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: This table details how a character improves as he or she attains higher levels in the class. It includes the following information.
: This table details how a character improves as he or she attains higher levels in the class. It includes the following information.
* Level: The character’s level in the class.
* Level: The character’s level in the class.
* Efficiency Bonus: This is what a Character will add to any melee/ranged attack roll when doing an action or using a weapon that they are trained in. It is also what the Character will add to any Saving throw for an the Ability that the class providing the Efficiency Bonus has an affinity for.
* Affinity Bonus: This is what a Character will add to any melee/ranged attack roll when doing an action or using a weapon that they are trained in. It is also what the Character will add to any Saving throw for an the Ability that the class providing the Efficiency Bonus has an affinity for.
* Class Features: This entry details special characteristics of the class, including bonus feats and unique talents, that are gained as a character attains higher levels in the class. Each is explained below:
* Class Features: This entry details special characteristics of the class, including bonus 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.
**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.

Revision as of 20:55, 4 August 2015

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


Class Features

The following are features that help define a Base Class. Although each Class has different starting skills as you advance your Character you can learn new skills as well as improve upon your own. The difference is that its easier to improve upon your Base Class skills then it is to learn new skills. You may start out with different feats but you get opportunities as you level to learn new feats. That means that the main things that make each base classes 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 base class is associated with and has an "Affinity" for. This means that when ever doing a Saving Throw for that Ability you add the Base Classes "Efficiency Bonus" as an extra modifier to the roll.


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. A 1st-level character gets the maximum hit points rather than rolling (although the Constitution modifier is still applied). There are more rules on the [Character_Creation_and_Advancement#Calculating_Health|Character Creation and Advancement]] page.

Action Points
The number of action points gained per level.
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).
Skill points are spent to buy ranks in a particular skill. Class Skills have the advantage that it only costs 1 skill point to buy one skill rank. A Character can buy ranks in skills outside of his/her class. However it costs twice as much. Two skill points per skill rank.
Another advantage to Class skills is that they imply that the Character has already trained these skills. All Class skills are automatically trained so you can fill in the class and trainned box on the Character sheet. 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.
Starting Feats
The feats gained at 1st level in the class. You can review all the Feats on the Feats page.
Credit Score
The Credit Score is a skill bonus to any Profession skill. The Profession skill is used to determine the character's starting money and there Budget during game play. More rules on the wealth system can be found here
Weapon Proficiency
The Future Hero is proficient in all Simple Weapons.
Class Table
This table details how a character improves as he or she attains higher levels in the class. It includes the following information.
  • Level: The character’s level in the class.
  • Affinity Bonus: This is what a Character will add to any melee/ranged attack roll when doing an action or using a weapon that they are trained in. It is also what the Character will add to any Saving throw for an the Ability that the class providing the Efficiency Bonus has an affinity for.
  • Class Features: This entry details special characteristics of the class, including bonus 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.
    • Bonus Feats: Every basic class offers a selection of bonus feats to choose from. A character gains a bonus feat upon attaining each even-numbered level in a class. These bonus 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.

Path of Strength (Strong Hero)

Table: The Strong Hero
Class
Level
Affinity
Bonus
Class
Features
1st 0 Talent
2nd 1 -
3rd 1 Bonus feat
4th 1 -
5th 1 Talent
6th 2 -
7th 2 Bonus feat
8th 2 -
9th 2 Talent
10th 2 -
11th 3 Bonus feat
12th 3 -
13th 3 Talent
14th 3 -
15th 4 Bonus feat
16th 4 -
17th 4 Talent
18th 4 -
19th 4 Bonus feat
20th 5 -

Ability Affinity: Strength

Hit Die: 1d8

Action Points: Strong heroes gain a number of action points equal to 5 + one-half their character level, rounded down. At 1st level: 5 + 1/2 (rounded down) = 5 This is added every time they attain a new level in this class.

Class Skills: The Strong hero’s class skills (and the key ability for each skill) are: Athletics(Str), Choose One: [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.


Starting Feats
In addition to the two feats all characters get at 1st level, a Strong hero begins play with the Simple Weapons Proficiency feat.


Strength Talents

At 1st, 5th, 9th, 13th and 17th level, the Strong hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Extreme Effort Talent Tree
A Strong hero can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.
  • Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.
  • Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total).
  • Prerequisite: Extreme effort.
  • Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total).
    • Prerequisites: Extreme effort, improved extreme effort.
Ignore Hardness Talent Tree
The Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an object’s hardness when making a melee attack to break it.
  • Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.
  • Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).
  • Prerequisite: Ignore hardness.
  • Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).
    • Prerequisites: Ignore hardness, improved ignore hardness.
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.
  • Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).
    • Prerequisite: 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
Bonus
Class
Features
1st 0 Talent
2nd 1 -
3rd 1 Bonus feat
4th 1 -
5th 1 Talent
6th 2 -
7th 2 Bonus feat
8th 2 -
9th 2 Talent
10th 2 -
11th 3 Bonus feat
12th 3 -
13th 3 Talent
14th 3 -
15th 4 Bonus feat
16th 4 -
17th 4 Talent
18th 4 -
19th 4 Bonus feat
20th 5 -


Ability Affinity: Dexterity

Hit Die: 1d8

Action Points: Fast heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

Class Skills: The Fast hero’s class skills (and the key ability for each skill) are: Acrobatics(Dex), Choose One: [Sleight of Hand(Dex), Ride(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.


Starting Feats
In addition to the two feats all characters get at 1st level, a Fast hero begins play with the Simple Weapons Proficiency feat.


Dexterity Talents

At 1st, 5th, 9th, 13th and 17th level, the Fast hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
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 is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
  • Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)
    • Prerequisite: Evasion.
  • Uncanny Dodge 2: 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 1.
  • Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage. A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex 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. Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll.
    • Prerequisites: Evasion, uncanny dodge 1.
  • Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.
    • Prerequisite: Evasion.
Increased Speed 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).
    • Prerequisite: 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).
    • Prerequisites: Increased speed, improved increased speed.

Path of Constitution (Tough Hero)

Table: The Tough Hero
Class
Level
Affinity
Bonus
Class
Features
1st 0 Talent
2nd 1 -
3rd 1 Bonus feat
4th 1 -
5th 1 Talent
6th 2 -
7th 2 Bonus feat
8th 2 -
9th 2 Talent
10th 2 -
11th 3 Bonus feat
12th 3 -
13th 3 Talent
14th 3 -
15th 4 Bonus feat
16th 4 -
17th 4 Talent
18th 4 -
19th 4 Bonus feat
20th 5 -

Ability Affinity: Constitution

Hit Die: 1d10

Action Points: Tough heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

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

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

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


Starting Feats
In addition to the two feats all characters get at 1st level, a Tough hero begins play with the Armor Proficiency (light) feat.


Constitution Talents

At 1st, 5th, 9th, 13th and 17th level, the Tough hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Damage Reduction Talent Tree
The Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree.
  • 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.
Energy Resistance Talent Tree
The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.
  • Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.
  • Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.
  • Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.
  • Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.
  • Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.
Unbreakable Talent Tree
The Tough hero is particularly resilient thanks to the following talents.
  • Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.
  • Robust: The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains.
  • Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.
  • Stamina: The Tough hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.
    • Prerequisite: Robust.

Path of Intelligence (Smart Hero)

Table: The Smart Hero
Class
Level
Affinity
Bonus
Class
Features
1st 0 Talent
2nd 1 -
3rd 1 Bonus feat
4th 1 -
5th 1 Talent
6th 2 -
7th 2 Bonus feat
8th 2 -
9th 2 Talent
10th 2 -
11th 3 Bonus feat
12th 3 -
13th 3 Talent
14th 3 -
15th 4 Bonus feat
16th 4 -
17th 4 Talent
18th 4 -
19th 4 Bonus feat
20th 5 -

Ability Affinity: Intelligence

Hit Die: 1d6

Action Points: Smart heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

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


Starting Feats
In addition to the two feats all characters get at 1st level, a Smart hero begins play with the Simple Weapons Proficiency feat.


Intelligence Talents

At 1st, 5th, 9th, 13th and 17th level, the Smart hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
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 his or her Smart level 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), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search.
  • Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique. With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language.
    • Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.
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 uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. 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 attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.
    • Prerequisite: One talent from the Research Talent Tree.
  • Plan: Prior to an encounter 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 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check.
Check Result Bonus
9 or lower +0 (check failed)
10–14 +1
15–24 +2
25 or higher +3

This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.

    • Prerequisite: 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. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, 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), adding his or her Smart level 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 Will saving throw (DC 10 + Smart hero’s class level + 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.
    • Prerequisite: One talent from the Research Talent Tree.

Path of Wisdom (Dedicated Hero)

Table: The Dedicated Hero
Class
Level
Affinity
Bonus
Class
Features
1st 0 Talent
2nd 1 -
3rd 1 Bonus feat
4th 1 -
5th 1 Talent
6th 2 -
7th 2 Bonus feat
8th 2 -
9th 2 Talent
10th 2 -
11th 3 Bonus feat
12th 3 -
13th 3 Talent
14th 3 -
15th 4 Bonus feat
16th 4 -
17th 4 Talent
18th 4 -
19th 4 Bonus feat
20th 5 -

Ability Affinity: Wisdom

Hit Die: 1d6

Action Points: Dedicated heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

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), (Any Knowledge Skill)(Int), Diplomacy(Cha), Survival(Wis), Study(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.


Starting Feats
In addition to the two feats all characters get at 1st level, a Dedicated hero begins play with the Simple Weapons Proficiency feat.


Wisdom Talents

At 1st, 5th, 9th, 13th and 17th level, the Dedicated hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Empathic 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 a bonus 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. The bonus is equal to the hero’s Dedicated level.
  • 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.
    • Prerequisite: Empathy.
  • Intuition: The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). 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 Dedicated level.
    • Prerequisite: 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 a +2 bonus on all Treat Injury skill checks.
  • Healing Touch 1: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points.
    • Prerequisite: Healing knack.
  • Healing Touch 2: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.
    • Prerequisites: Healing knack, healing touch 1.
Insightful Talent Tree
The Dedicated hero’s innate insightfulness serves her well.
  • Skill Emphasis: The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.
  • Aware: The Dedicated hero is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise.
    • Prerequisite: Skill emphasis.
  • Faith: The Dedicated hero has a great deal of faith. It might be faith in self, in a higher 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 action point to improve the result of an attack roll, skill check, saving throw, or ability check.
    • Prerequisite: Skill emphasis.
  • Cool Under Pressure: The Dedicated hero selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress.
    • Prerequisite: Skill emphasis plus either faith or aware.

Path of Charisma (Charismatic Hero)

Table: The Charismatic Hero
Class
Level
Affinity
Bonus
Class
Features
1st 0 Talent
2nd 1 -
3rd 1 Bonus feat
4th 1 -
5th 1 Talent
6th 2 -
7th 2 Bonus feat
8th 2 -
9th 2 Talent
10th 2 -
11th 3 Bonus feat
12th 3 -
13th 3 Talent
14th 3 -
15th 4 Bonus feat
16th 4 -
17th 4 Talent
18th 4 -
19th 4 Bonus feat
20th 5 -

Ability Affinity: Charisma

Hit Die: 1d6

Action Points: Charismatic heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

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 Knowledge 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.

Starting Feats
In addition to the two feats all characters get at 1st level, a Charismatic hero begins play with the Simple Weapons Proficiency feat.


Charisma Talents

At 1st, 5th, 9th, 13th and 17th level, the Charismatic hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Charm Talent Tree
The Charismatic hero has an innate talent for being charming and captivating.
  • Charm: The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level. A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. 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).
  • Favor: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. A Charismatic hero spends 1 action point to activate this talent. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check. The GM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.
    • Prerequisite: Charm.
  • Captivate: The Charismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, must be flat-footed or not in combat, and must be able to see, hear, and understand the hero. To captivate a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). 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 remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened. A Charismatic hero can concentrate to keep a target captivated for additional rounds. The Charismatic hero concentrates all his or her effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.
    • Prerequisites: Charm, Favor.
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, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.
  • Dazzle: The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero. To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level. This talent can be selected multiple times, each time worsening the dazzled penalty by –1. This is a Mind-Affecting ability.
    • Prerequisite: Fast-talk.
  • Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero. To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). 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. This is a Mind-Affecting ability.
    • 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), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls 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 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
    • Prerequisite: 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 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
    • Prerequisites: Coordinate, inspiration.

Hero Points

The Future Hero class uses a customized version of the Hero Point optional rules. Hero Points replace the old MSRD Action Points.

The Future Hero class begins with 1 Hero Point and gains 1 Hero Point every level. There is no maximum number the Future Hero can have. The Future Hero then chooses any attribute to be associated with his Hero Points and the chosen attribute modifier is added to the total number of Hero Points. Once chosen, the attribute cannot be later changed.

Hero Points = 1 + (chosen attribute modifier) + level.

The Future Hero can spend a number of Hero Points each round equal to 1+1/2 level.

Hero Points can be used in a variety ways. For example if a Talent says “Once per day (or for 1 Hero Point)”, this represents that the Talent can be used once a day and if a Hero Point is spent, the Talent can be activated again.

Hero Points that are spent in the normal fashion (Bonuses, Extra Actions, Cheat Death...etc.) will be permanently lost as per standard rules.

Your campaign type will also determine the rate your Hero Points are replenished. Campaign Type Example Low Power Hero Points are permanently spent. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have. Standard Power Hero Points are not permanently spent and are replenished after a level is gained. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have. High Power Hero Points are not permanently spent and are replenished after each adventure. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have. Epic Power Hero Points are not permanently spent, but are replenished after 8 hours of complete rest. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.

Multi Base Class

Future Path takes a more simplistic approach and states that your Base class is more like a solid foundation that helps define what your character is. The Character Level is also the Base Class level. However at this same Future Path tries not to restricted player creativity. To accomplish this the Player can also Multi Class both Base Class and Advance classes. This section discusses Multi-Classes Base Classes. You can read up on Multi-Class Advance Class rules here.

When the Character levels up its Base Class levels up with them along with any advance classes that may be associated. For now we will focus only on Base Classes. To have more then one Base Class the next time a Character levels up take a level in a new Base Class. (A Character can only have two Base Classes) For example Roxannne is an level 3 Charismatic Character. When she gains enough experience to gain level 4 she can choose to take a level in the Path of Wisdom. Now she is a Level 5 Character with 4 levels in Path of Charisma and 1 level in the Path of Wisdom. When she gains level 6 she can choose to put a level in either Charisma or Wisdom.

Some extra rules:

  1. Affinity modifier is calculated by adding the two Bass class Affinity Bonus together.
  2. Players may only pick talents out of whatever classes gained a new level.
  3. Skill points added only pertain to whatever Base class gained a new level.
  4. HP gained is calculated by the rules for whatever Base class gained a new level.
  5. The character gains no bonus for having classes with the same class skill.