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	<title>FuturePath - User contributions [en]</title>
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	<updated>2026-05-03T22:10:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://d20futurepath.com/index.php?title=Professions&amp;diff=1048</id>
		<title>Professions</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Professions&amp;diff=1048"/>
		<updated>2015-05-02T03:19:14Z</updated>

		<summary type="html">&lt;p&gt;70.123.214.18: Created page with &amp;quot;Here is a list of Professions. You can pick one from the list. Be careful some professions have requirements. This determines your credit score and starting wealth.  * Salvage...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of Professions. You can pick one from the list. Be careful some professions have requirements. This determines your credit score and starting wealth.&lt;br /&gt;
&lt;br /&gt;
* Salvager: Credit Rating: 1 - 4 (Starting Cash: $2000)&lt;br /&gt;
 &lt;br /&gt;
* Smuggler: Credit Rating: 0* (Starting Cash: $5000)&lt;br /&gt;
&lt;br /&gt;
* Law Enforcement: Credit Rating: 11 - 14 (Starting Cash: $8000)&lt;br /&gt;
&lt;br /&gt;
* Pilot: Credit Rating: 14 - 17 (Starting Cash: $14000)&lt;br /&gt;
&lt;br /&gt;
* Bounty Hunter: Credit Rating: 15 - 20 (Starting Cash: $20000)&lt;br /&gt;
&lt;br /&gt;
* Doctor: Credit Rating: 20 - 25 (Starting Cash: $26000)&lt;br /&gt;
&lt;br /&gt;
* Merchant: Credit Rating: 8 - 12 (Starting Cash: $6000)&lt;br /&gt;
&lt;br /&gt;
* Politician:  Credit Rating: 20 - 25 (Starting Cash: $26000)&lt;br /&gt;
&lt;br /&gt;
* Solder: Credit Rating: 8 - 12 (Starting Cash: $6000)&lt;br /&gt;
&lt;br /&gt;
* Priest: Credit Rating: 4 - 8 (Starting Cash: $4000)&lt;br /&gt;
&lt;br /&gt;
* Lawyer: Credit Rating: 16 - 20 (Starting Cash: $20000)&lt;/div&gt;</summary>
		<author><name>70.123.214.18</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=1047</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=1047"/>
		<updated>2015-05-02T03:07:04Z</updated>

		<summary type="html">&lt;p&gt;70.123.214.18: /* Determining Wealth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 7. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
Here is a list of Professions and there related wealth. [[Professions|Link]]&lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a luck with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally your Dexterity and Wisdom Modifier.&lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These repersent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats &amp;lt;br /&amp;gt; Talents* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ability Score &lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st || —  || —  || —  ||Talent  || —  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  ||Feat ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  ||—  ||1st  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  ||—  ||2nd  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  ||—  ||3rd  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  ||—  ||4th  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  ||—  ||5th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *The Talents and Feats are for Base Classes Only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each level a Character gets new skill points to spend as well as more HP. Also depending on Character level you are leveling up to you may also get, an ability score bonus, Feat, Talent, or Special Ability associated with your Advance Class.&lt;br /&gt;
&lt;br /&gt;
Your Base Class lets you know how many skill points you get at each level. This should be the same number of skill points that you got to spend at level 1. &lt;br /&gt;
&lt;br /&gt;
Your Base Class also lets you know how much HP you get. There are multi ways to add HP and your GM usually will state which type which will probably be inspired by either its a Low,Regular,High Fantasy setting.&lt;br /&gt;
&lt;br /&gt;
# Low: You roll for your HP at each level. Using the &amp;quot;Hit Die&amp;quot; and then you add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
# Regular: You automatically take 1/2 of your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example if you hit die is a d8 then you automatically take a 4 and then add your CON modifier for the total amount you add to your HP.&lt;br /&gt;
# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. Just like regular except you now you do not have to divide by two. For example if your hit die is d6 you get 6 + CON Modifier for the total amount you add to your HP.&lt;br /&gt;
&lt;br /&gt;
If you get a Talent you have to select a talent associated with your Base Class. &lt;br /&gt;
&lt;br /&gt;
If you get a Feat you must select from the [[Feats]] page and follow all the prerequisites.&lt;br /&gt;
&lt;br /&gt;
If you get a specially ability usually it is just automatically added. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Advancement)&#039;&#039;&#039;: All the above things have there place on the character sheet. As they where described in the sections above regarding Character Creation. Make sure to add all this too your Character sheet. A common moto among GM&#039;s is: &amp;quot;If it isn&#039;t on your sheet... it isn&#039;t on your Character&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Remember that you can also choose Advance Classes when they become available. There are 4 different types of Class Types. Base Class, Advance Class, Prestige Class, ArchType. More of this in the [[Advance Classes|Advance Classes]]&lt;/div&gt;</summary>
		<author><name>70.123.214.18</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=1046</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=1046"/>
		<updated>2015-05-02T02:12:31Z</updated>

		<summary type="html">&lt;p&gt;70.123.214.18: /* Path of Constitution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
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 [[Future_Hero_Base_Class#Multi_Base_Class|Multiple classes]]. There are also Arch-Types and Prestige Classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Class Features&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
: This entry tells which ability the base class is associated with and has an &amp;quot;Affinity&amp;quot; for. This means that when ever doing a Saving Throw for that Ability you add the Base Classes &amp;quot;Efficiency Bonus&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
;Hit Die&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.&lt;br /&gt;
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|Character Creation and Advancement]] page.&lt;br /&gt;
&lt;br /&gt;
;Action Points&lt;br /&gt;
: The number of action points gained per level.&lt;br /&gt;
&lt;br /&gt;
;Class Skills&lt;br /&gt;
: This section of a class description provides a list of class skills and also gives the number of skill points the character starts with at 1st level and the number of skill points gained each level thereafter. 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).&lt;br /&gt;
A 1st-level character starts with 4 times the number of skill points he or she receives upon attaining each level beyond 1st. The maximum ranks a character can have in a class skill is the character’s level +3.&lt;br /&gt;
A character can also buy skills from other classes’ skill lists. Each skill point buys a half rank in these cross-class skills, and a character can only buy up to half the maximum ranks of a class skill.&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: The feats gained at 1st level in the class.&lt;br /&gt;
&lt;br /&gt;
;Credit Score&lt;br /&gt;
&lt;br /&gt;
: The Credit Score is a skill bonus to any Profession skill. The Profession skill is used to determine the character&#039;s starting money and there Budget during game play. More rules on the wealth system can be found [[Wealth_and_Money|here]]&lt;br /&gt;
&lt;br /&gt;
;Weapon Proficiency&lt;br /&gt;
&lt;br /&gt;
: The Future Hero is proficient in all Simple Weapons.&lt;br /&gt;
&lt;br /&gt;
;Class Table&lt;br /&gt;
: This table details how a character improves as he or she attains higher levels in the class. It includes the following information.&lt;br /&gt;
* Level: The character’s level in the class.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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:&lt;br /&gt;
**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.&lt;br /&gt;
**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.&lt;br /&gt;
&lt;br /&gt;
== Path of Strength ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Strong 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Strong hero’s class skills (and the key ability for each skill) are:&lt;br /&gt;
Climb (Str), Craft (structural) (Int), Handle Animal (Cha), Jump (Str), Knowledge (current events, popular culture, streetwise, tactics) (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Speak Language (none), and Swim (Str).&lt;br /&gt;
Also, the starting occupation selected can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (3 + Int modifier)x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 3 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Strong hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
;Extreme Effort Talent Tree&lt;br /&gt;
: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.&lt;br /&gt;
* Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.&lt;br /&gt;
* 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).&lt;br /&gt;
* Prerequisite: Extreme effort.&lt;br /&gt;
* 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).&lt;br /&gt;
** Prerequisites: Extreme effort, improved extreme effort.&lt;br /&gt;
&lt;br /&gt;
;Ignore Hardness Talent Tree&lt;br /&gt;
: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.&lt;br /&gt;
* Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.&lt;br /&gt;
* Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).&lt;br /&gt;
* Prerequisite: Ignore hardness.&lt;br /&gt;
* Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).&lt;br /&gt;
** Prerequisites: Ignore hardness, improved ignore hardness.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent that increases melee damage.&lt;br /&gt;
*Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
* Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
** Prerequisite: Melee smash.&lt;br /&gt;
* Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
** Prerequisites: Melee smash, improved melee smash.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
:At 2nd, 4th, 6th, 8th, and 10th level, the Strong hero gains a bonus feat. This feat must be selected from the following list, and the Strong hero must meet any prerequisites.&lt;br /&gt;
Animal Affinity, Archaic Weapons Proficiency, Athletic, Blind-Fight, Brawl, Cleave, Combat Martial Arts, Combat Reflexes, Great Cleave, Improved Brawl, Improved Combat Martial Arts, Power Attack, Weapon Focus.&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: 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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Fast hero’s class skills (and the key ability for each skill) are: Balance (Dex), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Hide (Dex), Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex), Pilot (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak Language (none), and Tumble (Dex).&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (5 + Int modifier) x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 5 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Fast hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
;Defensive Talent Tree&lt;br /&gt;
:The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.)&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
*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.&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
&lt;br /&gt;
;Increased Speed Talent Tree&lt;br /&gt;
:The Fast hero can increase his or her natural base speed.&lt;br /&gt;
* Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
* Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).&lt;br /&gt;
** Prerequisite: Increased speed.&lt;br /&gt;
* 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).&lt;br /&gt;
** Prerequisites: Increased speed, improved increased speed.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At 2nd, 4th, 6th, 8th, and 10th level, the Fast hero gains a bonus feat. This feat must be selected from the following list, and the Fast hero must meet any prerequisites.&lt;br /&gt;
Acrobatic, Combat Expertise, Combat Throw, Defensive Martial Arts, Double Tap, Elusive Target, Focused, Improved Disarm, Mobility, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Weapon Finesse.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: 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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;&lt;br /&gt;
The Constitution hero’s class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (Choose one)(mechanical, structural) (Int), Drive (Dex), Intimidate (Cha), Knowledge (Choose one)(current events, popular culture, streetwise) (Int), Profession (Wis), Ride (Dex), Language (none), Perception (Wis), and Survival (Wis).&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (3 + Int modifier) x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 3 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Tough hero begins play with the Armor Proficiency (light) feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
;Damage Reduction Talent Tree&lt;br /&gt;
: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.&lt;br /&gt;
* Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.&lt;br /&gt;
** Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 2/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 3/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, damage reduction 2/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
&lt;br /&gt;
;Energy Resistance Talent Tree&lt;br /&gt;
:The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.&lt;br /&gt;
* Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.&lt;br /&gt;
* Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.&lt;br /&gt;
* Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.&lt;br /&gt;
* Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.&lt;br /&gt;
* Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Robust.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
:At 2nd, 4th, 6th, 8th, and 10th level, the Tough hero gains a bonus feat. This feat must be selected from the following list, and the Tough hero must meet any prerequisites.&lt;br /&gt;
Alertness, Athletic, Brawl, Confident, Endurance, Great Fortitude, Improved Brawl, Improved Bull Rush, Improved Feint, Knockout Punch, Power Attack, Streetfighting, Toughness, Vehicle Expert.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: 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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Smart hero’s class skills (and the key ability for each skill) are: Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), and Speak Language (none).&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (9 + Int modifier) x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 9 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Smart hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
;Research Talent Tree&lt;br /&gt;
:The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.&lt;br /&gt;
* 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. &lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.&lt;br /&gt;
&lt;br /&gt;
;Strategy Talent Tree&lt;br /&gt;
: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.&lt;br /&gt;
* 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. &lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;| Check Result&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
|9 or lower||+0 (check failed)&lt;br /&gt;
|-&lt;br /&gt;
|10–14||+1&lt;br /&gt;
|-&lt;br /&gt;
|15–24||+2&lt;br /&gt;
|-&lt;br /&gt;
|25 or higher||+3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
:At 2nd, 4th, 6th, 8th, and 10th level, the Smart hero gains a bonus feat. This feat must be selected from the following list, and the Smart hero must meet any prerequisites.&lt;br /&gt;
Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Meticulous, Studious, Vehicle Expert, Weapon Focus.&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dedicated hero’s class skills (and the key ability for each skill) are: Craft (pharmaceutical, visual art, writing) (Int), Gamble (Wis), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), and Treat Injury (Wis).&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (5 + Int modifier) x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 5 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Dedicated hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
;Empathic Talent Tree&lt;br /&gt;
:The Dedicated hero’s innate talents give him or her a great capacity for empathy.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
&lt;br /&gt;
;Healing Talent Tree&lt;br /&gt;
:The Dedicated hero has a talent for healing.&lt;br /&gt;
* Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Healing knack.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisites: Healing knack, healing touch 1.&lt;br /&gt;
&lt;br /&gt;
;Insightful Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate insightfulness serves her well.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Skill emphasis plus either faith or aware.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
:At 2nd, 4th, 6th, 8th, and 10th level, the Dedicated hero gains a bonus feat. This feat must be from this list, and the Dedicated hero must meet any prerequisites.&lt;br /&gt;
Advanced Firearms Proficiency, Alertness, Archaic Weapons Proficiency, Attentive, Blind-Fight, Deceptive, Educated, Far Shot, Iron Will, Medical Expert, Meticulous, Surgery, Track, Weapon Focus.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
Class Skills: The Charismatic hero’s class skills (and the key ability for each skill) are: Bluff (Cha), Craft (visual art, writing) (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, popular culture, streetwise, theology and philosophy) (Int), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, wind instruments) (Cha), Profession (Wis), Read/Write Language (none), and Speak Language (none).&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (7 + Int modifier) x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 7 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Charismatic hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Charisma Talents ===&lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
;Charm Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for being charming and captivating.&lt;br /&gt;
* 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).&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Charm.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisites: Charm, Favor.&lt;br /&gt;
&lt;br /&gt;
;Fast-Talk Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Fast-talk.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisites: Fast-talk, dazzle.&lt;br /&gt;
&lt;br /&gt;
;Leadership Talent Tree&lt;br /&gt;
:The Charismatic hero has a talent for leadership and inspiration.&lt;br /&gt;
* 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).&lt;br /&gt;
* 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).&lt;br /&gt;
** Prerequisite: Coordinate.&lt;br /&gt;
* 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).&lt;br /&gt;
** Prerequisites: Coordinate, inspiration. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At 2nd, 4th, 6th, 8th, and 10th level, the Charismatic hero gains a bonus feat. This feat must be selected from the following list, and the Charismatic hero must meet any prerequisites.&lt;br /&gt;
Agile Riposte, Creative, Deceptive, Dodge, Frightful Presence, Iron Will, Lightning Reflexes, Low Profile, Point Blank Shot, Renown, Trustworthy, Windfall.&lt;br /&gt;
&lt;br /&gt;
== Hero Points ==&lt;br /&gt;
&lt;br /&gt;
The Future Hero class uses a customized version of the Hero Point optional rules. Hero Points replace the old MSRD Action Points.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Hero Points = 1 + (chosen attribute modifier) + level.&lt;br /&gt;
&lt;br /&gt;
The Future Hero can spend a number of Hero Points each round equal to 1+1/2 level.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Hero Points that are spent in the normal fashion (Bonuses, Extra Actions, Cheat Death...etc.) will be permanently lost as per standard rules.&lt;br /&gt;
&lt;br /&gt;
Your campaign type will also determine the rate your Hero Points are replenished.&lt;br /&gt;
Campaign Type 	Example&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Multi Base Class ==&lt;br /&gt;
&lt;br /&gt;
In d20 Future you could multi class you Base Class with other Base Classes as well as [[Advance_Classes|Advance classes]]. 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. However at this same time not restricting. We do this by allowing the player to still Multi-Class with multiple [[Advance_Classes|Advance classes]]. You can read up on Multi-Class rules [[Advance_Classes#Multiclass|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Possible Multi Class Base RuleSet ===&lt;br /&gt;
&lt;br /&gt;
One way to Multi Class with Base classes is to treat the second Base Class like another Advance Class with a couple of restrictions. You do not add your Base Attack Bonus and The Second Base class is shrunk to lvl 1 - 10. So simply remove all the levels where there are no Talents/Bonus Feats given. Also all Base classes have a prerequisite of a Lvl5 Hero. All other Advance Class MultiClass rules apply the same.&lt;/div&gt;</summary>
		<author><name>70.123.214.18</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=1045</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=1045"/>
		<updated>2015-05-02T01:53:46Z</updated>

		<summary type="html">&lt;p&gt;70.123.214.18: /* Path of Constitution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
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 [[Future_Hero_Base_Class#Multi_Base_Class|Multiple classes]]. There are also Arch-Types and Prestige Classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Class Features&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
: This entry tells which ability the base class is associated with and has an &amp;quot;Affinity&amp;quot; for. This means that when ever doing a Saving Throw for that Ability you add the Base Classes &amp;quot;Efficiency Bonus&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
;Hit Die&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.&lt;br /&gt;
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|Character Creation and Advancement]] page.&lt;br /&gt;
&lt;br /&gt;
;Action Points&lt;br /&gt;
: The number of action points gained per level.&lt;br /&gt;
&lt;br /&gt;
;Class Skills&lt;br /&gt;
: This section of a class description provides a list of class skills and also gives the number of skill points the character starts with at 1st level and the number of skill points gained each level thereafter. 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).&lt;br /&gt;
A 1st-level character starts with 4 times the number of skill points he or she receives upon attaining each level beyond 1st. The maximum ranks a character can have in a class skill is the character’s level +3.&lt;br /&gt;
A character can also buy skills from other classes’ skill lists. Each skill point buys a half rank in these cross-class skills, and a character can only buy up to half the maximum ranks of a class skill.&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: The feats gained at 1st level in the class.&lt;br /&gt;
&lt;br /&gt;
;Credit Score&lt;br /&gt;
&lt;br /&gt;
: The Credit Score is a skill bonus to any Profession skill. The Profession skill is used to determine the character&#039;s starting money and there Budget during game play. More rules on the wealth system can be found [[Wealth_and_Money|here]]&lt;br /&gt;
&lt;br /&gt;
;Weapon Proficiency&lt;br /&gt;
&lt;br /&gt;
: The Future Hero is proficient in all Simple Weapons.&lt;br /&gt;
&lt;br /&gt;
;Class Table&lt;br /&gt;
: This table details how a character improves as he or she attains higher levels in the class. It includes the following information.&lt;br /&gt;
* Level: The character’s level in the class.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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:&lt;br /&gt;
**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.&lt;br /&gt;
**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.&lt;br /&gt;
&lt;br /&gt;
== Path of Strength ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Strong 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Strong hero’s class skills (and the key ability for each skill) are:&lt;br /&gt;
Climb (Str), Craft (structural) (Int), Handle Animal (Cha), Jump (Str), Knowledge (current events, popular culture, streetwise, tactics) (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Speak Language (none), and Swim (Str).&lt;br /&gt;
Also, the starting occupation selected can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (3 + Int modifier)x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 3 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Strong hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
;Extreme Effort Talent Tree&lt;br /&gt;
: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.&lt;br /&gt;
* Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.&lt;br /&gt;
* 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).&lt;br /&gt;
* Prerequisite: Extreme effort.&lt;br /&gt;
* 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).&lt;br /&gt;
** Prerequisites: Extreme effort, improved extreme effort.&lt;br /&gt;
&lt;br /&gt;
;Ignore Hardness Talent Tree&lt;br /&gt;
: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.&lt;br /&gt;
* Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.&lt;br /&gt;
* Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).&lt;br /&gt;
* Prerequisite: Ignore hardness.&lt;br /&gt;
* Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).&lt;br /&gt;
** Prerequisites: Ignore hardness, improved ignore hardness.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent that increases melee damage.&lt;br /&gt;
*Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
* Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
** Prerequisite: Melee smash.&lt;br /&gt;
* Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
** Prerequisites: Melee smash, improved melee smash.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
:At 2nd, 4th, 6th, 8th, and 10th level, the Strong hero gains a bonus feat. This feat must be selected from the following list, and the Strong hero must meet any prerequisites.&lt;br /&gt;
Animal Affinity, Archaic Weapons Proficiency, Athletic, Blind-Fight, Brawl, Cleave, Combat Martial Arts, Combat Reflexes, Great Cleave, Improved Brawl, Improved Combat Martial Arts, Power Attack, Weapon Focus.&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: 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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Fast hero’s class skills (and the key ability for each skill) are: Balance (Dex), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Hide (Dex), Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex), Pilot (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak Language (none), and Tumble (Dex).&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (5 + Int modifier) x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 5 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Fast hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
;Defensive Talent Tree&lt;br /&gt;
:The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.)&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
*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.&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
&lt;br /&gt;
;Increased Speed Talent Tree&lt;br /&gt;
:The Fast hero can increase his or her natural base speed.&lt;br /&gt;
* Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
* Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).&lt;br /&gt;
** Prerequisite: Increased speed.&lt;br /&gt;
* 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).&lt;br /&gt;
** Prerequisites: Increased speed, improved increased speed.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At 2nd, 4th, 6th, 8th, and 10th level, the Fast hero gains a bonus feat. This feat must be selected from the following list, and the Fast hero must meet any prerequisites.&lt;br /&gt;
Acrobatic, Combat Expertise, Combat Throw, Defensive Martial Arts, Double Tap, Elusive Target, Focused, Improved Disarm, Mobility, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Weapon Finesse.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: 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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;&lt;br /&gt;
The Constitution hero’s class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (Choose one)(mechanical, structural) (Int), Drive (Dex), Intimidate (Cha), Knowledge (Choose one)(current events, popular culture, streetwise) (Int), Profession (Wis), Ride (Dex), Language (none), Perception (Wis), and Survival (Wis).&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (3 + Int modifier) x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 3 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Tough hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
;Damage Reduction Talent Tree&lt;br /&gt;
: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.&lt;br /&gt;
* Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.&lt;br /&gt;
** Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 2/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 3/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, damage reduction 2/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
&lt;br /&gt;
;Energy Resistance Talent Tree&lt;br /&gt;
:The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.&lt;br /&gt;
* Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.&lt;br /&gt;
* Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.&lt;br /&gt;
* Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.&lt;br /&gt;
* Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.&lt;br /&gt;
* Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Robust.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
:At 2nd, 4th, 6th, 8th, and 10th level, the Tough hero gains a bonus feat. This feat must be selected from the following list, and the Tough hero must meet any prerequisites.&lt;br /&gt;
Alertness, Athletic, Brawl, Confident, Endurance, Great Fortitude, Improved Brawl, Improved Bull Rush, Improved Feint, Knockout Punch, Power Attack, Streetfighting, Toughness, Vehicle Expert.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: 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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Smart hero’s class skills (and the key ability for each skill) are: Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), and Speak Language (none).&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (9 + Int modifier) x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 9 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Smart hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
;Research Talent Tree&lt;br /&gt;
:The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.&lt;br /&gt;
* 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. &lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.&lt;br /&gt;
&lt;br /&gt;
;Strategy Talent Tree&lt;br /&gt;
: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.&lt;br /&gt;
* 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. &lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;| Check Result&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
|9 or lower||+0 (check failed)&lt;br /&gt;
|-&lt;br /&gt;
|10–14||+1&lt;br /&gt;
|-&lt;br /&gt;
|15–24||+2&lt;br /&gt;
|-&lt;br /&gt;
|25 or higher||+3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
:At 2nd, 4th, 6th, 8th, and 10th level, the Smart hero gains a bonus feat. This feat must be selected from the following list, and the Smart hero must meet any prerequisites.&lt;br /&gt;
Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Meticulous, Studious, Vehicle Expert, Weapon Focus.&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dedicated hero’s class skills (and the key ability for each skill) are: Craft (pharmaceutical, visual art, writing) (Int), Gamble (Wis), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), and Treat Injury (Wis).&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (5 + Int modifier) x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 5 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Dedicated hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
;Empathic Talent Tree&lt;br /&gt;
:The Dedicated hero’s innate talents give him or her a great capacity for empathy.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
&lt;br /&gt;
;Healing Talent Tree&lt;br /&gt;
:The Dedicated hero has a talent for healing.&lt;br /&gt;
* Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Healing knack.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisites: Healing knack, healing touch 1.&lt;br /&gt;
&lt;br /&gt;
;Insightful Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate insightfulness serves her well.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Skill emphasis plus either faith or aware.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
:At 2nd, 4th, 6th, 8th, and 10th level, the Dedicated hero gains a bonus feat. This feat must be from this list, and the Dedicated hero must meet any prerequisites.&lt;br /&gt;
Advanced Firearms Proficiency, Alertness, Archaic Weapons Proficiency, Attentive, Blind-Fight, Deceptive, Educated, Far Shot, Iron Will, Medical Expert, Meticulous, Surgery, Track, Weapon Focus.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
Class Skills: The Charismatic hero’s class skills (and the key ability for each skill) are: Bluff (Cha), Craft (visual art, writing) (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, popular culture, streetwise, theology and philosophy) (Int), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, wind instruments) (Cha), Profession (Wis), Read/Write Language (none), and Speak Language (none).&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (7 + Int modifier) x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 7 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Charismatic hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Charisma Talents ===&lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
;Charm Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for being charming and captivating.&lt;br /&gt;
* 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).&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Charm.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisites: Charm, Favor.&lt;br /&gt;
&lt;br /&gt;
;Fast-Talk Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Fast-talk.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisites: Fast-talk, dazzle.&lt;br /&gt;
&lt;br /&gt;
;Leadership Talent Tree&lt;br /&gt;
:The Charismatic hero has a talent for leadership and inspiration.&lt;br /&gt;
* 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).&lt;br /&gt;
* 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).&lt;br /&gt;
** Prerequisite: Coordinate.&lt;br /&gt;
* 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).&lt;br /&gt;
** Prerequisites: Coordinate, inspiration. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At 2nd, 4th, 6th, 8th, and 10th level, the Charismatic hero gains a bonus feat. This feat must be selected from the following list, and the Charismatic hero must meet any prerequisites.&lt;br /&gt;
Agile Riposte, Creative, Deceptive, Dodge, Frightful Presence, Iron Will, Lightning Reflexes, Low Profile, Point Blank Shot, Renown, Trustworthy, Windfall.&lt;br /&gt;
&lt;br /&gt;
== Hero Points ==&lt;br /&gt;
&lt;br /&gt;
The Future Hero class uses a customized version of the Hero Point optional rules. Hero Points replace the old MSRD Action Points.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Hero Points = 1 + (chosen attribute modifier) + level.&lt;br /&gt;
&lt;br /&gt;
The Future Hero can spend a number of Hero Points each round equal to 1+1/2 level.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Hero Points that are spent in the normal fashion (Bonuses, Extra Actions, Cheat Death...etc.) will be permanently lost as per standard rules.&lt;br /&gt;
&lt;br /&gt;
Your campaign type will also determine the rate your Hero Points are replenished.&lt;br /&gt;
Campaign Type 	Example&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Multi Base Class ==&lt;br /&gt;
&lt;br /&gt;
In d20 Future you could multi class you Base Class with other Base Classes as well as [[Advance_Classes|Advance classes]]. 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. However at this same time not restricting. We do this by allowing the player to still Multi-Class with multiple [[Advance_Classes|Advance classes]]. You can read up on Multi-Class rules [[Advance_Classes#Multiclass|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Possible Multi Class Base RuleSet ===&lt;br /&gt;
&lt;br /&gt;
One way to Multi Class with Base classes is to treat the second Base Class like another Advance Class with a couple of restrictions. You do not add your Base Attack Bonus and The Second Base class is shrunk to lvl 1 - 10. So simply remove all the levels where there are no Talents/Bonus Feats given. Also all Base classes have a prerequisite of a Lvl5 Hero. All other Advance Class MultiClass rules apply the same.&lt;/div&gt;</summary>
		<author><name>70.123.214.18</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=1044</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=1044"/>
		<updated>2015-05-02T01:49:50Z</updated>

		<summary type="html">&lt;p&gt;70.123.214.18: /* Path of Constitution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
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 [[Future_Hero_Base_Class#Multi_Base_Class|Multiple classes]]. There are also Arch-Types and Prestige Classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Class Features&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
: This entry tells which ability the base class is associated with and has an &amp;quot;Affinity&amp;quot; for. This means that when ever doing a Saving Throw for that Ability you add the Base Classes &amp;quot;Efficiency Bonus&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
;Hit Die&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.&lt;br /&gt;
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|Character Creation and Advancement]] page.&lt;br /&gt;
&lt;br /&gt;
;Action Points&lt;br /&gt;
: The number of action points gained per level.&lt;br /&gt;
&lt;br /&gt;
;Class Skills&lt;br /&gt;
: This section of a class description provides a list of class skills and also gives the number of skill points the character starts with at 1st level and the number of skill points gained each level thereafter. 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).&lt;br /&gt;
A 1st-level character starts with 4 times the number of skill points he or she receives upon attaining each level beyond 1st. The maximum ranks a character can have in a class skill is the character’s level +3.&lt;br /&gt;
A character can also buy skills from other classes’ skill lists. Each skill point buys a half rank in these cross-class skills, and a character can only buy up to half the maximum ranks of a class skill.&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: The feats gained at 1st level in the class.&lt;br /&gt;
&lt;br /&gt;
;Credit Score&lt;br /&gt;
&lt;br /&gt;
: The Credit Score is a skill bonus to any Profession skill. The Profession skill is used to determine the character&#039;s starting money and there Budget during game play. More rules on the wealth system can be found [[Wealth_and_Money|here]]&lt;br /&gt;
&lt;br /&gt;
;Weapon Proficiency&lt;br /&gt;
&lt;br /&gt;
: The Future Hero is proficient in all Simple Weapons.&lt;br /&gt;
&lt;br /&gt;
;Class Table&lt;br /&gt;
: This table details how a character improves as he or she attains higher levels in the class. It includes the following information.&lt;br /&gt;
* Level: The character’s level in the class.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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:&lt;br /&gt;
**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.&lt;br /&gt;
**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.&lt;br /&gt;
&lt;br /&gt;
== Path of Strength ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: Strong 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Strong hero’s class skills (and the key ability for each skill) are:&lt;br /&gt;
Climb (Str), Craft (structural) (Int), Handle Animal (Cha), Jump (Str), Knowledge (current events, popular culture, streetwise, tactics) (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Speak Language (none), and Swim (Str).&lt;br /&gt;
Also, the starting occupation selected can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (3 + Int modifier)x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 3 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Strong hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
;Extreme Effort Talent Tree&lt;br /&gt;
: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.&lt;br /&gt;
* Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.&lt;br /&gt;
* 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).&lt;br /&gt;
* Prerequisite: Extreme effort.&lt;br /&gt;
* 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).&lt;br /&gt;
** Prerequisites: Extreme effort, improved extreme effort.&lt;br /&gt;
&lt;br /&gt;
;Ignore Hardness Talent Tree&lt;br /&gt;
: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.&lt;br /&gt;
* Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.&lt;br /&gt;
* Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).&lt;br /&gt;
* Prerequisite: Ignore hardness.&lt;br /&gt;
* Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).&lt;br /&gt;
** Prerequisites: Ignore hardness, improved ignore hardness.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent that increases melee damage.&lt;br /&gt;
*Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
* Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
** Prerequisite: Melee smash.&lt;br /&gt;
* Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
** Prerequisites: Melee smash, improved melee smash.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
:At 2nd, 4th, 6th, 8th, and 10th level, the Strong hero gains a bonus feat. This feat must be selected from the following list, and the Strong hero must meet any prerequisites.&lt;br /&gt;
Animal Affinity, Archaic Weapons Proficiency, Athletic, Blind-Fight, Brawl, Cleave, Combat Martial Arts, Combat Reflexes, Great Cleave, Improved Brawl, Improved Combat Martial Arts, Power Attack, Weapon Focus.&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: 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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Fast hero’s class skills (and the key ability for each skill) are: Balance (Dex), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Hide (Dex), Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex), Pilot (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak Language (none), and Tumble (Dex).&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (5 + Int modifier) x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 5 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Fast hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
: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.&lt;br /&gt;
&lt;br /&gt;
;Defensive Talent Tree&lt;br /&gt;
:The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.)&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisites: Evasion, uncanny dodge 1.&lt;br /&gt;
*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.&lt;br /&gt;
** Prerequisite: Evasion.&lt;br /&gt;
&lt;br /&gt;
;Increased Speed Talent Tree&lt;br /&gt;
:The Fast hero can increase his or her natural base speed.&lt;br /&gt;
* Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
* Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).&lt;br /&gt;
** Prerequisite: Increased speed.&lt;br /&gt;
* 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).&lt;br /&gt;
** Prerequisites: Increased speed, improved increased speed.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At 2nd, 4th, 6th, 8th, and 10th level, the Fast hero gains a bonus feat. This feat must be selected from the following list, and the Fast hero must meet any prerequisites.&lt;br /&gt;
Acrobatic, Combat Expertise, Combat Throw, Defensive Martial Arts, Double Tap, Elusive Target, Focused, Improved Disarm, Mobility, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Weapon Finesse.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: 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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;&lt;br /&gt;
The Constitution hero’s class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (mechanical, structural) (Int), Drive (Dex), Intimidate (Cha), Knowledge (current events, popular culture, streetwise) (Int), Profession (Wis), Read/Write Language (none), Ride (Dex), Speak Language (none), Spot (Wis), and Survival (Wis).&lt;br /&gt;
Also, the starting occupation the character selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (3 + Int modifier) x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 3 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Tough hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
;Damage Reduction Talent Tree&lt;br /&gt;
: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.&lt;br /&gt;
* Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.&lt;br /&gt;
** Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 2/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 3/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).&lt;br /&gt;
** Prerequisites: Damage reduction 1/—, damage reduction 2/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
&lt;br /&gt;
;Energy Resistance Talent Tree&lt;br /&gt;
:The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.&lt;br /&gt;
* Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.&lt;br /&gt;
* Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.&lt;br /&gt;
* Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.&lt;br /&gt;
* Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.&lt;br /&gt;
* Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Robust.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
:At 2nd, 4th, 6th, 8th, and 10th level, the Tough hero gains a bonus feat. This feat must be selected from the following list, and the Tough hero must meet any prerequisites.&lt;br /&gt;
Alertness, Athletic, Brawl, Confident, Endurance, Great Fortitude, Improved Brawl, Improved Bull Rush, Improved Feint, Knockout Punch, Power Attack, Streetfighting, Toughness, Vehicle Expert.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: 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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Smart hero’s class skills (and the key ability for each skill) are: Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), and Speak Language (none).&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (9 + Int modifier) x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 9 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Smart hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
;Research Talent Tree&lt;br /&gt;
:The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.&lt;br /&gt;
* 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. &lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.&lt;br /&gt;
&lt;br /&gt;
;Strategy Talent Tree&lt;br /&gt;
: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.&lt;br /&gt;
* 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. &lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;| Check Result&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
|9 or lower||+0 (check failed)&lt;br /&gt;
|-&lt;br /&gt;
|10–14||+1&lt;br /&gt;
|-&lt;br /&gt;
|15–24||+2&lt;br /&gt;
|-&lt;br /&gt;
|25 or higher||+3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: One talent from the Research Talent Tree.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
:At 2nd, 4th, 6th, 8th, and 10th level, the Smart hero gains a bonus feat. This feat must be selected from the following list, and the Smart hero must meet any prerequisites.&lt;br /&gt;
Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Meticulous, Studious, Vehicle Expert, Weapon Focus.&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dedicated hero’s class skills (and the key ability for each skill) are: Craft (pharmaceutical, visual art, writing) (Int), Gamble (Wis), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), and Treat Injury (Wis).&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (5 + Int modifier) x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 5 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
: In addition to the two feats all characters get at 1st level, a Dedicated hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
;Empathic Talent Tree&lt;br /&gt;
:The Dedicated hero’s innate talents give him or her a great capacity for empathy.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Empathy.&lt;br /&gt;
&lt;br /&gt;
;Healing Talent Tree&lt;br /&gt;
:The Dedicated hero has a talent for healing.&lt;br /&gt;
* Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Healing knack.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisites: Healing knack, healing touch 1.&lt;br /&gt;
&lt;br /&gt;
;Insightful Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate insightfulness serves her well.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Skill emphasis.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Skill emphasis plus either faith or aware.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
:At 2nd, 4th, 6th, 8th, and 10th level, the Dedicated hero gains a bonus feat. This feat must be from this list, and the Dedicated hero must meet any prerequisites.&lt;br /&gt;
Advanced Firearms Proficiency, Alertness, Archaic Weapons Proficiency, Attentive, Blind-Fight, Deceptive, Educated, Far Shot, Iron Will, Medical Expert, Meticulous, Surgery, Track, Weapon Focus.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action Points&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
Class Skills: The Charismatic hero’s class skills (and the key ability for each skill) are: Bluff (Cha), Craft (visual art, writing) (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, popular culture, streetwise, theology and philosophy) (Int), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, wind instruments) (Cha), Profession (Wis), Read/Write Language (none), and Speak Language (none).&lt;br /&gt;
Also, the starting occupation the hero selects can provide additional class skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at 1st Level&amp;lt;/u&amp;gt;: (7 + Int modifier) x4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 7 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Efficiency &amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
|-&lt;br /&gt;
|1st||0||Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|4th||1|| -&lt;br /&gt;
|-&lt;br /&gt;
|5th||1||Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|7th||2||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|8th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|9th||2||Talent&lt;br /&gt;
|-&lt;br /&gt;
|10th||2|| -&lt;br /&gt;
|-&lt;br /&gt;
|11th||3||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|13th||3||Talent&lt;br /&gt;
|-&lt;br /&gt;
|14th||3|| -&lt;br /&gt;
|-&lt;br /&gt;
|15th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|17th||4||Talent&lt;br /&gt;
|-&lt;br /&gt;
|18th||4|| -&lt;br /&gt;
|-&lt;br /&gt;
|19th||4||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|20th||5|| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Starting Feats&lt;br /&gt;
:In addition to the two feats all characters get at 1st level, a Charismatic hero begins play with the Simple Weapons Proficiency feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Charisma Talents ===&lt;br /&gt;
: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.&lt;br /&gt;
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;Charm Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for being charming and captivating.&lt;br /&gt;
* 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).&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Charm.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisites: Charm, Favor.&lt;br /&gt;
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;Fast-Talk Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisite: Fast-talk.&lt;br /&gt;
* 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.&lt;br /&gt;
** Prerequisites: Fast-talk, dazzle.&lt;br /&gt;
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;Leadership Talent Tree&lt;br /&gt;
:The Charismatic hero has a talent for leadership and inspiration.&lt;br /&gt;
* 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).&lt;br /&gt;
* 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).&lt;br /&gt;
** Prerequisite: Coordinate.&lt;br /&gt;
* 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).&lt;br /&gt;
** Prerequisites: Coordinate, inspiration. &lt;br /&gt;
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;Bonus Feats&lt;br /&gt;
: At 2nd, 4th, 6th, 8th, and 10th level, the Charismatic hero gains a bonus feat. This feat must be selected from the following list, and the Charismatic hero must meet any prerequisites.&lt;br /&gt;
Agile Riposte, Creative, Deceptive, Dodge, Frightful Presence, Iron Will, Lightning Reflexes, Low Profile, Point Blank Shot, Renown, Trustworthy, Windfall.&lt;br /&gt;
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== Hero Points ==&lt;br /&gt;
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The Future Hero class uses a customized version of the Hero Point optional rules. Hero Points replace the old MSRD Action Points.&lt;br /&gt;
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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.&lt;br /&gt;
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Hero Points = 1 + (chosen attribute modifier) + level.&lt;br /&gt;
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The Future Hero can spend a number of Hero Points each round equal to 1+1/2 level.&lt;br /&gt;
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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.&lt;br /&gt;
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Hero Points that are spent in the normal fashion (Bonuses, Extra Actions, Cheat Death...etc.) will be permanently lost as per standard rules.&lt;br /&gt;
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Your campaign type will also determine the rate your Hero Points are replenished.&lt;br /&gt;
Campaign Type 	Example&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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== Multi Base Class ==&lt;br /&gt;
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In d20 Future you could multi class you Base Class with other Base Classes as well as [[Advance_Classes|Advance classes]]. 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. However at this same time not restricting. We do this by allowing the player to still Multi-Class with multiple [[Advance_Classes|Advance classes]]. You can read up on Multi-Class rules [[Advance_Classes#Multiclass|here]].&lt;br /&gt;
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=== Possible Multi Class Base RuleSet ===&lt;br /&gt;
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One way to Multi Class with Base classes is to treat the second Base Class like another Advance Class with a couple of restrictions. You do not add your Base Attack Bonus and The Second Base class is shrunk to lvl 1 - 10. So simply remove all the levels where there are no Talents/Bonus Feats given. Also all Base classes have a prerequisite of a Lvl5 Hero. All other Advance Class MultiClass rules apply the same.&lt;/div&gt;</summary>
		<author><name>70.123.214.18</name></author>
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