3d6
+4
+3
9th
+9
+3
+6
+3
Bonus feat
+4
+3
10th
+10
+3
+7
+3
Swift tracking
+5
+3


This effect lasts for a number of rounds equal to the Soldier's skill total in Knowledge (tactics).
Class Features
;<u>Tactics</u>
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, Listen, Sense Motive, Spot, and Survival checks when using these skills against members of the target species. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
As a free action, a Tracer may spend an action point to change his 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 unwary targets quickly. He deals +1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or nonlethal, as determined by the choice of weapon and the manner in which it’s used.
The extra damage increases to +2d6 at 5th level and +3d6 at 8th level.
Bonus Feats
At 3rd, 6th, and 9th level, the Tracer gets a bonus feat. The bonus feat must be selected from the following list, and the Tracer must meet all the prerequisites of the feat to select it.
Advanced Combat Martial Arts, Advanced Firearms Proficiency, Aircraft Operation (spacecraft), Alertness, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (powered), Athletic, Combat Throw, Dead Aim, Double Tap, Elusive Target, Far Shot, Improved Combat Martial Arts, Improved Combat Throw, Improved Initiative, Low Profile, Nerve Pinch, Precise Shot, Shot on the Run, Skip Shot, Spacer, Stealthy, Trustworthy, Unbalance Opponent.
Uncanny Stealth
Tracers learn to move quickly yet quietly.
At 4th level, a Tracer no longer suffers the –5 penalty on Hide and Move Silently checks while moving at full speed.
At 7th level, a Tracer suffers only a –10 penalty on Hide and Move Silently checks while running or charging (instead of the normal –20 penalty).
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 –10 penalty on the check when doing so.


:'''Benefit''': For each Hero Point spent, the Soldier increases one individual's Stealth and Survival skill checks by 1.
XENOPHILE
The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible.
Requirements
To qualify to become a Xenophile, a character must fulfill the following criteria.
Skills: Knowledge (earth and life sciences) 6 ranks, Knowledge (technology) 6 ranks.
Smart Hero Talent: Either linguist or exploit weakness.
Class Information
The following information pertains to the Xenophile advanced class.
Hit Die
The Xenophile gains 1d8 hit points per level. The character’s Constitution modifier applies.
Action Points
The Xenophile gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Class Skills
The Xenophile’s class skills are as follows.
Bluff (Cha), Computer Use (Int), Craft (pharmaceutical) (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (arcane lore, behavioral sciences, earth and life sciences, history, technology, theology and philosophy) (Int), Read/Write Language (none), Research (Int), Sense Motive (Wis), Speak Language (none), Treat Injury (Wis).
Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).


This is a move action to initiate, but not to maintain.
Table: The Xenophile
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Defense Bonus
Reputation Bonus
1st
+0
+1
+0
+2
Xenolore, xenotype (1st)
+0
+0
2nd
+1
+2
+0
+3
Xenoresistance (+1)
+1
+1
3rd
+2
+2
+1
+3
Bonus feat
+1
+1
4th
+3
+2
+1
+4
Xenotype (2nd)
+1
+1
5th
+3
+3
+1
+4
Xenodefense (+1), xenoresistance (+2)
+2
+2
6th
+4
+3
+2
+5
Bonus feat
+2
+2
7th
+5
+4
+2
+5
Xenotype (3rd)
+2
+2
8th
+6
+4
+2
+6
Xenoresistance (+3)
+3
+3
9th
+6
+4
+3
+6
Bonus feat
+3
+3
10th
+7
+5
+3
+7
Xenodefense (+2), xenotype (4th)
+3
+3


This effect lasts for a number of rounds equal to the Soldier's skill total in Knowledge (tactics).
Class Features
;<u>Weapons Training</u>
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.
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.
Xenotype
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, Listen, Sense Motive, Spot, 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.
Table: Xenotypes
Selected Xenotype
Special Prerequisite
Aberration
Knowledge (earth and life sciences) 12 ranks
Animal
None
Construct
Knowledge (technology) 9 ranks
Dragon
Knowledge (earth and life sciences) 9 ranks
Elemental
Knowledge (earth and life sciences) 9 ranks
Fey
Knowledge (arcane lore) 6 ranks
Giant
None
Humanoid1
None
Magical beast
Knowledge (arcane lore) 9 ranks
Monstrous humanoid
Knowledge (earth and life sciences) 9 ranks
Ooze
Knowledge (earth and life sciences) 9 ranks
Outsider
Knowledge (theology and philosophy) 9 ranks
Plant
None
Undead
Knowledge (theology and philosophy) 6 ranks
Vermin
None
1 Choose a specific humanoid species.


:'''Benefit''': You are proficient with all martial weapons and can make attack rolls normally.
Xenoresistance
At 2nd level, a Xenophile gains a +1 bonus on saving throws to resist the extraordinary, spell-like, or supernatural attacks of species other than her own. This bonus increases to +2 at 5th level and +3 at 8th level.
Bonus Feats
At 3rd, 6th, and 9th level, the Xenophile gets a bonus feat. The bonus feat must be selected from the following list, and the Xenophile must meet all the prerequisites of the feat to select it.
Alien Weapons Proficiency, Combat Reflexes, Dodge, Educated, Medical Expert, Mobility, Studious, Surgery, Weapon Focus, Xenomedic.
Xenodefense
At 5th level, during her action, the Xenophile can designate an opponent and receive a +1 insight bonus to Defense 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 Defense increases to +2.

Revision as of 04:07, 7 August 2014

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. ADVANCED CLASSES

AMBASSADOR The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are conceivable. Requirements To qualify to become an Ambassador, a character must fulfill the following criteria. Skills: Diplomacy 6 ranks, Knowledge (civics) 6 ranks, Knowledge (theology and philosophy) 6 ranks. Charismatic Hero Talents: Charm, favor. Allegiance: An Ambassador must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Ambassador breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below). Class Information The following information pertains to the Ambassador advanced class. Hit Die The Ambassador gains 1d6 hit points per level. The character’s Constitution modifier applies. Action Points The Ambassador gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class. Class Skills The Ambassador’s class skills are as follows. Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, history, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Research (Int), Sense Motive (Wis), and Speak Language (none). Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).

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

Class Features The following class features pertain to the Ambassador advanced class. Diplomatic Immunity Starting at 1st level, if the Ambassador is arrested for a crime, she can make a Diplomacy check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how authorities react if the Ambassador succeeds. See Table: Diplomatic Immunity for Diplomacy check DCs based on the severity of the crime. If one of the Ambassador’s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Ambassador may intercede on the consul’s behalf. One may aid the other’s Diplomacy check. An Ambassador who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent. Table: Diplomatic Immunity Severity of Crime Examples DC Effect of Successful Diplomacy Check Class 5

Disturbing the peace, public intoxication, noninjurious traffic violation

15 –2 penalty on subsequent Diplomacy checks in that area Class 4 Possession of controlled substance, injurious traffic violation, operating business without a license, operating a vehicle or starship without a license, assault without a deadly weapon 20 –5 penalty on subsequent Diplomacy a checks in that area Class 3 Attempted bribery of a public official, robbery or grand theft, aiding and abetting a known felon, assault with a deadly weapon, possession of a concealed weapon 25 –10 penalty on subsequent Diplomacy checks in the area Class 2 Murder or manslaughter, fraud, smuggling, assault against a public official, trafficking in controlled substances 30 Deportation within 2d6 hours Class 1 Conspiracy against the government, murder of a public official, sabotage of public utilities 35 Detention pending the diplomatic action by character’s affiliated government

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

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

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

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

DREADNOUGHT The fastest path into this advanced class is from the Tough hero basic class, though other paths are possible. Requirements To qualify to become a Dreadnought, a character must fulfill the following criteria. Skill: Intimidate 6 ranks. Feat: Improved Damage Threshold. Tough Hero Talents: Any two Tough hero talents. Class Information The following information pertains to the Dreadnought advanced class. Hit Die The Dreadnought gains 1d12 hit points per level. The character’s Constitution modifier applies. Action Points The Dreadnought gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class. Class Skills The Dreadnought’s class skills are as follows. Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Profession (Wis), Survival (Wis), Swim (Str), Tumble (Dex). Skill Points at Each Level: 3 + Int modifier (2 + Int modifier for nonhumans).

Table: The Dreadnought Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1st +0 +2 +0 +1 Fearless, stability, unhindered +0 +0 2nd +1 +3 +0 +2 Ability surge (1/day), steamroller +1 +0 3rd +2 +3 +1 +2 Bonus feat +1 +0 4th +3 +4 +1 +2 Master defender (+2) +1 +1 5th +3 +4 +1 +3 Ability surge (2/day), knockdown +2 +1 6th +4 +5 +2 +3 Bonus feat +2 +1 7th +5 +5 +2 +4 Master defender (+4) +2 +2 8th +6 +6 +2 +4 Ability surge (3/day), heavy artillery +3 +2 9th +6 +6 +3 +4 Bonus feat +3 +2 10th +7 +7 +3 +5 Master defender (+6) +3 +3

Class Features The following class features pertain to the Dreadnought advanced class. Fearless The Dreadnought is immune to fear effects. Stability The Dreadnought is incredibly sure-footed. She gains a +4 stability bonus 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 Defense. 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 Defense. 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. Bonus Feats At 3rd, 6th, and 9th level, the Dreadnought gets a bonus feat. The bonus feat must be selected from the following list, and the Dreadnought must meet all the prerequisites of the feat to select it. Action Boost, Advanced Combat Martial Arts, Advanced Firearms Proficiency, Advanced Two-Weapon Fighting, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Brawl, Burst Fire, Cleave, Combat Expertise, Combat Martial Arts, Combat Reflexes, Endurance, Frightful Presence, Great Cleave, Improved Brawl, Improved Bull Rush, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Knockout Punch, Improved Trip, Improved Two-Weapon Fighting, Knockout Punch, Mobility, Power Attack, Run, Spring Attack, Strafe, Streetfighting, Sunder, Toughness, Two-Weapon Fighting, Ultra Immune System. 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 Defense (in addition to the dodge bonus to Defense gained while fighting defensively or engaged in total defense). The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus. The bonus increases to +4 at 7th level and +6 and 10th level. Knockdown At 5th level and beyond, whenever the Dreadnought is allowed to apply her Strength modifier to damage, she forces the target of her successful attack to make at a 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.

ENGINEER The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible. Requirements To qualify to become an Engineer, a character must fulfill the following criteria. Skills: Computer Use 6 ranks, Craft (electrical) 6 ranks, Craft (mechanical) 6 ranks, Knowledge (technology) 6 ranks, Repair 6 ranks. Class Information The following information pertains to the Engineer advanced class. Hit Die The Engineer gains 1d6 hit points per level. The character’s Constitution modifier applies. Action Points The Engineer 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 Engineer’s class skills are as follows. Computer Use (Int), Craft (electronic, mechanical, structural) (Int), Disable Device (Int), Drive (Dex), Knowledge (physical sciences, technology) ( Int) , Navigate ( Int) , Pilot (Dex) , Profession (Wis), Read/Write Language (none), Repair (Int), Search (Int), Speak Language (none). Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).

Table: The Engineer Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1st +0 +1 +1 +0 Builder, improve kit (+1) +0 +0 2nd +1 +2 +2 +0 Quick craft, superior repair +1 +0 3rd +2 +2 +2 +1 Bonus feat +1 +1 4th +3 +2 +2 +1 Improve kit (+2), reconfigure weapon, sabotage +1 +1 5th +3 +3 +3 +1 Craft XP reserve, quick craft +2 +1 6th +4 +3 +3 +2 Bonus feat, craft XP reserve +2 +2 7th +5 +4 +4 +2 Craft XP reserve, improve kit (+3), quick fix +2 +2 8th +6 +4 +4 +2 Craft XP reserve, weapon upgrade +3 +2 9th +6 +4 +4 +3 Bonus feat, craft XP reserve +3 +3 10th +7 +5 +5 +3 Craft XP reserve, unflustered +3 +3

Class Features The following class features pertain to the Engineer advanced class. Builder At 1st level, the Engineer gains the bonus feat Builder. Improve Kit (+1) 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 k it, 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. 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 Bonus Feats At 3rd, 6th, and 9th level, the Engineer gets a bonus feat. The bonus feat must be selected from the following list, and the Engineer must meet all the prerequisites of the feat to select it. Aircraft Operation (spacecraft), Builder, Cautious, Gearhead, Mastercrafter, Salvage, Surface Vehicle Operation, Vehicle Expert, Zero-G Training. Improve Kit (+2) At 4th level, the Engineer can assemble mastercraft (+2) electrical and mechanical tool kits. This ability works as the 1st-level improve kit class feature, except the equipment bonuses improve by an additional +1. 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). Sabotage At 4th 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. 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. Improve Kit (+3) At 7th level, the Engineer can assemble mastercraft (+3) electrical and mechanical tool kits. This ability works as the 4th-level improve kit class feature, except the equipment bonuses improve by an additional +1. 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.

EXPLORER The fastest path into this advanced class is from the Dedicated hero basic class, though other paths are possible. Requirements To qualify to become an Explorer, a character must fulfill the following criteria. Skills: Knowledge (earth and life sciences) 6 ranks, Knowledge (history, physical sciences, or theology and philosophy) 4 ranks, Search 4 ranks, Survival 6 ranks. Dedicated Hero Talent: Aware. Class Information The following information pertains to the Explorer advanced class. Hit Die The Explorer gains 1d8 hit points per level. The character’s Constitution modifier applies. Action Points The Explorer gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class. Class Skills The Explorer’s class skills are as follows. Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Disable Device (Int), Drive (Dex), Gather Information (Cha), Handle Animal (Cha), Investigate (Int), Jump (Str), Knowledge (arcane lore, art, earth and life sciences, history, physical sciences, theology and philosophy) (Int), Listen (Wis), Navigate (Int), Pilot (Dex), Read/Write Language ( none) , Research (Int) , Ride ( Dex) , Search ( Int) , Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis). Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).

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

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. She 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 Search checks equal to one-half her Explorer class level (rounded down). Bonus Feats At 3rd, 6th, and 9th level, the Explorer gets a bonus feat. The bonus feat must be selected from the following list, and the Explorer must meet all the prerequisites of the feat to select it. Action Boost, Advanced Two-Weapon Fighting, Aircraft Operation (spacecraft), Archaic Weapons Proficiency, Attentive, Brawl, Dodge, Educated, Endurance, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Heroic Surge, Improved Feint, Improved Knockout Punch, Improved Two-Weapon Fighting, Jack of All Trades, Knockout Punch, Mobility, Nimble, Renown, Spacer, Streetfighting, Studious, Track, Two-Weapon Fighting, Vehicle Expert. Trap Sense At 4th level, an Explorer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Defense against attacks made by traps. These bonuses rise to +2 at 7th level and +3 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. Explorer’s Evasion If an Explorer of 8th level or higher is exposed to any effect that normally allows a character to attempt a Reflex 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 The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible. Requirements To qualify to become a Field Officer, a character must fulfill the following criteria. Base Attack Bonus: +2. Skills: Diplomacy 6 ranks, Knowledge (tactics) 6 ranks. Feat: Personal Firearms Proficiency. Class Information The following information pertains to the Field Officer advanced class. Hit Die The Field Officer gains 1d8 hit points per level. The character’s Constitution modifier applies. Action Points The Field Officer 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 Field Officer’s class skills are as follows. Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, history, physical sciences, tactics, theology and philosophy), Read/Write Language (none), Sense Motive (Wis), Speak Language (none). Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).

Table: The Field Officer Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1st +1 +0 +0 +2 Leadership +1 +1 2nd +2 +0 +0 +3 Uncanny survival +1 +1 3rd +3 +1 +1 +3 Bonus feat +2 +1 4th +4 +1 +1 +4 Tactical expertise +2 +2 5th +5 +1 +1 +4 August leadership +3 +2 6th +6 +2 +2 +5 Bonus feat +3 +2 7th +7 +2 +2 +5 Tactical mastery +4 +3 8th +8 +2 +2 +6 Commanding presence +4 +3 9th +9 +3 +3 +6 Bonus feat +5 +3 10th +10 +3 +3 +7 Action trust +5 +4

Class Features The following class features pertain to the Field Officer advanced class. Leadership By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him. A Field Officer cannot use this ability on himself. Uncanny Survival Beginning at 2nd level, a Field Officer can add one-half his class level to his Defense for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed Defense, as well.) He must declare he is doing this at the beginning of his turn, and the Defense bonus lasts until his next round of actions. Bonus Feats At 3rd, 6th, and 9th level, the Field Officer gets a bonus feat. The bonus feat must be selected from the following list, and the Field Officer must meet all the prerequisites of the feat to select it. Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Combat Expertise, Dodge, Improved Initiative, Iron Will, Mobility, Precise Shot, Quick Draw, Renown, Shot on the Run. 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 a dodge bonus to Defense equal to the Field Officer’s Reputation 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. August Leadership The Field Officer gains this ability at 5th level. It works like the leadership ability (see above), except the Field Officer adds his Charisma bonus and his Reputation bonus to the ally’s skill check. 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. Commanding Presence At 8th level and beyond, a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve. Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him. The Field Officer cannot use this ability on himself. Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check) . If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours. Action Trust At 10th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies. As a free action, a Field Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12). The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself). Any character may transfer some or all of her action points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these action points become the Field Officer’s to spend as he sees fit.

HELIX WARRIOR The fastest path into this advanced class is from the Strong hero basic class, though other paths are possible. Requirements To qualify to become a Helix Warrior, a character must fulfill the following criteria. Base Attack Bonus: +3. Skill: Knowledge (tactics) 3 ranks. Feat: Endurance. Class Information The following information pertains to the Helix Warrior advanced class. Hit Die The Helix Warrior gains 1d10 hit points per level. The character’s Constitution modifier applies. Action Points The Helix Warrior gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class. Class Skills The Helix Warrior’s class skills are as follows. Balance (Dex), Climb (Str), Computer Use (Int), Demolitions (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Navigate (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex). Skill Points at Each Level: 3 + Int modifier (2 + Int modifier for nonhumans).

Table: The Helix Warrior Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1st +1 +1 +0 +1 Haul, light sleeper, survivor +1 +0 2nd +2 +2 +0 +2 Darkvision (60 ft.) +1 +0 3rd +3 +2 +1 +2 Bonus feat +2 +1 4th +4 +2 +1 +2 Strong as an ox +2 +1 5th +5 +3 +1 +3 Darkvision (90 ft.), superior conditioning +3 +1 6th +6 +3 +2 +3 Bonus feat +3 +2 7th +7 +4 +2 +4 Improved reaction +4 +2 8th +8 +4 +2 +4 Darkvision (120 ft.) +4 +2 9th +9 +4 +3 +4 Bonus feat +5 +3 10th +10 +5 +3 +5 Decisive attack +5 +3

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 Listen checks even while asleep, without penalty. (A sleeping character normally takes a –10 penalty on Listen checks.) Survivor When a Helix Warrior spends an action point to modify the result of a saving throw, she may roll an additional 1d6 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-andwhite 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. Bonus Feats At 3rd, 6th, and 9th level, the Helix Warrior gets a bonus feat. The bonus feat must be selected from the following list, and the Helix Warrior must meet all the prerequisites of the feat to select it. Advanced Combat Martial Arts, Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Blind-Fight, Combat Expertise, Combat Reflexes, Combat Throw, Dead Aim, Defensive Martial Arts, Elusive Target, Exotic Firearms Proficiency, Far Shot, Great Fortitude, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Nerve Pinch, Surface Vehicle Operation, Ultra Immune System, Weapon Focus, Whirlwind Attack, Zero-G Training. 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). 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, paralyzed, 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 +2 competence bonus on initiative checks. 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 1d6 and take the best result, discarding the lower roll(s).

SPACE MONKEY The fastest path into this advanced class is from the Tough hero basic class, though other paths are possible. Requirements To qualify to become a Space Monkey, a character must fulfill the following criteria. Starting Occupation: Astronaut Trainee. Skills: Craft (mechanical or structural) 6 ranks, Survival 6 ranks. Tough Hero Talent: Any one talent from the Unbreakable Talent Tree. Class Information The following information pertains to the Space Monkey advanced class. Hit Die The Space Monkey gains 1d10 hit points per level. The character’s Constitution modifier applies. Action Points The Space Monkey 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 Space Monkey’s class skills are as follows. Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (mechanical, structural) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Escape Artist (Dex), Jump (Str), Knowledge (earth and life sciences, technology) (Int), Navigate (Int), Pilot (Dex), Repair (Int), Search (Int), Survival (Wis), Treat Injury (Wis), Tumble (Dex). Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).

Table: The Space Monkey Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1st +0 +2 +1 +0 Hibernation trance +1 +0 2nd +1 +3 +2 +0 Monkey’s wrench +1 +0 3rd +2 +3 +2 +1 Bonus feat +2 +0 4th +3 +4 +2 +1 Monkeys unite +2 +0 5th +3 +4 +3 +1 Know location (+2) +3 +1 6th +4 +5 +3 +2 Bonus feat +3 +1 7th +5 +5 +4 +2 Monkey shines +4 +1 8th +6 +6 +4 +2 Know location (+4), space suitable +4 +1 9th +6 +6 +4 +3 Bonus feat +5 +2 10th +7 +7 +5 +3 Monkey shot +5 +2

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. Bonus Feats At 3rd, 6th, and 9th level, the Space Monkey gets a bonus feat. The bonus feat must be selected from the following list, and the Space Monkey must meet all the prerequisites of the feat to select it. Acrobatic, Advanced Firearms Proficiency, Aircraft Operation (spacecraft), Archaic Weapon Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Blind-Fight, Brawl, Builder, Combat Reflexes, Force Stop, Gearhead, Improved Brawl, Improved Bull Rush, Improved Feint, Improved Knockout Punch, Jack of All Trades, Knockout Punch, Power Attack, Run, Spacer*, Streetfighting, Toughness, Vehicle Dodge, Vehicle Expert, Weapon Focus, Zero-G Training. Monkeys Unite Space Monkeys fight better together. Starting at 4th level, a Space Monkey gains a +1 morale bonus on attack rolls when fighting adjacent to another Space Monkey. Furthermore, a Space Monkey gains a +1 morale bonus on attack rolls against an opponent flanked by another Space Monkey; this bonus is in addition to the usual +2 bonus for flanking. Know Location At 5th level, a Space Monkey gains a +2 competence bonus on Navigate and Survival checks to avoid becoming lost. This bonus increases to +4 at 8th level. 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 move action, allowing him to feint and attack in the same round. If the Space Monkey also has the Improved Feint feat, he gains a +4 bonus (instead of the feat’s usual +2 bonus) on Bluff checks made to feint in combat. Space Suitable At 8th level, a Space Monkey becomes more comfortable in armor. He treats any suit of armor as though its armor penalty and maximum Dexterity bonus were 1 better. Monkey Shot By spending an action point at the end of his turn, a 10th-level Space Monkey gains an extra attack at his full attack bonus. (Remember that a character can spend only one action point per round.)

SWINDLER The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible. Requirements To qualify to become a Swindler, a character must fulfill the following criteria. Skills: Bluff 6 ranks, Disguise 4 ranks, Gamble 6 ranks. Charismatic Hero Talents: Any two of the following talents: Charm, Coordinate, Fast-Talk. Class Information The following information pertains to the Swindler advanced class. Hit Die The Swindler gains 1d6 hit points per level. The character’s Constitution modifier applies. Action Points The Swindler gains a number of action points equal to 7 + 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), Forgery (Int), Gamble (Wis), Gather Information (Cha), Knowledge (behavioral sciences, business, civics, current events, history, popular culture, streetwise, theology and philosophy) (Int), Perform (act) (Cha), Read/Write Language (none), Research (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Tumble (Dex). Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).

Table: The Swindler Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1st +0 +0 +1 +2 Cheat fate +0 +0 2nd +1 +0 +2 +3 Thousand faces +1 +0 3rd +2 +1 +2 +3 Bonus feat +1 +1 4th +3 +1 +2 +4 Fortune’s favor (+2) +1 +1 5th +3 +1 +3 +4 Warp probability (30 ft.) +2 +1 6th +4 +2 +3 +5 Bonus feat +2 +2 7th +5 +2 +4 +5 Fortune’s favor (+4) +2 +2 8th +6 +2 +4 +6 Warp probability (60 ft.) +3 +2 9th +6 +3 +4 +6 Bonus feat +3 +3 10th +7 +3 +5 +7 Fortune’s favor (+6) +3 +3

Class Features The following class features pertain to the Swindler advanced class. Cheat Fate Fortune favors 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). Bonus Feats At 3rd, 6th, and 9th level, the Swindler gets a bonus feat. The bonus feat must be selected from the following list, and the Swindler must meet all the prerequisites of the feat to select it. Action Boost, Blind-Fight, Confident, Deceptive, Educated, Elusive Target, Low Profile, Nimble, Renown, Trustworthy. Fortune’s Favor Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of Dodge on his turn. The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level. Warp Probability At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion. At 8th level, the range of this ability increases to 60 feet.

TECHNOSAVANT The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible. Requirements To qualify to become a Technosavant, a character must fulfill the following criteria. Skills: Computer Use 6 ranks, Craft (electrical or mechanical) 6 ranks, Disable Device 6 ranks, Knowledge (technology) 6 ranks. Class Information The following information pertains to the Technosavant advanced class. Hit Die The Technosavant gains 1d6 hit points per level. The character’s Constitution modifier applies. Action Points The Technosavant gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class. Class Skills The Technosavant’s class skills are as follows. Computer Use (Int), Craft (electrical, mechanical) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Knowledge (behavioral sciences, earth and life sciences, physical sciences, popular culture, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read/ Write Language (none), Repair (Int), Research (Int), Speak Language (none), Spot (Wis). Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).

Table: The Technosavant Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1st +0 +0 +1 +1 Salvage, Technocant +1 +0 2nd +1 +0 +2 +2 Robomancer, technophile +1 +0 3rd +2 +1 +2 +2 Bonus feat +2 +0 4th +3 +1 +2 +2 Cybermancer, skilled salvager +2 +1 5th +3 +1 +3 +3 Down with robots (+1d6/+4), exotic weapon adept +3 +1 6th +4 +2 +3 +3 Bonus feat +3 +1 7th +5 +2 +4 +4 Super cybersurgeon, virtual Houdini +4 +2 8th +6 +2 +4 +4 Down with robots (+2d6/+8), expeditious salvager +4 +2 9th +6 +3 +4 +4 Bonus feat +5 +2 10th +7 +3 +5 +5 Build prototype +5 +3

Class Features The following class features pertain to the Technosavant advanced class. Salvage A Technosavant gains the Salvage feat for free. Technocant A Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains Read/Write Technocant and Speak Technocant as free skills. Characters without the Read/Write Technocant skill can translate written Technocant with a successful Decipher Script check (DC 20). Characters without the Speak 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. The Read/Write Technocant and Speak Technocant skills each cost 1 skill rank. 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. Bonus Feats At 3rd, 6th, and 9th level, the Technosavant gets a bonus feat. The bonus feat must be selected from the following list, and the Technosavant must meet all the prerequisites of the feat to select it. Alien Weapon Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (powered), Builder, Craft Cybernetics, Cybernetic Surgery, Cybertaker, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Gearhead, Mastercrafter, Vehicle Expert. 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. Skilled Salvager A Technosavant of 4th level or higher has a special knack for scavenging useful components from destroyed vehicles, mecha, starships, robots, and cybernetic attachments. When using the Salvage feat, the Technosavant gains a competence bonus on her Search checks equal to one-half her Technosavant class level. Down With Robots A Technosavant of 5th level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Technosavant deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Technosavant 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 Technosavant 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. Super Cybersurgeon At 7th 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. Expeditious Salvager A Technosavant 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). 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.

TRACER The fastest path into this advanced class is from the Dedicated hero basic class, though other paths are possible. Requirements To qualify to become a Tracer, a character must fulfill the following criteria. Base Attack Bonus: +2. Skills: Investigate 6 ranks, Knowledge (behavioral sciences or streetwise) 6 ranks, Survival 6 ranks. Feat: Track. Class Information The following information pertains to the Tracer advanced class. Hit Die The Tracer gains 1d8 hit points per level. The character’s Constitution modifier applies. 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. Climb (Str), Computer Use (Int), Disable Device (Int), Disguise (Cha), Drive (Dex), Gather Information (Cha), Hide (Dex), Investigate (Int), Jump (Str), Knowledge (behavioral sciences, civics, streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Pilot (Dex), Research (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str). Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).

Table: The Tracer Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1st +1 +0 +2 +0 Target species, Urban Tracking +1 +0 2nd +2 +0 +3 +0 Swift strike +1d6 +2 +1 3rd +3 +1 +3 +1 Bonus feat +2 +1 4th +4 +1 +4 +1 Uncanny stealth (full speed) +2 +1 5th +5 +1 +4 +1 Swift strike +2d6 +3 +2 6th +6 +2 +5 +2 Bonus feat +3 +2 7th +7 +2 +5 +2 Uncanny stealth (charge/run) + 4 +2 8th +8 +2 +6 +2 Swift strike +3d6 +4 +3 9th +9 +3 +6 +3 Bonus feat +4 +3 10th +10 +3 +7 +3 Swift tracking +5 +3

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, Listen, Sense Motive, Spot, and Survival checks when using these skills against members of the target species. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. As a free action, a Tracer may spend an action point to change his 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 unwary targets quickly. He deals +1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or nonlethal, as determined by the choice of weapon and the manner in which it’s used. The extra damage increases to +2d6 at 5th level and +3d6 at 8th level. Bonus Feats At 3rd, 6th, and 9th level, the Tracer gets a bonus feat. The bonus feat must be selected from the following list, and the Tracer must meet all the prerequisites of the feat to select it. Advanced Combat Martial Arts, Advanced Firearms Proficiency, Aircraft Operation (spacecraft), Alertness, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (powered), Athletic, Combat Throw, Dead Aim, Double Tap, Elusive Target, Far Shot, Improved Combat Martial Arts, Improved Combat Throw, Improved Initiative, Low Profile, Nerve Pinch, Precise Shot, Shot on the Run, Skip Shot, Spacer, Stealthy, Trustworthy, Unbalance Opponent. Uncanny Stealth Tracers learn to move quickly yet quietly. At 4th level, a Tracer no longer suffers the –5 penalty on Hide and Move Silently checks while moving at full speed. At 7th level, a Tracer suffers only a –10 penalty on Hide and Move Silently checks while running or charging (instead of the normal –20 penalty). 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 –10 penalty on the check when doing so.

XENOPHILE The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible. Requirements To qualify to become a Xenophile, a character must fulfill the following criteria. Skills: Knowledge (earth and life sciences) 6 ranks, Knowledge (technology) 6 ranks. Smart Hero Talent: Either linguist or exploit weakness. Class Information The following information pertains to the Xenophile advanced class. Hit Die The Xenophile gains 1d8 hit points per level. The character’s Constitution modifier applies. Action Points The Xenophile gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class. Class Skills The Xenophile’s class skills are as follows. Bluff (Cha), Computer Use (Int), Craft (pharmaceutical) (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (arcane lore, behavioral sciences, earth and life sciences, history, technology, theology and philosophy) (Int), Read/Write Language (none), Research (Int), Sense Motive (Wis), Speak Language (none), Treat Injury (Wis). Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).

Table: The Xenophile Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1st +0 +1 +0 +2 Xenolore, xenotype (1st) +0 +0 2nd +1 +2 +0 +3 Xenoresistance (+1) +1 +1 3rd +2 +2 +1 +3 Bonus feat +1 +1 4th +3 +2 +1 +4 Xenotype (2nd) +1 +1 5th +3 +3 +1 +4 Xenodefense (+1), xenoresistance (+2) +2 +2 6th +4 +3 +2 +5 Bonus feat +2 +2 7th +5 +4 +2 +5 Xenotype (3rd) +2 +2 8th +6 +4 +2 +6 Xenoresistance (+3) +3 +3 9th +6 +4 +3 +6 Bonus feat +3 +3 10th +7 +5 +3 +7 Xenodefense (+2), xenotype (4th) +3 +3

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. 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. Xenotype 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, Listen, Sense Motive, Spot, 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. Table: Xenotypes Selected Xenotype Special Prerequisite Aberration Knowledge (earth and life sciences) 12 ranks Animal None Construct Knowledge (technology) 9 ranks Dragon Knowledge (earth and life sciences) 9 ranks Elemental Knowledge (earth and life sciences) 9 ranks Fey Knowledge (arcane lore) 6 ranks Giant None Humanoid1 None Magical beast Knowledge (arcane lore) 9 ranks Monstrous humanoid Knowledge (earth and life sciences) 9 ranks Ooze Knowledge (earth and life sciences) 9 ranks Outsider Knowledge (theology and philosophy) 9 ranks Plant None Undead Knowledge (theology and philosophy) 6 ranks Vermin None 1 Choose a specific humanoid species.

Xenoresistance At 2nd level, a Xenophile gains a +1 bonus on saving throws to resist the extraordinary, spell-like, or supernatural attacks of species other than her own. This bonus increases to +2 at 5th level and +3 at 8th level. Bonus Feats At 3rd, 6th, and 9th level, the Xenophile gets a bonus feat. The bonus feat must be selected from the following list, and the Xenophile must meet all the prerequisites of the feat to select it. Alien Weapons Proficiency, Combat Reflexes, Dodge, Educated, Medical Expert, Mobility, Studious, Surgery, Weapon Focus, Xenomedic. Xenodefense At 5th level, during her action, the Xenophile can designate an opponent and receive a +1 insight bonus to Defense 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 Defense increases to +2.