Character Path: Difference between revisions

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;Healthy Talent Tree
;Healthy Talent Tree
:The Tough hero has more then normal Stamina and seams to be able to take more of a beating before going down.
:The Tough hero has more then normal Stamina and seams to be able to take more of a beating before going down. You have to take the following in order.
* Healthy Body: The Tough Hero gets 1 extra hit point per level.
* Healthy Body: The Tough Hero gets 1 extra hit point per level.
* Stamina: The Tough hero recovers twice as fast as normal. The Character only needs 4 hours of rest to count for 'Full Rest' and healing over time acts twice as fast. For more rules on healing over time go to [[Health_and_Injury#Natural_Healing|Health and Injury]] page.
* Stamina: The Tough hero recovers twice as fast as normal. The Character only needs 4 hours of rest to count for 'Full Rest' and healing over time acts twice as fast. For more rules on healing over time go to [[Health_and_Injury#Natural_Healing|Health and Injury]] page.
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;Unbreakable Talent Tree
;Unbreakable Talent Tree
:The Tough hero is particularly resilient thanks to the following talents.
:The Tough hero is particularly resilient thanks to the following talents. You do not need to take the following in order.
* Undying: The Tough hero gains +10 Constitution when considered Unstable or Dying. This goes away once stabilized. If the damage left is less then zero then there Con Score is brought too 1.
* Undying: The Tough hero gains +10 Constitution when considered Unstable or Dying. This goes away once stabilized. If the damage left is less then zero then there Con Score is brought too 1.
* Remain Conscious: The Tough hero gains the ability to continue to perform move actions when he or she would otherwise be considered unconscious or dying. When the Tough hero’s hit points reach 0 and they are considered Unstable or Dying, the hero can perform a move action every round until death or stabilized. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might be a better option. The move action cannot be a FULL action and thus cannot run or sprint or do anything else except the talk Free action. (However the Hero's speech sounds extremely weak)
* Remain Conscious: The Tough hero gains the ability to continue to perform move actions when he or she would otherwise be considered unconscious or dying. When the Tough hero’s hit points reach 0 and they are considered Unstable or Dying, the hero can perform a move action every round until death or stabilized. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might be a better option. The move action cannot be a FULL action and thus cannot run or sprint or do anything else except the talk Free action. (However the Hero's speech sounds extremely weak)

Revision as of 06:09, 29 August 2017

Here is the is the list of The Future Path Core Classes. This is the foundation of a Future Path hero. The Core Class is the framework upon which a Future character is built. The Future Hero comes from many different walks of life. You can further customize your hero as they progress by adding an Advance Class and for more advance players ArchTypes, and Prestige Classes.


Class Features

The following are features that help define a Core Class. The main things that make each core class stand out from each other are, Ability Affinity,Hit Die and the Talent Trees. All these things are explained below in more detail.

Ability Affinity
This entry tells which ability the core class is associated with and has an "Affinity" for. This means that when ever doing a Saving Throw for that Ability you add the Core Classes "Advantage Die" as an extra modifier to the roll.
Editing Character Sheet: This is located on the first page to the left just below Touch and Flat-Footed.
Hit Die
The die type used by characters of the class to determine the number of hit points gained per level. A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point.
First Level: A 1st-level character gets the maximum hit points rather than rolling (The Constitution modifier is still applied).
Level Up Average: This is the number of hit points (not including Conn mod) that a Character can gain instead of rolling for it. It is usually half the total possible for the die +1. There are more rules on the Character Creation and Advancement page.
Class Skills
This section of a class description provides a list of class skills and also gives the number of skill points the character gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).
Editing Character Sheet: This is located on the first page to the right. It is the large column that takes up most of the right side of the first page. The title is 'SKILLS'. This is where skills are recorded. Each skill has a box that can checked to record if the skill is a class skill or not that is located to the very far left of the skill name. There are actually two boxes. One for 'Class' and one for 'Trained'. For all class skills you can check the box under the 'Class' section.
To learn more about skills you can go to the Skill Basics page.
To learn more about spending skill points you can go to Allocate Skill Points on the Character Creation and Advancement page.
Skill Points at Each Additional Level
This is how many Skill points a new character gets each time they level up including level 1. It is either 1 + Int Mod or 2 + Int Mod.
Recommended Advance Classes
This is a recommendation of advance classes that you can choose from. This is not a restriction nor a requirement. A player is free too choose whatever path they imagine there Character taking as long as it follows the rules. These are merrily suggestions to help a newer player make a choice.
Starting Feats
This is a section for all the default starting Feats. There are a few that are default for all Core Classes and may only be removed if an Advance Class restricts the Feat. To learn more about Feats review the Feats page here.
Class Table (Located to the right of the Core Class Section)
This table details how a character improves as he or she attains higher levels in the class. It includes the following information.
  • Class Level: The character’s level in the class.
  • Advantage Die: This is an extra Die that the Player gets to roll and add to any roll when doing an action or using a weapon that they have an 'Affinity'/'Proficiency' or otherwise has an advantage. It is also what the Character will add if the situation puts the Character at a disadvantage. To learn more review the Advantage page.
  • Class Features: This entry details special characteristics of the class, including feats and unique talents, that are gained as a character attains higher levels in the class. Each is explained below:
    • Talents:Every basic class offers a selection of talents to choose from. A character gains a talent upon attaining each odd-numbered level in a class (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them.
    • Feats: Every basic class offers a selection of feats to choose from. A character gains a feat upon attaining each even-numbered level in a class. These feats are in addition to the feats that all characters receive as they attain new levels. Some feats have prerequisites that must be met before a character can select them.
  • Extra Attack: This grants the character the ability to preform an extra attack once per turn as a full round action.
  • Custom Character Bonus: Here the character chooses between an Ability Score bonus of +1 to the Ability of there choice, +1 to there Tech Rank which can improve there item use/repair/modify/crafting, or lastly a Bonus Feat from the Misc. category.

Path of Strength (Strong Hero)

Table: The Strong Hero
Class
Level
Advantage
Die
Class
Features
Extra Attack Pick One
Custom Character Bonus
1st - Talent - -
2nd 1d2 - - -
3rd 1d2 Feat - -
4th 1d4 - - Ability/Tech/Bonus Feat(Misc)
5th 1d4 - Extra Attack -
6th 1d6 Talent - -
7th 1d6 - - -
8th 1d8 - - Ability/Tech/Bonus Feat(Misc)
9th 1d8 Feat - -
10th 1d10 - - -
11th 1d10 - Extra Attack -
12th 1d12 Talent - Ability/Tech/Bonus Feat(Misc)
13th 1d12 - - -
14th 1d12 - - -
15th 2d8 Feat - -
16th 2d8 - - Ability/Tech/Bonus Feat(Misc)
17th 2d8 - Extra Attack -
18th 2d10 Talent - -
19th 2d10 - - -
20th 2d10 - - Ability/Tech/Bonus Feat(Misc)

The are Heroes that favor strength and action over sitting and thinking. Its not necessary that they do not appreciate or value intelligence its just they find using there strength an easier and more dependable way to solve problems. Most of these people are martial artists, some types of soldiers, athletes and people that relay on there physical power.

Ability Affinity: Strength

Hit Die: 1d8 (First Level: 8, Level Up Average: 5)

Class Skills: The Strong hero’s class Skills (and the key ability for each skill) are: Athletics(Str), Choose Two: [ Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]

Also, the starting occupation selected can provide additional class skills to choose from.

Skill Points at Each Additional Level: 1 + Int modifier.

Recommended Advance Classes: Dimension Knight, Helix Warrior

Starting Feats: Athletic or Confident

Strength Talents

At 1st, 6th, 12th and 18th level the Strong Hero gains a Talent. You must select a Talent tree to follow.
Extreme Effort Talent Tree
A Strong hero can push him or herself to make an extreme efforts.
  • Extreme Effort: The effort requires a full-round action and provides an advantage bonus on the check. The check can be for anything. You must decide to use this ability before making the check. This can only be done once per day before rest.
  • Athleticism: The Hero can swim and climb at the same speed as they can walk or run.
  • Improved Extreme Effort: As Extreme Effort but now it provides x2 Advantage or be done twice a day. So you can do it once and gain x2 Advantage or do Extreme Effort and only get one advantage and save another chance to do give another Extreme Effort another time.
    • Prerequisite: Extreme effort.
  • Advanced Extreme Effort: Just as Improved Extreme Effort but now x3 Advantage and can also be divided up. The Hero can choose to do three attempts in a day each providing 1 Advantage die or do 2 Extreme Efforts one providing x2 while the other providing only x1. Or finally the Hero can do 1 Extreme Effort and gain a triple Advantage.
    • Prerequisites: Extreme effort, improved extreme effort.
Melee Smash Talent Tree
The Strong hero has an innate talent that increases melee damage.
  • Melee Smash: The Strong hero receives a +1 bonus on melee damage.
  • Combat Expert: The Strong hero gains an Advanced Combat Technique for free.
  • Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).
    • Prerequisites: Melee smash.
  • Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).
    • Prerequisites: Melee smash, improved melee smash.

Path of Dexterity (Fast Hero)

Table: The Fast Hero
Class
Level
Affinity
Die
Class
Features
Extra Attack Custom Character
Bonus
1st - Talent - -
2nd 1d2 - - -
3rd 1d2 Feat - -
4th 1d4 - - Ability/Tech/Bonus Feat(Misc)
5th 1d4 - Extra Attack -
6th 1d6 Talent - -
7th 1d6 - - -
8th 1d8 - - Ability/Tech/Bonus Feat(Misc)
9th 1d8 Feat - -
10th 1d10 - - - -
11th 1d10 - Extra Attack -
12th 1d12 Talent - Ability/Tech/Bonus Feat(Misc)
13th 1d12 - - -
14th 1d12 - - -
15th 2d8 Feat - -
16th 2d8 - - Ability/Tech/Bonus Feat(Misc)
17th 2d8 - Extra Attack -
18th 2d10 Talent - -
19th 2d10 - - -
20th 2d10 - - Ability/Tech/Bonus Feat(Misc)

These Heroes have good reflexes, hand-eye coordination and agility. They are people who value speed and flexibility when dealing with physical tasks. They are pilots, some types of soldiers that concentrate on ranged weapons, or people who may wish to get in and out of a situation quickly.

Ability Affinity: Dexterity

Hit Die: 1d8 (First Level: 8, Level Up Average: 5)

Class Skills: The Fast hero’s class Skills (and the key ability for each skill) are: Acrobatics(Dex), Choose Two: [ Pilot(Dex) Sleight of Hand(Dex), Stealth(Dex)]

Also, the starting occupation the character selects can provide additional class skills to choose from.

Skill Points at Each Additional Level: 1 + Int modifier.

Recommended Advance Classes: Dogfighter, Space Marine, Ranger

Starting Feats: Athletic or Acrobatic

Dexterity Talents

At 1st, 6th, 12th and 18th level, the Fast Hero gains a Talent. You must select a Talent tree to follow.
Defensive Talent Tree
The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.
  • Evasion: If the Fast hero now gets an advantage bonus to Dexterity Saving throws. Evasion can only be used when wearing light armor or no armor.
  • Defensive Roll: The Fast hero can roll when hit by a potentially lethal attack to take less damage from it. When the Fast hero is down to 1 Hit die worth of health, the Fast hero can attempt to roll to avoid serious injury. The hero makes a Dexterity saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent. The Evasion talent doesn't count in this instance. This talent can only be used once per combat.
    • Prerequisites: Evasion
  • Uncanny Dodge: The Fast hero retains his or her Dexterity bonus to AC regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to AC if the hero is immobilized.)
    • Prerequisites: Evasion, Defensive Roll
  • Uncanny Dodge Improved: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.
    • Prerequisites: Evasion, Uncanny Dodge.


Aggressive Talent Tree
The Fast hero can increase his or her natural base speed.
  • Increased Speed: The Fast hero’s base speed increases by 5 feet.
  • Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total). The Hero gains advantage when preforming Charge or Tackle Combat Techniques.
    • Prerequisites: Increased speed.
  • Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total). The Hero gains another advantage when preforming Charge or Tackle Combat Techniques stacking from Improved Increase Speed.
    • Prerequisites: Increased speed, improved increased speed.
  • Applied Acrobatics: This allows a Fast Hero to ignore disadvantage when fighting while swimming or climbing, on uneven terrain.

Path of Constitution (Tough Hero)

Table: The Tough Hero
Class
Level
Advantage
Die
Class
Features
Extra Attack Custom Character
Bonus
1st - Talent - -
2nd 1d2 - - -
3rd 1d2 Feat - -
4th 1d4 - - Ability/Tech/Bonus Feat(Misc)
5th 1d4 - Extra Attack -
6th 1d6 Talent - -
7th 1d6 - - -
8th 1d8 - - Ability/Tech/Bonus Feat(Misc)
9th 1d8 Feat - -
10th 1d8 - - -
11th 1d10 - Extra Attack -
12th 1d10 Talent - Ability/Tech/Bonus Feat(Misc)
13th 1d10 - - -
14th 1d12 - - -
15th 1d12 Feat -
16th 1d12 - - Ability/Tech/Bonus Feat(Misc)
17th 2d8 - Extra Attack -
18th 2d8 Talent - -
19th 2d8 - - -
20th 2d10 - - Ability/Tech/Bonus Feat(Misc)

A Tough Hero is less worried about being hit or pushed to the front lines. They can shrug off things and keep moving that would down others. They are built like a tank and have great stamina. These are people who are more willing to do dangerous things. They are more likely to survive the harshness of Space exploration and are usually the defenders of support military units.

Ability Affinity: Constitution

Hit Die: 1d10 (First Level: 10, Level Up Average: 6)

Class Skills The Constitution hero’s class Skills (and the key ability for each skill) are: Athletics(Str), Choose Two: [ Acrobatics(Dex), Intimidate(Cha), Survival(Wis), Perception(Wis)]

Also, the starting occupation the character selects can provide additional class skills to choose from.

Skill Points at Each Additional Level: 1 + Int modifier.

Recommended Advance Classes: Dreadnought, Shield Splicer, Space Monkey

Starting Feats: Endurance or Confident

Constitution Talents

At 1st, 6th, 12th and 18th level, the Tough Hero gains a Talent. You must select a Talent tree to follow.
Healthy Talent Tree
The Tough hero has more then normal Stamina and seams to be able to take more of a beating before going down. You have to take the following in order.
  • Healthy Body: The Tough Hero gets 1 extra hit point per level.
  • Stamina: The Tough hero recovers twice as fast as normal. The Character only needs 4 hours of rest to count for 'Full Rest' and healing over time acts twice as fast. For more rules on healing over time go to Health and Injury page.
  • Improved Healthy Body: The Tough Hero now gets 2 extra hit points per level.
  • Advanced Healthy Body: The Touch Hero now gets 3 extra hit points per level.
Damage Resistance Talent Tree
The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order. Except for the 'Damage Reduction' which has Prerequisites.
  • Chemical Resistance: The Tough hero 1 DR against Chemical damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.
  • Kinetic Resistance: The Tough hero 1 DR against Kinetic damage. At 10 level this becomes 2 DR.
  • Electricity Resistance: The Tough hero 1 DR against Electricity damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.
  • Thermal Resistance: The Tough hero 1 DR against Thermal damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.
  • Damage Reduction 1: The Tough hero ignores 1 point of damage from melee and ranged weapons.
    • Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
  • Damage Reduction 2: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2 total).
    • Prerequisites: Damage reduction 1, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
  • Damage Reduction 3: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3 total).
    • Prerequisites: Damage reduction 1, damage reduction 2, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
Unbreakable Talent Tree
The Tough hero is particularly resilient thanks to the following talents. You do not need to take the following in order.
  • Undying: The Tough hero gains +10 Constitution when considered Unstable or Dying. This goes away once stabilized. If the damage left is less then zero then there Con Score is brought too 1.
  • Remain Conscious: The Tough hero gains the ability to continue to perform move actions when he or she would otherwise be considered unconscious or dying. When the Tough hero’s hit points reach 0 and they are considered Unstable or Dying, the hero can perform a move action every round until death or stabilized. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might be a better option. The move action cannot be a FULL action and thus cannot run or sprint or do anything else except the talk Free action. (However the Hero's speech sounds extremely weak)
  • Second Wind: The Tough hero can spend a full round action once per day and only if not fatigued or exhausted. When the hero does this, the player can roll the hit die (1d10) and recover that amount of health. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total. At 10th level this increases to two hit die. (2d10)
    • Prerequisites: Undying or Remain Conscious.
  • Iron Stomach: The Tough hero can once per day shrug off a Nauseated or Sickened condition.

Path of Intelligence (Smart Hero)

Table: The Smart Hero
Class
Level
Advantage
Die
Class
Features
Extra Attack Custom Character
Bonus
1st - Talent - -
2nd 1d2 - - -
3rd 1d2 Feat - -
4th 1d4 - - Ability/Tech/Bonus Feat(Misc)
5th 1d4 - - -
6th 1d6 Talent - -
7th 1d6 - Extra Attack -
8th 1d6 - - Ability/Tech/Bonus Feat(Misc)
9th 1d8 Feat - -
10th 1d8 - - -
11th 1d8 - - -
12th 1d10 Talent - Ability/Tech/Bonus Feat(Misc)
13th 1d10 - Extra Attack -
14th 1d10 - - -
15th 1d12 Feat - -
16th 1d12 - - Ability/Tech/Bonus Feat(Misc)
17th 1d12 - - -
18th 2d8 Talent - -
19th 2d8 - Extra Attack -
20th 2d8 - - Ability/Tech/Bonus Feat(Misc)

The Smart Hero is all about brains over brawn. They relay on there academic knowledge to deal with what life throws at them. Most are brainy or bookworms and sometimes sure of themselves and there expertise. These are your scientists and engineers, they will be working with robots or studying alien life forms. In the military they are used to help make a unit more flexible.

Ability Affinity: Intelligence

Hit Die: 1d6 (First Level: 6, Level Up Average: 4)

Class Skills: The Smart hero’s class Skills (and the key ability for each skill) are: Computer Use(Int), Study(Int), Choose Two: [(Any Knowledge Skill)(Int), (Any One Craft Skill)(Int)]

Also, the starting occupation the hero selects can provide additional class skills to choose from.

Skill Points at Each Additional Level: 2 + Int modifier.

Recommended Advance Classes: Engineer, Electro-Mancer, Technosavant, Xenophile

Starting Feats: Educated or Studious

Intelligence Talents

At 1st, 6th, 12th and 18th level, the Smart Hero gains a Talent. You must select a Talent tree to follow.
Research Talent Tree
The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.
  • Savant: Select one of the skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only. The Smart hero gets to add a bonus equal to 1/4th his or her Smart level round up when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill. Computer Use, Craft (any single skill), Demolitions, Disable Device, Study, Knowledge (any single skill), Pilot.
  • Linguist: This Character can learn new Languages by just being exposed. If exposed to an unknown language wither by the written word or through hearing it the Hero can make a Language Skill check with a DC of 25 + Misc Mods (The GM may add modifiers based on how obscure the language is). If they succeed then the Hero gets to put that language down with 1 rank in it. Any more ranks in the language still require the normal progression using skill points. They can do this even if that means they have learned more languages then there Language skill will allow.
    • Prerequisites: At least 2 ranks in the Language skill.
  • Book Worm: When given the chance to use the 'Study' skill while taking twenty the Smart Hero can instead choose too take 30 minutes. This allows for an auto 20 + Auto max skill die + Advantage die roll. For example if the Advantage Dice is 1d6 and the Skill level is 2 and thus 1d4 then that means it would be 20(auto max) + 4(auto max) + 1d4(needs to roll).
Strategy Talent Tree
The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the Research Talent Tree.
  • Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero makes an Intelligence check (DC 15 + CR rating above Character Level) with a bonus equal to half his or her Smart level round down. If the target has a CR rating of 7 and the Hero is level 5 then the DC would be 17. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on accuracy checks as the hero finds ways to out think his opponent and notices weaknesses in his opponent’s fighting style.
    • Prerequisites: One talent from the Research Talent Tree.
  • Plan: If the party has the 'jump' on the target, in other words they have a surprise round, the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute. After creating the plan the Smart hero makes an Intelligence check (DC 12 + Number of opponents in surprise round) with a bonus equal to half his or her Smart level round down. The result of the check provides the Smart hero and participating allies with a circumstance advantage bonus for the first 1d4 rounds. A Smart hero can’t take 10 or 20 when making this check. This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies.
    • Prerequisites: One talent from the Research Talent Tree.
  • Trick: The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. This is similar to the Feint Combat Technique except it uses Inelegance and can daze the target. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, and must be able to hear and understand the hero. To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15 + CR rating above Character Level), adding half his or her Smart level round down as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Wisdom saving throw (DC 10 + half Smart hero’s class level round down + Smart hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability.
    • Prerequisites: One talent from the Research Talent Tree.

Path of Wisdom (Dedicated Hero)

Table: The Dedicated Hero
Class
Level
Advantage
Die
Class
Features
Extra Attack Custom Character
Bonus
1st - Talent - -
2nd 1d2 - - -
3rd 1d2 Feat - -
4th 1d4 - - Ability/Tech/Bonus Feat(Misc)
5th 1d4 - Extra Attack -
6th 1d6 Talent - -
7th 1d6 - - -
8th 1d8 - - Ability/Tech/Bonus Feat(Misc)
9th 1d8 Feat - -
10th 1d8 - - -
11th 1d10 - Extra Attack -
12th 1d10 Talent - Ability/Tech/Bonus Feat(Misc)
13th 1d10 - - -
14th 1d12 - - -
15th 1d12 Feat -
16th 1d12 - - Ability/Tech/Bonus Feat(Misc)
17th 2d8 - Extra Attack -
18th 2d8 Talent - -
19th 2d8 - - -
20th 2d10 - - Ability/Tech/Bonus Feat(Misc)

A Dedicated Hero is one that is focused and driven. They usually are the ones in a group with the most common sense and intuition. They can stay focused when others cannot and might be able to read an situation better then others. militaries have found that they make the best medics. Explorers and bounty hunters also require a massive amount of determination to find there targets or explore the great unknown expanses of the universe.

Ability Affinity: Wisdom

Hit Die: 1d6 (First Level: 6, Level Up Average: 4)

Class Skills: The Dedicated hero’s class Skills (and the key ability for each skill) are: Perception(Wis), Sense Motive(Wis), Choose Two: [ Profession(Wis), Diplomacy(Cha), Survival(Wis), Study(Int)], Any One Knowledge(Int)

Also, the starting occupation the hero selects can provide additional class skills to choose from.

Skill Points at Each Additional Level: 2 + Int modifier.

Recommended Advance Classes: Explorer, Tracer, Combat Medic

Starting Feats: Studious or Attentive

Wisdom Talents

At 1st, 6th, 12th and 18th level, the Dedicated Hero gains a Talent. You must select a Talent tree to follow.
Empathetic Talent Tree
The Dedicated hero’s innate talents give him or her a great capacity for empathy.
  • Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides an advantage on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check.
  • Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1.
    • Prerequisites: Empathy.
  • Intuition: The Dedicated hero has an innate ability to sense trouble in the air. This is like the Sense Motive Skill but instead it is more of a 'Sense Situation'. The Dedicated hero can make a Wisdom saving throw (DC 15 + Misc Mods). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Wisdom modifier.
    • Prerequisites: Empathy.
Healing Talent Tree
The Dedicated hero has a talent for healing.
  • Healing Knack: The hero has a knack for the healing arts. The hero receives an advantage bonus on all Treat Injury skill checks.
  • Healing Touch: The Dedicated hero’s ability to restore damage with a medical kit or first aid kit by an additional advantage bonus worth of hit points. This only works while not in combat.
    • Prerequisites: Healing knack.
  • Healing Touch Improved: The Dedicated hero’s ability to restore damage with a medical kit or first aid kit increases by an additional advantage bonus worth of hit points, which stacks with healing touch. This only works while not in combat.
    • Prerequisites: Healing knack, healing touch.
Insightful Talent Tree
The Dedicated hero’s innate insight serves her well.
  • Skill Emphasis: The Dedicated hero chooses a single skill and receives a +1 miscellaneous on all checks with that skill. This bonus does not allow the hero to make checks for an unnatural skill if the hero has not trained in the skill yet. At Lvl 10 this miscellaneous bonus is increased to 2.
  • Cool Under Pressure: The Dedicated hero selects a skill that uses Wisdom. When making a check with this skill, the Dedicated hero can take 10 even when distracted or under duress. This can be taken more then once and applied to other skills.
    • Prerequisites: Skill Emphasis.
  • Aware: The Dedicated hero is intuitively aware of his or her surroundings. The Dedicated hero's Passive Perception score is now +1. At lvl 10 it goes to +2.
  • Faith: The Dedicated hero has a great deal of faith. It might be faith in themselves, an an external power, or in both. This unswerving belief allows the Dedicated hero to add his or her Wisdom modifier to the die roll whenever the hero spends 1 Inertia point to improve the result of an attack roll, skill check, saving throw, or ability check.
    • Prerequisites: This requires the Inertia rules to be in game. Ask your GM.

Path of Charisma (Charismatic Hero)

Table: The Charismatic Hero
Class
Level
Advantage
Die
Class
Features
Extra Attack Custom Character
Bonus
1st - Talent - -
2nd 1d2 - - -
3rd 1d2 Feat - -
4th 1d4 - - Ability/Tech/Bonus Feat(Misc)
5th 1d4 - - -
6th 1d6 Talent - -
7th 1d6 - Extra Attack -
8th 1d6 - - Ability/Tech/Bonus Feat(Misc)
9th 1d8 Feat - -
10th 1d8 - - -
11th 1d8 - - -
12th 1d10 Talent - Ability/Tech/Bonus Feat(Misc)
13th 1d10 - Extra Attack -
14th 1d10 - - -
15th 1d12 Feat - -
16th 1d12 - - Ability/Tech/Bonus Feat(Misc)
17th 1d12 - - -
18th 2d8 Talent - -
19th 2d8 - Extra Attack -
20th 2d8 - - Ability/Tech/Bonus Feat(Misc)

The Charismatic Hero is never shy and always willing to take advantage of either there looks or words to influence others or get there own way. They can be seductive and interesting people and poses a personal magnetism that can make them natural leaders. Many companies and governments use such people as envoys or ambassadors. Military officers as well as crooks that while try to swindle your money away.

Ability Affinity: Charisma

Hit Die: 1d6 (First Level: 6, Level Up Average: 4)

Class Skills: The Charismatic hero’s class Skills (and the key ability for each skill) are: Diplomacy(Cha), Perform(Cha), Choose Two: [ Profession(Wis), Bluff(Cha), Disguise(Cha), Sense Motive(Wis)], Any One Knowledge(Int)

Also, the starting occupation the hero selects can provide additional class skills to choose from.

Skill Points at Each Additional Level: 2 + Int modifier.

Recommended Advance Classes: Ambassador, Field Officer, Swindler

Starting Feats: Deceptive or Trustworthy

Charisma Talents

At 1st, 6th, 12th and 18th level, the Charismatic Hero gains a Talent. You must select a Talent tree to follow.
Persuasive Talent Tree
The Charismatic hero has an innate talent for being charming and captivating.
  • Charm: The Charismatic hero gets a competence advantage bonus on all Charisma-based skill checks made to influence members of a chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) A Charismatic hero can only charm GM characters with attitudes of indifferent or better and of a sentient species. The charm bonus can’t be used against characters who are unfriendly or hostile. This ability can be taken more than once (for another gender).
  • Captivate: The Charismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must be a sentient species, and must be able to see, hear, and understand the hero. To do this the hero takes one minute and make a Charisma check (DC 15 + Misc Mods). If successful the target is enthralled by the Hero and will then be far more likely too assist and even do requests or favors. They stay Captivated for 1d4 days. If the request goes beyond the days they are Captivated then there is an increasing chance they will not follow through. This cannot be done while in combat or against a already hostile target. This cannot be attempted once per target.
    • Prerequisites: Charm
Fast-Talk Talent Tree
The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.
  • Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, the Charismatic hero gets an advantage bonus on any Bluff, Diplomacy, intimidate checks the hero makes while attempting to lie, cheat, or otherwise bend the truth. This doesn't work while in combat.
  • Dazzle: The Charismatic hero has the ability to dazzle The target must be a sentient species, and must be able to see, hear, and understand the hero. To do this the hero must use a full round action and make a Charisma check (DC 20 + Misc Mods), If the Charisma check succeeds, the target can try to resist with a Wisdom saving throw (DC 10 + half Charismatic level round down + Cha Mod). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A taunt can be played on an opponent any number of times however each time the DC is reduced by 1. This is a Mind-Affecting ability.
    • Prerequisites: Fast-talk.
  • Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must be a sentient species, and must be able to see, hear, and understand the hero. To do this the hero must use a full round action and make a Charisma check (DC 15 + Misc Mods). If the Charisma check succeeds, the target can try to resist with a Wisdom saving throw (DC 10 + half Charismatic level round down + Cha Mod). If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and is considered flat-footed. That target also looses all advantages and takes disadvantage when doing any action against the Charismatic hero for 1 round.
    • Prerequisites: Fast-talk, Dazzle.
Leadership Talent Tree
The Charismatic hero has a talent for leadership and inspiration.
  • Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10 + number of people), the hero provides any of his or her allies within 30 feet a +1 bonus on their accuracy checks and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier. The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
  • Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 12 + number of people). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains an advantage bonus on saving throws. A Charismatic hero can’t inspire him or herself. And can only do this once per person per combat encounter.
    • Prerequisites: Coordinate.
  • Greater Inspiration: The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 15). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains an additional advantage bonus on saving throws and now also an advantage on accuracy checks. A Charismatic hero can’t inspire him or herself. This replaces Inspiration and can only be done once per combat.
    • Prerequisites: Coordinate, inspiration.