OvexPath: Difference between revisions

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=== Ovex Modules ===
=== Ovex Modules ===
: At 1st, 6th, 12th and 18th level, the Robot hero selects a talent from the following Modules. Each module have a set order that must be followed. The Hero can select two different Modules to rank up with. The first module has to be picked at level one. The second module if the Hero wants a second module can be picked at any of the levels where a new Talent is earned. The Base Class stats that depend on the module are only effected by the first module picked at level 1.
: At 1st, 6th, 12th and 18th level, the Robot hero selects a talent from the following Modules. Each module have a set order that must be followed. The Hero can select two different Modules to rank up with. The first module has to be picked at level one. The second module if the Hero wants a second module can be picked at any of the levels where a new Program/Routine/Sub-Routine is earned. The Base Class stats that depend on the module are only effected by the first module picked at level 1.


; - Fighter Module  
; - Fighter Module  
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<u>Class Skills</u>: Athletics(Str), Acrobatics(Dex), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]
<u>Class Skills</u>: Athletics(Str), Acrobatics(Dex), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]


* Push Through:
* Push Through: The Character has double movement speed.
* Active Resistance:
* Active Resistance: The Character takes a full round action to activate this. The Character gains DR 1 + (1/4th Character Level) for 1 + 1d6 turns.
* Auto Aim:
* Auto Aim: The Character gains advantage bonus to an accuracy check. However this action takes the full round.
* Combat Technique Sub-routine
* Combat Technique Sub-routine: The Character gains one Advance Combat Technique as if they had taken the Feat.


; - Leadership Module
; - Leadership Module
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<u>Class Skills</u>: Diplomacy(Cha), Bluff(Cha), Sense Motive(Wis), Knowledge [any one].
<u>Class Skills</u>: Diplomacy(Cha), Bluff(Cha), Sense Motive(Wis), Knowledge [any one].


* Assistance Sub-routine:
* Assistance Sub-routine: A Character can declare that they are assisting another player that turn on a particular action as a full round action. The target player gains an advantage bonus.
* Rally Function:
* Rally Function: Any ally characters within ear shot of the Character have any negative mind effecting conditions removed. A character can only do this 1/4 character level times per day.
* Task Scheduler Upgrade:
* Task Scheduler Upgrade: This counts as the Leadership feat. If you already have that feat then pick another Feat that requires Leadership.
* Intimidation Upgrade:
* Intimidation Upgrade: The Character gains advantage on Intimidation checks if activated. This can be activated 1/4th character level times per day.


; - Specialist Module
; - Specialist Module
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<u>Class Skills</u>: Craft: [Electronic, Mechanical, Structural], Study(Int), Knowledge [any two], Disable Device(Int)
<u>Class Skills</u>: Craft: [Electronic, Mechanical, Structural], Study(Int), Knowledge [any two], Disable Device(Int)


* Passive Learning:
* Passive Learning: Character gains a +1 Misc Mod to the Study Skill.
* Auto Repair:
* Auto Repair Sub-routine: When activated the character gains an advantage bonus to repair checks. This can be used 1/4th of the character level times per day.
* Skill Enhancement Upgrade:
* Skill Enhancement Upgrade: Pick one skill from the 'Class Skills' under Specialist Module to add a +1 Misc Mod to.
* Search Engine Upgrade:
* Search Engine Upgrade: When activated this talent allows a Character to use any Knowledge skill even if it is locked and has zero points in it. Or it gains an advantage bonus to a Knowledge skill that they do have ranks in. This can be used 1/4th the character level times per day.


; - Assistance Module
; - Assistance Module
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<u>Class Skills</u>: Treat Injury(Wis), Perception(Wis), Craft: [Chemical, Pharmaceutical], Survival(Wis), Knowledge [any one].
<u>Class Skills</u>: Treat Injury(Wis), Perception(Wis), Craft: [Chemical, Pharmaceutical], Survival(Wis), Knowledge [any one].


* Biology Database Program:
* Biology Database Program: This Character can preform Treat Injury skill or associated actions on any biological species without any penalties and gains a +1 Misc Mod to the Treat Injury Skill.
* Auto Assist Program:
* Auto Assist Program: When activated the Automatically heal an individual when they receive damage. They person most be within walking distance and the Character has the choice to ignore this ability. If they choose to preform the action the turn order stops until the healing action has been done. And then the turn order starts again. This however forces the Ovex to forfeit there next turn.
* Autonomous Recovery Sub-routine:
* Autonomous Recovery Sub-routine: Whenever active the Character can regenerate 1d8 + 1Ad (Affinity Die) per turn for 1d4 + Constitution Mod turns. This sub-routine can only be activated once per day.
* Chemical Analysis and Production Program:
* Chemical Analysis and Production Program: The Character gains a Rank in both Craft Chemical and Craft Pharmaceutical.

Revision as of 06:41, 20 July 2016

Ovex (Sentient Artificial Life Form) Base Class

Table: The Robot Hero
Class
Level
Affinity
Die
Class
Features
Ability
Score
1st 1d4 Talent -
2nd 1d4 - -
3rd 1d4 Bonus Feat -
4th 1d4 - +1
5th 1d4 - -
6th 1d6 Talent -
7th 1d6 - -
8th 1d6 - +1
9th 1d6 Bonus Feat -
10th 1d6 - -
11th 1d8 - -
12th 1d8 Talent +1
13th 1d8 - -
14th 1d8 - -
15th 1d8 Bonus Feat -
16th 1d10 - +1
17th 1d10 - -
18th 1d10 Talent -
19th 1d10 - -
20th 1d10 - +1

Ability Affinity: Module Dependent

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

Class Skills: The Robot hero’s class skills (and the key ability for each skill) are dependent on which Module is picking. However they all get Computer Use(Int)

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

Recommended Advance Classes: Any (This class negates Class requirements, but not level.)


Ovex Modules

At 1st, 6th, 12th and 18th level, the Robot hero selects a talent from the following Modules. Each module have a set order that must be followed. The Hero can select two different Modules to rank up with. The first module has to be picked at level one. The second module if the Hero wants a second module can be picked at any of the levels where a new Program/Routine/Sub-Routine is earned. The Base Class stats that depend on the module are only effected by the first module picked at level 1.
- Fighter Module

Ability Affinity: Strength or Dexterity

Class Skills: Athletics(Str), Acrobatics(Dex), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]

  • Push Through: The Character has double movement speed.
  • Active Resistance: The Character takes a full round action to activate this. The Character gains DR 1 + (1/4th Character Level) for 1 + 1d6 turns.
  • Auto Aim: The Character gains advantage bonus to an accuracy check. However this action takes the full round.
  • Combat Technique Sub-routine: The Character gains one Advance Combat Technique as if they had taken the Feat.
- Leadership Module

Ability Affinity: Charisma or Wisdom

Class Skills: Diplomacy(Cha), Bluff(Cha), Sense Motive(Wis), Knowledge [any one].

  • Assistance Sub-routine: A Character can declare that they are assisting another player that turn on a particular action as a full round action. The target player gains an advantage bonus.
  • Rally Function: Any ally characters within ear shot of the Character have any negative mind effecting conditions removed. A character can only do this 1/4 character level times per day.
  • Task Scheduler Upgrade: This counts as the Leadership feat. If you already have that feat then pick another Feat that requires Leadership.
  • Intimidation Upgrade: The Character gains advantage on Intimidation checks if activated. This can be activated 1/4th character level times per day.
- Specialist Module

Ability Affinity: Intelligence

Class Skills: Craft: [Electronic, Mechanical, Structural], Study(Int), Knowledge [any two], Disable Device(Int)

  • Passive Learning: Character gains a +1 Misc Mod to the Study Skill.
  • Auto Repair Sub-routine: When activated the character gains an advantage bonus to repair checks. This can be used 1/4th of the character level times per day.
  • Skill Enhancement Upgrade: Pick one skill from the 'Class Skills' under Specialist Module to add a +1 Misc Mod to.
  • Search Engine Upgrade: When activated this talent allows a Character to use any Knowledge skill even if it is locked and has zero points in it. Or it gains an advantage bonus to a Knowledge skill that they do have ranks in. This can be used 1/4th the character level times per day.
- Assistance Module

Ability Affinity: Wisdom

Class Skills: Treat Injury(Wis), Perception(Wis), Craft: [Chemical, Pharmaceutical], Survival(Wis), Knowledge [any one].

  • Biology Database Program: This Character can preform Treat Injury skill or associated actions on any biological species without any penalties and gains a +1 Misc Mod to the Treat Injury Skill.
  • Auto Assist Program: When activated the Automatically heal an individual when they receive damage. They person most be within walking distance and the Character has the choice to ignore this ability. If they choose to preform the action the turn order stops until the healing action has been done. And then the turn order starts again. This however forces the Ovex to forfeit there next turn.
  • Autonomous Recovery Sub-routine: Whenever active the Character can regenerate 1d8 + 1Ad (Affinity Die) per turn for 1d4 + Constitution Mod turns. This sub-routine can only be activated once per day.
  • Chemical Analysis and Production Program: The Character gains a Rank in both Craft Chemical and Craft Pharmaceutical.